I had some trouble with coming up with a bio for the main character as she initially didn't need one, all the characters intereactions dont involve an actualy intoduction of themselves. They're in too much of a rush to find other people to talk about themselves, so finding names proved difficult. I wanted the reader to gradually learn about the characters as the plot progressed, not as soon as the narrative started, an immediate intoduction on the character.
Main character
Name: Daniella (Possibly, subject to change)
Age: 19-21
Occupation: Job agency, doesnt know what to do herself. Wants something in historical, archaeolgical field.
Hair: Dark brown
Eyes: Blue
Clothes: Denim shorts, tights, engineer boots, loose thin jumper, cargo jacket.
Family: Parents, Sister - older.
Lives with sister.
Bio: Quick witted, Snarky, works better with people, fairly athletic, Interested in ancient history, science; has a tendancy to touch her hair, hates how much it obstructs her face; speaks her mind, if the time calls for it; has problems with showing respect to elders.
cares deeply for her sister, as she does for her. However doesnt think much of her sisters fiancee, to the point of nearly hating him. Which makes the 3 living together all the worse.
Wednesday, 25 January 2012
Test colouring for first narrative pages
Fairly quick, sketchy style colouring, I didnt want to spend too long with the colouring considering how many pages I had worked out to be doing.
However since I cant further improve this project for the second project I will most likely scrap it and try with more detail.
With the extention onto the interactive narrative I think my focus will most likely be with putting more detail into the colouring.
However I will see if i can draw up some more pages for the narrative.
The original piece, uncoloured.
Page 2 coloured.
Testing with concept art
Initially i started messing around with brushes and what kind of colour pallette I want my narrative to have, the above using mostly blues tones. The image as a whole didn't suck up too much of my time and has an interesting textured effect to it.
Unfinished, and I personally cant see my finishing it, Quickly made environment design of the first interior that the reader will come across in my narrative. I like the colours even if it needs a lot of work done to it.
From the two examples above I want the tones for the interior areas to be mostly cold, blue colours.
Thursday, 12 January 2012
Progression Tree
This is the progression of my interactive narrative, Just an small points as to what events will happen throughout the chapter and also where the plot starts to branch off to differing possibilities.
START
> Panic, Genreal Hustle and bustle, citizens having been told to seek reufe at the museum
> Silhouette of main character & companions getting split off
>M/C trips and falls
> Looks up to see everyone is gone, as if vanished
> She rushes to the museum
>Main door locked
>She run to the side of the building in hope of a side door
>Thankfully there is a staff entrance up a set of stairs, which she immediatly dashes up
> She slams the door behind her
>Slumps to the floor, gripping her hair
> The door bangs loudly, jerking her away from it
>She flees, going down a set of stairs which lead her to a large dark room, the floor somwhat damp
> Leaving that room, she searches for other people or anything to help her situation.
>Walking down the long corridor the previous room lead her too she gets close enough to a sign on the wall saying 'Main entrance, Information desk'
> The main room is considerably darker than the first room, She continues to walk to the other end of the room however
>Felling around the walls she stops at the front door, upon further examination it is boarded up...until her hand feels something wet and warm.
> She pulls her hand back to get a better look, even in the darkness it is obviously blood.
>She backs away from the door, tripping on something, causing her to fall yet again.
>Landing ungracefully on her behind she seeing the culprit of her fall and resembles the shape of a human appendage.
>Linking the blood to the item in question on the floor she reaches out to quell her curiosity.
>She grabs the item to see it is only a mannequin arm.
>Overwhelmed with rage that an inanimate object caused her so much stress she throws the arm away.
> Pulling herself off of the floor some voices start making themselves clear.
>Slides behind a large display case, hiding away in case the voices are possibly hostile.
> A hand grabs her shoulder, causing her to smack her assailant round the mouth
>The second voice makes themselves known, a museum guard, the 'assailant' a doctor
>They talk about what is currently happening, as the doctor recovers
>Agreeing to seach the area for other survivors, they choose to split up and everyone takes a pick of what item they wish to take on their search
>She picks her item and the group agrees to meet back at this area in 20 minutes
>ITEM CHOICE:
TORCH
SKELETON KEY
NIGHTSTICK
Torch
>The Main character chooses to take a closert examination of the area
> She moves of a bit further than initially intended
>She tries to open an ajar sliding door, however she isn't strong enough
> She notices shadows moving
>Main character rushes to a hiding place, a dead end corridor
>She hears whatever the thing is getting closer
>Backing further away, elbow hits a vent cover
>Chapter ends with her peering into the vent.
NIGHTSTICK
>Preferring self defence, she has to feel around the area
>She finds the ajar sliding doors, however with the nightstick she can open it
>Inside is a corpse, also an old fashioned key and a note
>Before she has time to read it she hears a loud 'Crack' noise
> Flicking the weapon out to it's full length she sneaks out of the room
>She stops behind the last cover she has before the dorrway, not wanting to make a run for it just yet, she throws the stick as a distraction
>fruitful with her efforts she sliently jogs to the doorway
> However before reaching the exit a shadow bounds into her, knocking her flying out of a window
>She lands in a botany exhibit, her hand twitches
KEY
>She makes her way to the upstairs balcony, in hopes of seeing her sister outdit
> She bursts through the door and falls to her face
> The door slams shut behind her
>She can see and unmoving figure standing in the middle of the garden
> Something looms over the main character
GAME OVER
START
> Panic, Genreal Hustle and bustle, citizens having been told to seek reufe at the museum
> Silhouette of main character & companions getting split off
>M/C trips and falls
> Looks up to see everyone is gone, as if vanished
> She rushes to the museum
>Main door locked
>She run to the side of the building in hope of a side door
>Thankfully there is a staff entrance up a set of stairs, which she immediatly dashes up
> She slams the door behind her
>Slumps to the floor, gripping her hair
> The door bangs loudly, jerking her away from it
>She flees, going down a set of stairs which lead her to a large dark room, the floor somwhat damp
> Leaving that room, she searches for other people or anything to help her situation.
>Walking down the long corridor the previous room lead her too she gets close enough to a sign on the wall saying 'Main entrance, Information desk'
> The main room is considerably darker than the first room, She continues to walk to the other end of the room however
>Felling around the walls she stops at the front door, upon further examination it is boarded up...until her hand feels something wet and warm.
> She pulls her hand back to get a better look, even in the darkness it is obviously blood.
>She backs away from the door, tripping on something, causing her to fall yet again.
>Landing ungracefully on her behind she seeing the culprit of her fall and resembles the shape of a human appendage.
>Linking the blood to the item in question on the floor she reaches out to quell her curiosity.
>She grabs the item to see it is only a mannequin arm.
>Overwhelmed with rage that an inanimate object caused her so much stress she throws the arm away.
> Pulling herself off of the floor some voices start making themselves clear.
>Slides behind a large display case, hiding away in case the voices are possibly hostile.
> A hand grabs her shoulder, causing her to smack her assailant round the mouth
>The second voice makes themselves known, a museum guard, the 'assailant' a doctor
>They talk about what is currently happening, as the doctor recovers
>Agreeing to seach the area for other survivors, they choose to split up and everyone takes a pick of what item they wish to take on their search
>She picks her item and the group agrees to meet back at this area in 20 minutes
>ITEM CHOICE:
TORCH
SKELETON KEY
NIGHTSTICK
Torch
>The Main character chooses to take a closert examination of the area
> She moves of a bit further than initially intended
>She tries to open an ajar sliding door, however she isn't strong enough
> She notices shadows moving
>Main character rushes to a hiding place, a dead end corridor
>She hears whatever the thing is getting closer
>Backing further away, elbow hits a vent cover
>Chapter ends with her peering into the vent.
NIGHTSTICK
>Preferring self defence, she has to feel around the area
>She finds the ajar sliding doors, however with the nightstick she can open it
>Inside is a corpse, also an old fashioned key and a note
>Before she has time to read it she hears a loud 'Crack' noise
> Flicking the weapon out to it's full length she sneaks out of the room
>She stops behind the last cover she has before the dorrway, not wanting to make a run for it just yet, she throws the stick as a distraction
>fruitful with her efforts she sliently jogs to the doorway
> However before reaching the exit a shadow bounds into her, knocking her flying out of a window
>She lands in a botany exhibit, her hand twitches
KEY
>She makes her way to the upstairs balcony, in hopes of seeing her sister outdit
> She bursts through the door and falls to her face
> The door slams shut behind her
>She can see and unmoving figure standing in the middle of the garden
> Something looms over the main character
GAME OVER
Sunday, 8 January 2012
Brief Outline of the plot
This is merely an outline of what will happen in my narrative, in the readers perspective. I will, elaborate more so on this in a later post.
you follow a girl whos the main character
her towns suddenly gone to hell, people have been advised to seek refuge in the towns museum
people are panicing and running away from these 'monsters'
shes with her sister and boyfriend
but in all the chaos she trips and almost instantly loses her
along with everyone else who was running away
as if they dissapeared
she runs to the towns museum (which was designated as the refuge for the citzens)
the main door is locked so she runs around the building hoping for a side door
theres stair leading upto another smaller door to the right of the building
she runs in slams the door shut and slumps to the floor
suddenly something bangs against the door
she stumbles away, and ends up making her way to the main exhibit, which is also where the information desk is
in hopes of finding someone
the power also seems to be cut in the building
she feels around, finding the main door
feeling something warm and sticky on it she draws her hand back and just barely makes out that its blood
she back away and trips over something
cringing she reaches out to it
the feel of it is almost like a body part
picking it up upon closer inspection it is infact a mannequin arm
she throws it away, just as she does she hears voices in the distance
she hides behind a velociraptor model case as the voices get closer
a hand grabs her shoulder, she freaks out and thwacks them one
turns out to be another survivour
2 in fact, they talk over what's happening
they all seem just as in the dark as her
they decide to spilt up and lookfor the refugees, the other person (who she didnt hit) is the museums guard
he offers her one of the items he has to aid with the search
DESICION: Can take either a Key, Nightstick or Torch
and depending on that will affect the main characters progression through the plot
you follow a girl whos the main character
her towns suddenly gone to hell, people have been advised to seek refuge in the towns museum
people are panicing and running away from these 'monsters'
shes with her sister and boyfriend
but in all the chaos she trips and almost instantly loses her
along with everyone else who was running away
as if they dissapeared
she runs to the towns museum (which was designated as the refuge for the citzens)
the main door is locked so she runs around the building hoping for a side door
theres stair leading upto another smaller door to the right of the building
she runs in slams the door shut and slumps to the floor
suddenly something bangs against the door
she stumbles away, and ends up making her way to the main exhibit, which is also where the information desk is
in hopes of finding someone
the power also seems to be cut in the building
she feels around, finding the main door
feeling something warm and sticky on it she draws her hand back and just barely makes out that its blood
she back away and trips over something
cringing she reaches out to it
the feel of it is almost like a body part
picking it up upon closer inspection it is infact a mannequin arm
she throws it away, just as she does she hears voices in the distance
she hides behind a velociraptor model case as the voices get closer
a hand grabs her shoulder, she freaks out and thwacks them one
turns out to be another survivour
2 in fact, they talk over what's happening
they all seem just as in the dark as her
they decide to spilt up and lookfor the refugees, the other person (who she didnt hit) is the museums guard
he offers her one of the items he has to aid with the search
DESICION: Can take either a Key, Nightstick or Torch
and depending on that will affect the main characters progression through the plot
Thursday, 5 January 2012
My Narrative ideas
For my narrative I wanted mine to have a realistic sort of art style, with a thriller/ horror genre. The setting will be present day, mostly in a museum for what i want to do, I want my story to prgress further than a museum, however I doubt I'll be able to explore much else with the amount of time I have for this unit.
I chose a museum as I find with most horror situations isolated areas can generate fear for the person, not being able to see around the corner, the fear of what cannot be seen. I have obviously shown a great deal of interest in horrors and felt that this narrative project was a good oppourtunity to actually do something relavent to it, and I also feel that this will make a change artistically as I havent produced a great deal of realistic style work.
I chose a museum as I find with most horror situations isolated areas can generate fear for the person, not being able to see around the corner, the fear of what cannot be seen. I have obviously shown a great deal of interest in horrors and felt that this narrative project was a good oppourtunity to actually do something relavent to it, and I also feel that this will make a change artistically as I havent produced a great deal of realistic style work.
Imaginary Range
A somewhat interactive narrative by Square enix, more so a comic with mini games that let the reader progress through the story, there are no choices that have to be made; the reader doesnt have much influence at all on the outcome of the story.

http://appadvice.com/appnn/2011/05/squareenix-releases-imaginary-range
Looking at this game is proving the most useful considering this game is avaiable for iOS platforms so the way the comic pans across the frames helps with how I can go about the layout for my narrative. The comic has the usual layout for graphic novels but it works in the way for the touch screen, the sound effects and speech bubbles popping up when the reader reaches that particular frame.
Imaginary range is a predominantly action based comic, with fantasy and sci-fi tones to it. It's colour scheme is quite bright which makes the combat more fantasy like I feel.
http://appadvice.com/appnn/2011/05/squareenix-releases-imaginary-range
Looking at this game is proving the most useful considering this game is avaiable for iOS platforms so the way the comic pans across the frames helps with how I can go about the layout for my narrative. The comic has the usual layout for graphic novels but it works in the way for the touch screen, the sound effects and speech bubbles popping up when the reader reaches that particular frame.
Imaginary range is a predominantly action based comic, with fantasy and sci-fi tones to it. It's colour scheme is quite bright which makes the combat more fantasy like I feel.
Research into interactive narratives
My inital ideas on interactive narratives was the game '999' by Chunsoft 2009
The game is essentially a graphic adventure, progression through the game vastly depends on the choices you make for the main character: Junpei
The descions you make through the plot can massively effect the of the story, most of which are choices as to which direction junpei should take; with a possible 6 endings.
Junpei: the protagonist is trapped with 8 other people on what is assumed to be a replica of the Titanic; he and the others are part of a game (the nonary game) where they have 9 hours to escape a sinking ship. It is essentially a game of survival and trusting complete strangers.
I chose to look at this game in particular as I wanted my narrative to have a similar choice selection, that directly affect the path the main character will take, along with the outcome the plot will reach.
The game is essentially a graphic adventure, progression through the game vastly depends on the choices you make for the main character: Junpei
The descions you make through the plot can massively effect the of the story, most of which are choices as to which direction junpei should take; with a possible 6 endings.
Junpei: the protagonist is trapped with 8 other people on what is assumed to be a replica of the Titanic; he and the others are part of a game (the nonary game) where they have 9 hours to escape a sinking ship. It is essentially a game of survival and trusting complete strangers.
I chose to look at this game in particular as I wanted my narrative to have a similar choice selection, that directly affect the path the main character will take, along with the outcome the plot will reach.
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