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Oiseau Plot Tree

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Using draw.io, I put together a Plot Tree progression for the narrative of Oiseau with details of each area, the mid level bosses and final bosses, and the skills learned at each level. The tree also shows where the levels connect with each other, and what skills are needed to 'unlock' each new area. I also made sure to include the difficulty of each level, with the 4th level (Burnt Phoenix Forest) being the most difficult of the game at 10/10. Between each area, the player is encouraged to revisit Sanctuary to restock on potions and upgrades, and to interact with the different people in town.

(30/04/19)  

Oiseau

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Here is my original design for the hero of my game! Oiseau is a young woman whose dream is to become a warrior for her village, but is thrust into the outside world after being cursed. We are going to animate the characters with 3D models that have 2D graphic textures. However, during dialogue there will be a close up on the face of the person talking, which will be in my own art style. *Fun fact, Oiseau is going to be a lefty, because I am*

(25/04/19)  

Colm and Tori

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Here is my original design for Colm, one of Oiseau's mentors in the game. There are two mentors in this game: The fortune teller Colm and the hummingbird Tori. Colm (Gaelic for Dove) is one of the more colourful inhabitants of Sanctuary. She serves as an elder in the community but also as a healer. She hands down stories of many past generations, and understands magic more than anyone else in the village. She also helps those who have been cursed, and serves as the one who helps Oiseau understand what she needs to do to break the curse. Aesthetically, she will be based on the Ace of Cups and Crone Tarot Cards.

(21/04/19)  

The Dark Phoenix

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Here is my original design for one of the most important enemies in Oiseau; The Dark Phoenix. This character was once a powerful creature who protected the Phoenix Forest from evil. However, after centuries of fighting, darkness overtook it and changed it into a shadow of itself. In a fury of rage, it burnt down part of the forest it once loved. Oiseau needs a feather from this bird to get into the mountain, and ends up fighting it in one of the most difficult battles of the game. Just as The Dark Phoenix dies, it uses its dark aura power once more, striking Oiseau and Tori, and forcing Oiseau's own darkness to form into a Dark Oiseau, the final boss of this level. However, it doesn't die, the darkness leaves it, and it gives a feather to Oiseau and leaves. This is supposed to symbolise depression, and how if we are not careful, that anxiety and fear can overtake us and change who we are.

(21/04/19)  

First Level Sketches

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This is a sketch of my original level design for Sanctuary, Oiseau's home village. In this world, birds are considered to be rare and magical creatures, which humans have deified and have incorporated into their own culture. There is going to be a lot of bird imagery in this game, and the introduction level of the game will explain this through player exploration, character interactions, and environmental storytelling. Homes in Sanctuary are meant to resemble the intricately built weaver bird nest. It will be built up in the trees with platforms connecting the village. While there are ladders that lead to the forest floor, they are rarely used, except on important and dangerous missions. 

(05/04/19)  

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This is a sketch of my original level design for the forest level of the game. After the introduction to the game and world, Oiseau is asked to leave Sanctuary to gather an herb that postpones the effects of the curse for one of her elderly neighbours. The player and Oiseau will experience the forest floor for the first time, and will interact with small enemies, and important mechanics like combat and platforming. At a certain point, Oiseau enters the area above, where she sees a bright feather on a plinth. When she approaches it, a large and dangerous looking wolf (design inspiration from Okami) enters from the top left, and stalks her, but accidentally breaks some of the scaffolding that lead to the rest of the level. The player will fight the wolf, but will be unable to defeat it, and will pass out before being helped out of the area by Cohlm, the fortune teller from earlier in the game. 

Later, Oiseau will come to this area again and gain the feather, which gives her the ability to double jump and get up to the next section of the level. The wolf is the final boss of the forest level.

(05/04/19)  

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This is a sketch of my original level design for the Zodiac Swamp level of the game. Every level follows the same structure: Introduction to new challenges and enemies, mid-level boss fight, implementation of new skill, final-boss fight. However, the idea for this boss has changed, and will now be the crab boss, while the final boss will be a Dark Mermaid. I wanted to make sure the concept of darkness being able to take over someone was introduced earlier, and to hint that Oiseau's people who idolise birds were not the only humanoid race in this world. 

The player enters each new area using a skill they gained from the last level, and must use tackle new platforming challenges. Halfway through, they will meet a mid-level boss who has a specific skill they are gaining from the feather they have stolen. For example, in the Zodiac Swamp, the mini-boss is a crab who is using the King Fisher feather to be able to dive into the water. The player will have to jump from platform to platform, avoiding the catfish and attacking when they can. Once defeated, the crab will drop the feather, and the player can pick it up and use it, allowing them to dive into water themselves (water before now being a hazard). The rest of the Zodiac Swamp will test the player with this new skill, and will be a vital tool of the final boss fight. 

(05/04/19)  

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This is a sketch of my original level design for part of Sanctuary, the Mural Garden. Murals are a way for players to teleport from level to level. This particular mural is the entrance to the underground passage onto the mountain. But in order to get past it, Oiseau has to obtain the Light Wing Attack and use it on the mural to move it. To obtain it, she needs to defeat the Dark Phoenix in the Burnt Phoenix Forest.

(03/04/19)  

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New Character Design

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This is my original character design for Tori, Oiseau's hummingbird mentor. She serves as a Navi-esque (from Legend of Zelda) character who informs and leads Oiseau through the game, and in turn, the player. Tori means "bird" in Japanese, and I think the shorter name fits the small character. She will fly around Oiseau in a random 8 point pattern. 

(31/03/19)  

This is a sketch of my original level design for a section of the final level boss fight against the evil entity that curses Oiseau in the beginning of the game. This level tests all of the skills the player has learned so far, with difficult platforming, combat, and quick time events. This section in the volcano is Oiseau making her way back up to the entrance of the volcano as the lava rises. There will be enemies stopping her progress, and the main boss attacking her as well. 

(03/04/19)  

Oiseau's Outfit

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In the world where Oiseau lives, the warriors of her town are able to harness the power of legendary birds by placing a gifted feather in their specialised jacket. As the player progresses, they gather skill feathers that allow them to do certain skills like double jump, slide, and power combat. Each of these moves corresponds with a specific feather, and Oiseau will glow that colour when a move is used. 

 

(19/03/19)  

In the world where Oiseau lives, the warriors of her town are able to harness the power of legendary birds by placing a gifted feather in their specialised jacket. As the player progresses, they gather skill feathers that allow them to do certain skills like double jump, slide, and power combat. Each of these moves corresponds with a specific feather, and Oiseau will glow that colour when a move is used. 

 

(19/03/19)  

Level Boss Design

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While I was working on my narrative for Oiseau, I had a sudden epiphany of what one of the level bosses need to look like. The 3rd level of the game is in a desert setting, so I did some research into Ancient Egyptian aesthetics, then decided to combine that with a snake, just to hammer home the villain look. (I used Pyxel Editor, just like I used in the first gif below).

 

(15/03/19)  

First Drawings!!

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I made this gif of Oiseau for our interim presentations, but even after just a week, I know I'm planning on changing almost everything in it! I want the setting to be a bit more mystical in colour and style. I want the crow companion to be a hummingbird that follows Oiseau around, Navi style (Hey, Listen!). I don't even want Oiseau to have a braid or use a spear. But I do know that I love her jacket style, and glad that I got some of my ideas out of my head.
(Plus, it was fun drawing in this 16 bit style, so I'm glad I got the opportunity to work in that digital medium.)

 

(07/03/19)  

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