A&D Studio is the company name for 3 BA Media students at UCL who are dedicated to game design and production. We aim to use the knowledge and practical skills we acquired both within and outside the academic and working environments to produce projects that can relate to our own personal interests and identities and can potentially speak about the current and future gaming culture.
The website aims to present our recent two projects with a short explanation of what the project is about, the inspiration, our collaborative process and will also include links for further information if interested.
About us
Cocoville
Cocoville is a point-and-click narrative-based adventure game developed within a limited period of 6 weeks during the first term of second year. Our concept-building phase started with a simple “click and collect” idea that evolved around a basic point-and-click game structure, and we later constructed a creative narrative framework based on that. We implemented the skills and knowledge each of us have gained during the first 1.5 years of university, and together we paid attention to details in the character animation, the game mechanics, the cinematic cuts, the UI elements, and sound design. The game aesthetics was firstly inspired by Animal Crossing, which is a very popular social simulation video game. From character modelling, rigging, to world building and mechanics designing, we tried to divide our roles based on the skills and interests, while at the same time, be always passionate about learning new things. The softwares used for this collaborative project are: Unity, Blender, Github, and Photoshop.
For the demo shown, there are three levels in total. The player will find all kinds of small objects when walking on the street, such as screwdrivers, hamlets and umbrellas. The player can choose to pick it up or not. Every little item has the potential to help you through the game.
There will be a variety of accidents while you are walking, such as a flower pot falling from the balcony, the character needs to avoid in time; also, water may be spilt suddenly, the character needs to have an umbrella to shelter; you'll also need to watch out for fruit peels on the ground to avoid slipping. The small objects on the ground, in this case, are supposed to help you through these levels if you choose to pick up the right one. Only after successfully passing two levels can the player be qualified to the third level, opening up new routes and successfully reaching the new year party, which is the purpose of the character the player is playing with.
See the walkthrough video through visiting the link here: https://youtu.be/Og7fSgO-kAU
False awakenings
False Awakenings is an VR immersive experience made in Unity, aiming to recreate our own lucid dreaming and false awakening experiences. It will put the concept of dream engineering into practice, exploring how the tool of Virtual Reality can be used to unravel the secrets of manipulating one's dream. As this is developed as a speculative project during the second term of year 2, we aim to present it in a form of a trailer to present a narrative of someone passing out from reality to experience a lucid dream followed by a false awakening, to give the viewer a sense of the difference between reality and the dream and the various elements that are likely to appear in a dream. The project thus lets the player experience two different types of scenes --- a realistic pub scene that simulates both reality and a realistic dream, and fantasy scenes that simulate lucid dream environments. The world-building process then started with determining the aesthetics of the dream environment, which at the end could somehow reflect our own personal and cultural identities. Most of the modelling work shown in the video, in this case, was done by ourselves. The softwares used for this project are: Unity, Blender, Photoshop, and other online websites for free textures, materials and models.
"Reality"
"Dream"
The story began as the protagonist entered the pub, two hours before closing time. The clock, hanging on the wall, constantly informed the people in the bar of the current time. As time flew, the protagonist drank more and more, until they became dizzy and eventually fell unconscious. In the fantasy world, there were five adjacent territories on the map (see next page), each with different weather, and time, but equally ethereal and enchanting. Through the journey, areas would be unlocked. A red lantern, on the map, indicated their current location as a dream sign. Finally, they reached the last scene: a pavilion. “Are you alright? We are closing now” said the bartender. Woken up. Regained consciousness. The protagonist stood up and was ready to leave. Accidentally turned right, they stared at the abnormal clock: time was messed up! All hands were rotating irregularly. They walked out and saw a red lantern same as in the fantasy world.
See the video through visiting the link here: https://youtu.be/gGh1_PJ2F5k
You can also email us to ask for a complete documentation of this project!
Team
mEMBERS
Diana ding
Ashley YANG
Andina zhuge
WE'd love to hear from you
Want to work together? email US here!
ashley.yang.21@ucl.ac.uk
diana.ding.21@ucl.ac.uk
xinyu.zhuge.21@ucl.ac.uk