Entertainment Design

The main influence my game idea Roborush is inspired by is the classic game Megaman.

The thing that mainly inspired me about this game is it’s fast passed action and it’s emphasis on the characters actions which you part take in. Funny thing was tho, after finishing my Game Concept I realised that there are a few similarities between my game and Megaman, such as the professor who brings Megaman to life had a good purpose and Megaman goes around the world defeating different bosses and gaining abilities.

I came to notice that those certain aspects of the game were aspects which I greatly appreciate in a good game, a good game to me means it should have a great or original story, even if it is short. What also clicks as a good game to me is a game that resonates with my feelings towards wanting to do good and having good moral ethics and being inspired to help others.

The Gameplay would be the main separatist aspect of my game. Although I would like the impact and controls to be very similar to the fast flowing pace of Megaman.

The difference being that Roborush would be completely fast passed and angled at being really reflex based but at the same time, easy for users to pick up and really competitive in the combo region.

The kind of feeling and general look of the game would be similar to Vanquish but done in a 2d side scrolling basis.

The gameplay is also a factor which clings onto me with this game, other than it being 3D, it has perfect elements in it which really appeal to me as a gamer, for me I prefer a game to have fast paced action in which you feel like you are in control and are able to to change your own reality and the things you do give you merit. The skills you display are what you as the main user trains to develop and gains a better sense of satisfaction once the game has been conquered through effort and intense split second action sequences which is what Vanquish possesses.

The Gameplay will be similar to Megaman, but the screen will constantly moving. The main spin on the game is that you can’t stop or slow down, if you do, you end up in a different game mode, called Triple S (split-second-shield) mode in which you have to absorb enemies with your shield to gain enough power to continue to run for your destination. You can only absorb the enemies if you press the shield button at the right time, the split second they hit you, hence the split-second-shield. During the main play through, you will be able to pick up scoring/health objects such as multipliers and energy packs (health). This idea was inspired by Pokemon Stadium and the Metapod shielding game.


Other Aspects of Vanquish which I like is the general feel and setting of the game. The way the emotion can burst out even though it is only a robot, similar to how Wall-e captured so many viewers hearts. I want my main character to posses something similar.



The Inraid design was somehow inspired by a mix of the Street fighter Twelve Character and a mix of the Heartless form Kingdom of hearts. I find these simple enemies have such a unique and appealing presence as an opponent.




The Title screen and the Audio will be similar to the style of ‘Metal Gear Solid’ where things are very futuristic and the sound is really atmospheric.



The Audio of Metal Gear Solid is really built upon with emotion and it really delves into your heart and gets you inspired to do things in the game.

Often I find it in Metal Gear Solid, that the gameplay can be quite slow so the hype is easily killed, although in this game I hope to rectify that.

The general atmosphere and scenery will be quite torn apart with a mix of technology and a mix of barren lands and destroyed cities.







The places are abandoned or inhabited by the Inraid. You will travel through various different environments and setting throughout the game and immerse yourself into a world different to the one we currently know.

The overall impact of the game as a whole is that it was give the user a unique experience and a chance to save teh world after the Inraid invade. One of the strongholds will be the beautiful and elegant art style the game will incorporate to give the user a gratifying and pleasing experience.


Sound Effects and Psychoacoustics

To start off with my initial inspiration for what sounds I should make and how I make the sounds, I jumped onto Youtube for some inspiration of how other Foley artists create their sounds and found some interesting videos related.

Here is a video where a Foley Artist who strangely sounds just like Robin Williams goes through various sound effects.

The video we watched in class regarding lord of the rings design.

After watching a few videos, It ignited my main fuel to carry on with designing process. Reflecting on this, I think it was a enormously helpful start for me to get into the groove and also to find inspiration. So I started researching actual video game sounds that currently existed.

Here are a few videos of current games which exist and have similar sounds to which we might be producing, but obviously on a more small scale and not so much focused on music etc…

Dynasty Warriors 6, the weapon hit sounds are particularly interesting

Lord of the Rings: Conquest, the slashing sounds were very exaggerated and caught my attention.

World of Warcraft, here it was the atmospheric music which made it stand out.

Soon after watching many videos and even playing a few similar games I discovered that it would not be possible to create an amazingly professional immersive environment with the time and materials I had, but there were very simple effective ways in which I could get close to professionalism and achieve a well balanced result.

Through looking at Lord of the rings and seeing the special features video; how they engineered the film was nothing short of brilliance; they showed parts of the film without any sound and it was diabolical. It is truly essential to get the audience to believe where they are is what the audio surroundings suggest they are, no matter how much you have to exaggerate.

Later I stumbled onto this video which helped me gain a greater insight to how, more then likely our game sounds would end up being utilised and how the game would turn out which cleared things up for me quite a lot.

So for my sound library as well as my sound design, I was really focused on the experience of the user who would be interacting with the environment. So that is what I wanted to convey. The journey of the viewer/listener becoming the person in the game (Sir Longford the Bold) travelling through the environment and conquering the French. In the more peaceful soundspace, the sound effects are rather calming, natural as well as usual in happening. Although in the more hellish side of the environment, the effects are more erratic and mechanical and chaotic. This is what I tried to convey.