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Mood Board

1) The mood board features images that inspired the visual style and gameplay mechanics of the video game. Character designs were inspired by Pac-Man, Kirby, and Rayman due to their ball-like shapes. 2) Screenshots from Sonic and Mario games influenced the cutesy visual style and lighthearted tone, as well as elements like speedy 2D platforming and varied world settings. 3) A key gameplay mechanic is bouncing at high distances, represented in the mood board by a diagram of bounce physics, allowing players to reach greater heights and take alternate paths.

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Arran Bull
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0% found this document useful (0 votes)
263 views3 pages

Mood Board

1) The mood board features images that inspired the visual style and gameplay mechanics of the video game. Character designs were inspired by Pac-Man, Kirby, and Rayman due to their ball-like shapes. 2) Screenshots from Sonic and Mario games influenced the cutesy visual style and lighthearted tone, as well as elements like speedy 2D platforming and varied world settings. 3) A key gameplay mechanic is bouncing at high distances, represented in the mood board by a diagram of bounce physics, allowing players to reach greater heights and take alternate paths.

Uploaded by

Arran Bull
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
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Video Game Mood Board

Arran Bull

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Analysis
Featured in this mood board are images that represent the inspirations and features of my game. Mainly
to showcase gameplay mechanics and visual style.
For the games visual style: on the top left of the mood board are the main assets that inspired the
character design for Bouncebob: a red bounce ball (1) because well, hes a bounce ball, Pac-Man (2)
because of his ball shape and gloves, Kirby (3) because of again his ball shape and his feet, and Rayman
(4) because of his floating hands and feet. Also featured in this mood board is a rubix cube (10), which is
what the main villain of my game is: a talking rubix cube that has a different face on each side. The
rubix cube is seen as a toy just like how a bounce ball is, so having a toy as a villain would seem fitting
with the games tone and setting. There is a 15-bit RGB colour (5) palette featured in the mood board,
this is the same colour palette thats used on the Sega Mega-Drive, Super Nintendo and Gameboy
Advance. I decided to use it in my game because I want my game to have a 16-bit, pixelated visual style
that feels authentic to games from that era. To make it feel authentic, Ill be using the official colour
palette that was used in games from that era.
Scattered around the mood board are screenshots/concept art from games that have inspired my game,
whether it would be for gameplay, settings or visuals. There are two screenshots and one piece of
concept art from the Sonic series that showcase the franchises 2D gameplay: one screenshot from Sonic
1s Green Hill Zone (14), one from the upcoming Sonic Mania (9) and a piece of concept artwork that
showcases gameplay of Sky Sanctuary Classic for Sonic Generations (7). I used screenshots from Sonic
games because the classic 2D high-speed Sonic formula was a major influence on my games physics
and graphic style. I also included screenshots from 2D Mario games: a level from Super Mario World (13)
and the world map from New Super Mario Bros. U (11) as they also influenced the games visual style to
be cutesy and more stylised, the light-hearted tone as well as the games elemental theme of settings
and locations for the games worlds and levels (grass, desert, ice, water, jungle, mountain, sky, volcano
etc.). I also used screenshots from Rayman Legends (6) and Super Meat Boy (15) as they were
influenced my game to have very bouncy and challenging platforming, I included a screenshot featuring
Pokmon characters (8) as they partially influenced the games anime-styled character designs and I
also included a screenshot from NiGHTS Into Dreams (16) as that games colourful and dreamy art style
is what I want to incorporate into my game by having unique and adventurous landscapes for players to
explore.
The games defying mechanic is the ability to realistically bounce at high distances to reach higher
routes and take alternate pathways. The greater your fall, the greater your bound, This is why I have a
diagram of bounce physics (12) in my mood board, to showcase how this mechanic will work in-game

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