BVW – Round 5
Assignment: Create something BVW show worthy. It should be able to entertain an auditorium of 400 people. Create your own team with as many as you’d like.
My role: Producer, 2D Art, Perfomed as the The Envoy
- For this project, we were inspired by Japanese games and Hayao Miyazaki. We also wanted to attempt something more ambitious—combining a larger scale game with a stronger performance element. The team’s large size was constructed to prevent the team from being split up for having an odd number of students (which can happen in BVW). I also wanted more experience producing with and coordinating a larger team.
- We decided to have our story and gameplay focus on a fantastical world where our players would be whaling. The core experience would have (no matter what): a beast, an airship, and a scrappy crew.
- I focused on creating concept art for the beast and airship (which I later unwrapped and textured). I helped create the game’s illustration style based on Maori tattoos.
- Our initial idea was to have three different stations for each of the different roles (and types of gameplay). However, after our first critique, this was seen as a cool experience… but a bit confusing and they recommended we simplify. As a result, our first two initial weeks of networking were no longer useful and we had to focus on creating a single-screen experience—costing us a great deal of time.
- Unfortunately our script ended up being a bit too serious for the world the rest of the team created. As a result, and on our professors’ encouragement, we tossed it and the actors (Erica Hampson, Danielle Corporon, Phillip Chung, Mike Hsu, and myself) improvised a new story. We continued improvising and polishing the story until the final show… making sure we had a fun, engaging dynamic that would pull in the audience.
- Our world was selected for the final show. From there, we cleaned up interactions in the game, added a new ending (to kill off our Envoy), and practiced the heck out of script to make sure we could do it flawlessly.
- Larger teams are not always better.
- Teams need to be constructed keeping both skillsets and individual members’ goals in mind—teams need to be unified on direction and tone from the get-go.
- Make sure to give my ambition a reality check every once-in-a-while. The project was a bit too ambitious to do at the end of a very tiring semester.
- In a performance (and game), the audience is only as willing to go as far as you are. If you don’t fully embrace a role or decision, they will sense it.
- I am very good at laughing like Kefka and Hedonism bot. OH HO HO HO HO