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Level 2 Creative Digital Media
A1.1 Investigation; Research exploration and experimentation to understand development as it progresses.
A1.2 Communication;
Communicating ideas, intentions and development through practical work and presentation methods.
A1.3 Practical Skills;
Selection and manipulation of media, materials, techniques and processes to produce and present work.
A1.4 Development;
Use of creative development processes to review and refine work
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A1.5 Approach;
Engagement in productive ways of working, independently with others
Oliver Burch
Student
A1.1 Investigation; Research exploration and experimentation to understand development as it progresses.

Early concept art and initial ideas:
A3. Practical Skills
A4. Development Skills
yes, i do most of my spritework in MS Paint.
...but why?
Microsoft Paint allows me to capture the art style I wanted my game to have.

(07/12/21 version)
I wanted my game to be funny, so I took pixel-art and mixed it with my face scaled down in pixel size and resolution.
Why is it funny? I do not know.
INDIVIDUAL SPOTLIGHT
A4. Development Skills

"The Character"
This is the main character to be controlled in the game. I thought it'd be pretty funny to give the main character my face, so I did. The Character is sentient and seeks to escape the videogame after the apathetic creator accidentally created life inside Buildbox. The naming of The Character was to symbolise how little The Creator cared about the character's name.

"MegaBitez"
MegaBitez is the fictitious pickup food(?) item that I have added. It spins on the Y axis. It is a play on words of 'Megabite'.

"The Character" but sideviewed
This is the same as the previous sprite, but side-on!


"Nobody Nose"
Who is this? Nobody Nose. a hostile character that is a potential villain to our hero, The Character.
If it was not obvious already, this is just cutout of my nose and face that had limbs edited onto it.
"Abomination"
This was my first idea for an enemy, but decided not to choose this as it did not fit the theme I was looking for with my game. This creature was a bulbous machine that has two claws it stands upon and a drill meant for digging into programs. I did not have a name for it so I have referred to it since creation as "The Abomination", but then realised that it stuck in my head and is now the name for it.


"The Greater Evil"
An embodiment of the creator (also me), who appears as the final villain. The body is made of my chin and the legs are my sideburns.
my latest/final version of my mood board

A4. Development Skills
My main menu

Download the game here! (requires computer)
My first section of the game

A4. Development Skills

The player's first enemy encounter; safely locked away in a stack of crates so the player learns what their threat looks like without having to die to it
The player encounters a death pit; an enemy and some boxes can be pushed into the pit to avoid falling and dying to the death trigger

Here is the player stood on the boxes over the death pit

Mr Bouncy 2000 was a game mechanic introduced when I asked myself the question, 'How bouncy is too bouncy?' so I attempted to recreate a trampoline within buildbox. After discovering that bouncy physics boxes compliment eachother's bounces when colliding only with eachother, I figured out that I could charge up a higher jump and put it into a enclosed space. This can occasionally break as the forces get too compressed and breaks out by breaking the collision between Mr Bouncy's.


Breakaway trap;
moving the platforms releases enemies
Survey taking; for gamers who like space games


A1. Informing Ideas
A2. Communication Skills
A3. Practical Skills
The data here shows that the people agree that we are running out of original videogames. This told me that my audience is looking for a new experience which was a market I intended to reach with my game.
Work in Blender
Making a humanoid

A5. Approach Method
A3. Practical Skills
Editing The Monkey

Essays
Life in Space Essay
2D Platformer Research
Mission; ISS VR game review
My final evaluation
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