Stick Ninja.
a game idea and conceptual design
by Cody Sawatsky.
Overview.
Stick Ninja.
Persuasive Purpose
- Remember when you were young and would
doodle inside your notebooks at school?
Wouldn’t it be awesome if those drawings
came to life??
Stick Ninja
by Cody Sawatsky
Overview.
Stick Ninja.
Industrial Design
-> All art is done in
sketch fashion
Stick Ninja
by Cody Sawatsky
User Description.
Anyone willing to spend a couple minutes playing
games, not intended as a long-form game
People who would draw in their books at school, so
anyone with an active imagination.
Comfortable with Video Games and Digital Media
Likely in the 10-35 age range
Enjoy playing games as entertainment
Stick Ninja
by Cody Sawatsky
Description of Gameplay
Mechanics
Each Level has one Boss/Enemy/Inhabitant
Multiple encounters with that enemy (~3)
During fights, the player gets clues as to what the
Enemy’s weakness is
Player searches level for the item, uses it on Enemy
in next encounter
After Enemy is defeated, Player advances to next
level
Stick Ninja
by Cody Sawatsky
Storyboard.
Stick Ninja
by Cody Sawatsky
Prototype.
Would lend itself to paper prototype, as it is based on
paper anyway
2D Side Scrolling Adventure Platformer
Turn-Based Combat
Very Simple, maintains whimsical motif
Stick Ninja
by Cody Sawatsky
Features + Functionality.
One enemy per level (Shadow of the Colossus style)
Each level has a distinct art style (look+feel)
As if the main character were traveling through the
different notebooks in a classroom.
Weapons, Power ups, and Enemies are consistent
with the level
Stick Ninja
by Cody Sawatsky
Justifications for Design.
Emphasis on Exploration
Few, but unique enemies
makes encounters more meaningful, and gives the
enemies more gravitas
allows player to interact more with and appreciate
the environment
Stick Ninja
by Cody Sawatsky
Justifications for Design.
Each level being visually different
Differentiates levels, making the game that is
decidedly plain, more aesthetically interesting
Gives a feeling of imagination to an environment
that almost everyone is familiar with, lined paper.
Going for a simple art style allows us to concentrate
on gameplay and polish, as opposed to fighting with
graphics
Stick Ninja
by Cody Sawatsky
User Testing.
As per the course, we will be paper prototyping and
testing on no fewer than 3 participants.
When we advance to the digital prototype phase, we
will have at least 5 people play test.
Of course, we will be playtesting and refining
throughout the development process
Stick Ninja
by Cody Sawatsky
Shortcomings of Design.
Some users may find the lack of combat boring.
Design may not appeal to everyone
May be too whimsical/imaginative
could be difficult to get animation right
Requires a high amount of artistic input
Stick Ninja
by Cody Sawatsky
Possibilities for expansion.
Different characters with different abilities
More Mature elements (Guns, blood, etc...)
Themes based on school classes (Biology, Chem,
English, etc...)
User-designed levels (LittleBigPlanet)
Character Creation tools???
Stick Ninja
by Cody Sawatsky
Next Steps.
Select team, and evaluate artistic talent
Finalize Character design(s) and paper prototype a
level
Decide on Engine (Power Game Factory, Torque,
XNA)
Rough playable prototype soon, and commence
playtesting asap -> ITERATE
Would like to develop using XNA framework
submission to Xbox Live
Stick Ninja
by Cody Sawatsky
Summary.
2D Sidescrolling Adventure/Platformer
Exploring unique, artistically intriguing levels
Turn based combat with the inhabitant of that level
Simplicity of art allows us freedom
Not tied to one style
Will be able to prototype early and focus on gameplay
Stick Ninja
by Cody Sawatsky
STICK NINJA!!