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Noroff University College

Interactive Media Games

Beak and Plunder Project Report

Ole-Kristian Johannesson

Andreas Nordbø

IMG3 Studio 3 Bachelor Project

Supervisors: Joshua Griffin & Filipe Pais

Study year: 2018/19

1

Declaration

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Abstract

During the span of this project we have created a game called Beak and Plunder, the purpose of this project was to develop a game for our studio 3 course at Noroff University college, while also learning more about the process of making a game. We also wanted to work on something new, that we have not tried before.

The project has gone through planning, research and conceptualization phases that are elaborated in this report. Development has consisted of programming, design, testing and distribution phases.

Beak and Plunder is a Action Adventure Platformer Game where you play as a fat drunk pirate cat and his sidekick a robot parrot from the future, together these two characters are tasked with saving the world from the future and the past being merged together into one.

The final product is a playable game demo of the game that can be found at www.tiny.cc/bnpdemo

Acknowledgements

Jani Juhani Mattinen Joshua Griffin Filipe Pais Nicolay Celius Gilgamesh Rugsveen

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Index

Introduction 4

Literature Review / Inspirations & References 5 Ratchet and Clank: 5 and : 6 Boxi: 6 : 7

Game Story / Detailed description of project 7 Summarized Game Features: 8

Defining The Audience 8

The Team 8 Andreas Nordbø: 8 Ole-Kristian Johannesson: 9 Team Workload: 9

Project planning 10

Technical and Design Processes 10 Technical: 10 Climbing: 11 Jumping and Movement: 11 Level goals, levels and bonus objectives: 11 Artificial Intelligence: 12 Character Implementation: 12 Technical Summary: 12 Design: 13 Characters: 13 Plunder: 13 Beak: 14 The Evil Scientist: 14 3D Assets: 15 Sound and Music: 16

Learning Outcomes 16 Difficulties and Challenges: 16 Norwegian Game Awards: 17 Lessons Learned: 17 Interesting issues solved: 18

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Summary: 18 What could be improved? 18 What could we have done differently? 19 What would we like to add? 19 What are we most proud of? 19

Moving Forward: 19

References 20 Third party assets from: 21

Introduction

Aims and objectives: Our goal while working on the studio project has been to develop a game while learning more about the progress of making games. This is a 2-man project where we have different tasks but work on the same project.

We went from ideas, pitching and brainstorming into project planning then through development phases until we ended up with what is now ‘Beak and Plunder’.

The reason for doing this project:

We decided to make an action adventure platformer game because it was something new for both of us but not too far away from what we are used to making. We had a lot of ideas to start off with but a platformer game was the only game idea both had, so that is what we settled on. The initial idea for the game came from an article about wildlife crime, this is the foundation of the main story and gameplay elements. The article is about stopping the destruction of wildlife, this is a serious subject we would like to explore in a game format.

We have tried to give the players a nostalgia effect, catering to fans of older games from the PS1/PS2 era, these are our main inspirations.

An outline of the contents of further chapters in the project: Further in this report we will go through what inspired us, game story and features, the development process, challenges found, lessons learned and more. This document is made to give a clear explanation of the process from idea to a final product while iterating over choices made.

A brief description of the team organisation and workloads:

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On this project we have been working in a group with separate tasks, Ole-Kristian is behind the art, while Andreas has done the programming, both have done different variations of design. We have been using Discord for communication, GitHub for sharing code/assets, and Google Documents for documentation.

Literature Review / Inspirations & References

Ratchet and Clank:

Ratchet and Clank is a game series developed by ​ w​ here The two main characters Ratchet and Clank travel through space to fight for the freedom of the galaxy. This game has been our main game for inspiration, we are most inspired by the theme, characters, mechanics, narrative and style of this game. The design and layout of our Menus and Interfaces comes from all the inspiration that we got from Ratchet and Clank, their Interfaces have a simplistic and futuristic design and experience.

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Jak and Daxter:

Jak and Daxter is a game series developed by ​ a​ nd published by ​Sony Interactive Entertainment ​where you travel around the world as Jak and Daxter collecting power cells in order to find a cure for Daxter which has been transformed from a human to an ottsel.

This has been a great game for inspiration for us since the game has a lot of great gameplay mechanics we could take some inspiration from. We also really like the style of the game and the general level design that they have in the game which has helped us a lot during our development time of our own game.

Boxi:

Boxi is a game developed by a small indie team, Boxi is about a lonely cardboard robot in a world inhabited by robots, his mission is to explore the game world to upgrade his own body to be as technological advanced as the other robots. He finds himself with abilities the other robots does not have, he realizes being different is not a bad thing. We are inspired by the level design, world building and level design of this game, we used the demo level as a base for our tropical themed level. The narrative is very emotional and explores an important subject. Boxi is similar as it also takes inspiration from the same games that inspired Beak and Plunder, including Super Mario, Spyro and .

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Spyro:

Spyro is a game series developed by ​Insomniac games w​ here you play as a purple dragon called spyro, in the game you are set with the task of saving your fellow dragons from their crystal prisons. We have been using Spyro for inspiration for our level portals, level design, collectables, narrative and art-style. Spyro is a game we both enjoyed as children and we still enjoy the games today.

Game Story / Detailed description of project

Beak and Plunder is a Third person Action Adventure game developed by us (Andreas Nordbø & Ole-Kristian Johannesson) with some help from the teachers at Noroff University College.

In Beak and Plunder you play mainly as the cat character Plunder where you solve different puzzles with the help of your companion character Beak (which you can also control), and defeat enemies sent from the future by the main protagonist in the game which is currently called The Evil Scientist.

Beak and Plunders’ goal in the game is to collect time crystals in different locations to connect them to a device which can open a portal to the future where the main protagonist The Evil Scientist is hiding and then eventually defeat him and save the universe.

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Summarized Game Features: - 8 different weapons and abilities (with ammo and levels) - 5 levels (lava, snow, desert, tropical) - 2 bosses (Kraken and The Evil Scientist) - World hub and tutorial areas - Various enemies - Dialogue system and cinematics to deliver narrative - 1 hour average playthrough time (more for 100% completion) - Support for Gamepad / Keyboard and Mouse - Shop (ammo and health refill, purchase abilities, unlocks etc.) - Maps and compass - Fully working menu system with system settings

Plunders’ weapons/abilities are; Pistol, Bomb, Beer Burp, Air Stun, Barrel Bomb, Missiles, Rifle and Companion. These are unique, are unlocked throughout the game, has separate ammo types and can be leveled up.

Defining The Audience

In our Game Design Document we defined the target audience as everyone 7+ but after further development of the idea to an actual product we have decided to increase the age rating to 13+, this is due to certain themes introduced in the game. Themes include violence and use of substances. We think the style and gameplay fits for an universal audience. The target platform for the game is PC (Windows) with options of keyboard/mouse and gamepad input, if we continue working on this project after the school semester is over we would consider Nintendo Switch.

The initial title of our game was “B.E.A.K. and Plunder - Operation Thunderstorm”, we decided to remove the “Operation Thunderstorm” part from the title to make it easier to read with an appeal to the audience.

The Team

Andreas Nordbø:

I have a passion for creating games and tend to lean towards the technical aspects of game creation. I consider myself a game development generalist, I like to do a little bit of everything. Unreal Engine is my engine of choice but I have also used other engines and frameworks in the past. I like to work on mobile, 2D games and solo projects on the side of my studies. For this project I have continued to develop my skills, develop a personal portfolio and most importantly, I have had fun. I have experience with UE4s Blueprint system, Photoshop and Illustrator. My main role in this project has been to do the programming, level design, UI/UX design and help with some art assets. I want to get more

Noroff University College Academic year 2018-2019 9 experience with C++ later, I used Blueprints for this project as it I work faster and feel more comfortable using it for development. In the future I want to continue to use my experience to get a job in the game development industry, I would prefer to work in a indie company.

Ole-Kristian Johannesson:

My name is Ole-Kristian Johannesson. I love working with art, especially when it comes to developing Characters from concept to a finish experimenting with different looks, animations and gameplay mechanics.

I have a burning passion for making exiting pc/console games, phone games is where i fall off a bit because i think they are quite restrictive in terms of what you can make, but that is just my opinion. Phone games can also be quite fun at some times if you have a cool idea for phone, but generally i like to work on “bigger” games that is more suited for a PC or a game console. I hope to someday be able to work on a AAA quality game.

For this project I have had the task of doing the art and animations of this project which has been a lot of work during this year. Developing the main character as an example has been a lot of fun, but i has also required a lot of time seeing as there was a lot of animations that had to be done and some redone to make the animations feel better. Other than working on the characters in the game i have also been developing the 3D assets and effects of the game.

Team Workload:

Andreas has been doing the programing and Ole-Kristian has been doing most of the art assets. Our main communication platform has been Discord which has been a very important tool for us during the development, using Discord we can talk over voice and share screens, which makes it easier to pinpoint improvements on thing that the other person has done, and so on.

We have also been using GitHub for sharing assets, this has worked very well, without any major issues throughout the project period. These tools have given us a great way to cooperate as a team and increased our working speed and efficiency.

Project planning

We started our project planning by discussing different ideas of what we could do for a project, we ended up on both wanting to do a 3D platforming game like the Ratchet and Clank, Spyro and Jack and Daxter Games.

To find ideas for our game we made multiple minor pitch documents, the main idea came from an article we read online called ‘Operation Thunderstorm’. The article is about an

Noroff University College Academic year 2018-2019 10 operation to save endangered wildlife. We decided to use this as a theme and player goal for our game, saving animals. To this article we added our own twist with a pirate main character and futuristic themes. https://www.maritime-executive.com/article/operation-thunderstorm

Early on we created a detailed Game Design Document to outline game overview, description, story, reason for the project, characters, mechanics, controls, aesthetics, art style, narrative, sounds, assets, inspiration and all the milestone phases. We have tried to follow the GDD as much as possible but have also allowed for new ideas and experimentation.

In the start we used HacknPlan (​https://hacknplan.com/​) as a tool to manage milestones, deadlines and a means to track tasks. Later, we used this tool less and less until we decided to not use it at all. We feel that we communicate well over Discord where we often talk using our microphones (more efficient than typing). We use Discord to do the planning for the day/days ahead, we usually write down tasks and ideas from these Discord meetings. We have become better at documenting our work through reflective journals, working together and scheduling tasks ahead.

Technical and Design Processes

Technical:

About everything in Beak and Plunder is programmed in Blueprints, we use a few open source C++ scripts found on GitHub, like a script that sorts enemy arrays by closest distance (to find nearest enemy for certain mechanics). Blueprints can become very messy, especially with larger games, which make the code hard to work with. Everything on the technical side (except for asset creation) is handled inside Unreal Engine 4, this includes; UI/Menu setup, programming, level design, shading, lighting, material setup and more. Playtesting is often done locally inside the editor, but for external feedback, the game has been exported multiple times as a standalone game. These builds are then zipped and uploaded to a public folder in our Dropbox for others to download. In the Dropbox folder there are builds dating back to the very early Alpha phases of the project. We have only targeted the Windows platform but could also target MacOS in the future.

Dropbox Builds: ​https://tiny.cc/bnpdemo

Below are a few highlighted technical challenges we had during the making of the game, how we handled them.

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Climbing: Early during the ‘Alpha’ phase of this project we started implementing a climbing system which includes ledge grab and side/corner movement on ledges. This system seemed to work well early on but as we continued developing and testing the mechanic we found multiple bugs and issues, some were so severe that player got stuck in walls and movement would break completely, we made all the animations for these mechanics so if we decide to work further on the game after the semester ends this is something we want to reintroduce to the game.

Jumping and Movement: In terms of gameplay mechanics, the greatest challenge has been to get good movement and jumping, this is the most frequent feedback we have received from external testers. In platformers and action games, movement and jumping is very hard to get right. In the UE4 third person character template that we based our game on the default jumping is very floaty. We are now using a system where player has less gravity scale when player hits the jump button, after a short duration in air, the gravity scale increases, making the player quickly fall to the ground, this system eliminates ‘floaty’ jumping. We decided to also give the player more control while in air. During Alpha phase we experimented with different movement mechanics, many of which did not make into the game. We had a gliding mechanic where Plunder would float slowly hanging from Beaks grasp, this mechanic was removed entirely because it was to powerful and could make player access “outside level” areas.

Level goals, levels and bonus objectives: An important subject of the game has throughout been “what is the goal of this level?” what am I doing? and “why am I doing this?”. In the early stages of level design and world building we created the levels to be ‘open-world’ giving the player freedom to explore without a concrete linear path. We felt that this made the levels feel large and empty without a purpose. The main objectives of the levels were rebranded into ‘bonus objectives’ with a three star system for each level, each bonus objective completed accumulates into a star, three stars total per level where player would be rewarded from collecting all three. Bonus objectives are different per-level and often include collecting hidden items and/or solving puzzles, this system adds to replayability and targets the completionist audience. Late in development we added guided objective system to all the levels, using the mini-map, compass and in-world markers, we took inspiration from other games. The system places a and updates a marker on all these elements showing the player where to go next.

Artificial Intelligence: In the start of this project we have programmed the AI of enemies and bosses from scratch without the use of AI Trees and Blackboards, we relied on basic Blueprint code to handle AI states, this is not always clean and optimal. There were many issues with the old enemy AI,

Noroff University College Academic year 2018-2019 12 like getting stuck in the terrain and sometimes not being able to sense the player. In very late stages, we decided to use a component based plugin called ‘AI Behavior Toolkit’ from the Unreal Marketplace which we applied to our own enemies, this greatly improved the gameplay experience and got rid of unwanted issues.

Character Implementation: After the characters had been modeled, textured, rigged and animated they were brought into Unreal Engine 4. In UE4 animation Blueprints are set-up to work with player input, Blendspaces are used to give smooth transitions between walking and running.

We are also using animation blending, for example; to allow Plunder to shoot with his arms animated while lower part of the rig is playing the run animation, there are some visual issues with the system we did not have time to resolve.

There are some limitations and/or rulesets in place for the characters, for instance, the parrot can only fly a certain distance away from Plunder to avoid free exploration.

Technical Summary: We have implemented all the planned gameplay mechanics from the GDD and added many more than was initially defined. For instance, the plan was to have a single basic attack and shoot mechanic, this has evolved into 8 different weapons/abilities and a ground slam.

Level and world building saw a lot of changes throughout, we went from empty open-world levels to semi-linear filled levels with many collectables.

Early on (during Alpha) we did a lot of experimentation with mechanics, many of the mechanics were scrapped due to bugs and issues others because they either felt too powerful or not fun. Later we started fine-tuning, fixing and improving the most basic and important mechanics, we tried to avoid adding more mechanics the further we got into the main development phases, this was challenging as we constantly thought of new mechanics for our game.

The UI has also seen a lot of improvements throughout the development, during the ‘Design for Interactivity’ course we worked heavily on the design and functionality of the Interfaces and Menus. We added a mini-map, map and compass help guide the player, these now also have objective triggers for all levels to help guide the player. On the mini-map player can see the real-time location of enemies and important objects.

Design:

The design aspect of the game is something we have been talking about constantly, we want to keep it cartoony and fun graphic wise. In the start we had a cartoon shader on our game to help with keeping it cartoony by changing how the light work and add black outlines

Noroff University College Academic year 2018-2019 13 to the different assets it gave our game an interesting comic book style look, but it came with a lot of trouble and restrictions for our game. When we removed the shader it gave the game a fresh breath of air, a new look for the game which we quite like and has continued to use.

Characters: During the planning process of the game we started making a few concepts of the characters, we did not make concept for all the characters, since we did not know what we wanted to have at that point. We made three character concepts total, one for each main character of the game; Plunder, Beak and The Evil Scientist.

Plunder:

Plunder has changed alot since the concept art. With the concept art we wanted a basic look of what we wanted for the character, but it changed a lot during the making of the high poly version. Plunder does not really look like he does in the concept art anymore, but we think the high poly version looks alot better than what he does in the concept art.

Plunder had a long development period since it is the character with the most element attached to him from different weapons, and around fifty different animations. The animations of the character is what took the most amount of time for Plunder because of the different iterations the animations went through, In the start plunder was very stiff in his movement and it was not fun to run around as plunder in the game. Now plunder has much more fluent animations and they are a lot more fun to play with in the game. Programming Plunders mechanics and the interaction with the animations, was one of the most time consuming part of the development. Not only is Plunder able to walk, run and jump. He can also crouch, double jump, swing, roll and ground slam he also has 8 different abilities and weapons. Previously Plunder was able to climb and glide, but this was removed due to bugs and issues.

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Beak:

Beaks development process was quite fast, he went through the same steps as Plunder. Since he has little animations and has quite an easy animation rig to set up, but he also came with his own problems during the development of the game. The issues has mainly been technical, there has been problems with movement and how he lands, sits and returns to Plunders shoulders. We had to use bone sockets to make sure Beak sits on the shoulder, for example when Plunder was crouching, Beak would clip through Plunders body, we have had multiple issues like this.

The Evil Scientist: The Scientist was also quite fast to develop on the design side of things, but was very delayed on his creation because of other characters and important assets taking a lot of time away from the development of this character. We are happy with the design of this character, but would like to have used him more often in the game, the plan was to have him as a mini boss in each level, like with Bowser in Super Mario. The story about the scientist could also been more thoroughly explained through dialogue and cinematics.

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3D Assets:

There has been a lot of work on the different 3D assets since a game requires a lot of them in the from small assets to gigantic assets, some may only take a few hours to make while other took a long time to make since some of the assets can be quite advanced and have many parts to them. Plunders boat is an example of an asset that took some time to make while the different crates in the game was fast to create.

On the other hand in the this can be reversed since the current iteration of the game does not include any driving of the boat which means that there is no code required for it while the crate has some code in it for dropping coins.

Sound and Music: Almost all music and sound effects used in the game are found online, either through free sound effects sites like ​https://freesound.org/​ or paid music from ​https://audiojungle.net/​. We have permission to use all the audio assets in the game. Ole-Kristian made the enemy hurt sounds. We think the sound effects and audio work well with the theme of Beak and Plunder, has variation and enhances the gameplay.

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Learning Outcomes

During this project we have improved our software skills, we have been able to increase our working speed as a group.

We have learned some development tips and tricks like saving memory by packing 3 textures into on texture image using the RGB channels, we have also learnt to use the assets we have more instead of making new unique assets every time.

While working with different software we have explored new keybinds and shortcuts that has enabled us to work faster and do certain actions quicker, especially while working with Blueprints in UE4.

Our communication has improved while working on the project, we have frequent Discord meetings using voice communication and screen share functionality for optimal efficiency.

Difficulties and Challenges: We have faced many difficulties as we developed our game, both technical and design wise. On the technical side, bugs and issues have been/will always be a struggle, fixing one bug can lead to problem elsewhere in the project. Jumping and movement has been one of the biggest challenges of the game, it is the most frequent feedback brought up by external testers.

On the design side it has been going smoothly with some small problems here and there, our biggest problem on the art/design side of thing was when we were going to set up the skeleton of the main character plunder, for this we used a rigging tool by Epic Games to help us speed things up. Altho the program was easy to use and setup it was really hard to share the rigged character to other people that did not have this plugin installed since it was so heavily connected to this plugin.

We have also had some difficulties with a cartoon shader that we made for the project, this limited a lot of what we could do with the artside of the project, It was always a bit of a struggle getting good lighting in the scene and there was also some other elements that was hard to use with this Shader enabled.

After a while we decided to remove this shader which has been one of decisions we have made in the project, not only did it make everything easier to manage but it also gave us a better look for the game in out opinion at least.

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Norwegian Game Awards:

In April we attended Norwegian Game awards, where we got a lot of people to test our game and that gave us great feedback. The main feedback was related to the tutorial level, which had too much information in a short timeframe, there were also specific parts where players got stuck. When we got back from the event, we immediately started to redesign the tutorial levels aesthetics and functionality.

We also got nominated for two prices; best concept and game of the year we also won one of them, there were many great games in the competition. Having NGA ‘deliveries deadlines’ pushed us to work even harder.

Lessons Learned:

The lessons we have learned during the development of the project is that we need more planning and concept art, we should also rig characters, by our selves, instead of using plugins.

We should have focused on making a proper and advanced AI from the start, using Behavior Trees, blackboards and EQS. The original AI was very basic and had many issues, in the later production stages we eventually used a plugin called ‘AI Behvior Toolkit’ as a replacement/fix.

As for previous project, as the project grew, the codebase (blueprints) got very messy (spaghetti code) which made it harder to maintain and harder to fix bugs. There are also some aspects where the code could be more efficient and dynamic.

The last lesson we have learned is that we need to use HacknPlan more often, we used this in the start but the interest in using it faded.

Interesting issues solved:

There has been a lot of weird bugs and problems that appeared during development, objects falling through the ground, camera rotating sideways, wobbly shadows, these are just a few examples.

At a point we were unable to package the project as an executable, this turned out to be a setting ticked in the project settings, we spent hours looking for a cause and fix, feels rewarding to fix issues like this.

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During NGA playtesting session, many of the testers got confused about which direction to go. To solve this we implemented an objective marker system using the compass, minimap and world-space markers to guide players.

NGA testers also had problems with the tutorial level, we decided to redesign the entire levels’ functionality and aesthetics.

An recurring bug has been UI elements overlapping, has given some weird results but has been easy to fix.

Summary:

All in all, we are happy with the final product in this project, development process has been a rollercoaster in terms of motivation, some days have been more productive than others. This has been a passion project, it is not an easy task to work on the same game for months. We have a game that is full with content, everything (and more) that was planned is in the game. Making games is a very time consuming process that requires many different skill sets, with such a small team, each person has a greater responsibility and many more tasks than we would have with a larger team. We work well together and have had a lot of fun working on this project.

What could be improved? The interaction between the two main characters, their background story and how they met each other could be more apparent in the game. Currently, the Beak mechanics are very limited, the plan was to give Beak more futuristic abilities like hacking, spy vision, attacks and more.

What could we have done differently? If we were to re-do the project, we would have had more focus on storytelling/narrative through the use of cinematics, world building, level design and characters for a deeper experience. We would have done more thorough planning before starting the development on certain elements.

What would we like to add? We have a lot of ideas and plans about things that did not make it into the game due to the limited development time. We have plenty of different level themes, designs, obstacles, enemies and more. Adding new levels also require making new assets, level design and blueprint programming. We have also discussed multiple puzzles we would like to add, these

Noroff University College Academic year 2018-2019 19 are a mix of UI and in-world puzzles. To enhance narrative we would like to add voice lines either through speech or distorted talking sounds.

What are we most proud of?

Ole-Kristian: I am happy with the overall design of the character Plunder altho the execution of the character model could be better im am happy with how he is now especially the animations of the character because i thinks it adds a lot to the game play feeling when the animations look smooth and fun.

Andreas: I am most proud of the concept and world building. I think the concept is unique I like how it is executed in the game. The worlds are varied with interesting mechanics and player challenges.

Moving Forward:

It is likely we will continue working on Beak and Plunder even after this school semester ends, it has become a passion project for us.

Levels would need to be expanded, levels are too short for a fully released game, we consider what exists in the portfolio delivery build to be a fraction of a full level, the part where the levels end in this build is only considered to be the introduction of that level. We have many ideas of new level themes that could be introduced like; cemetery, forest, candy, asian mountain temple, underwater and more, options are endless. The A.I. could be more varied and be randomized for each playthrough.

We would like to add more mechanics and purpose to controlling Beak, we started introducing ways for Beak to hack enemies and objects but this has not been further developed. More puzzles and other activities would be implemented to add variation to the game.

In the end, everything would have to go through more ‘polish phases’ between and after adding more to the game.

If we go for a full release, we might target the new “Epic Games” game store and/or Nintendo Switch hardware through the eShop.

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References

Insomniac Games. (2002-2016) Ratchet and Clank [] Burbank, California: Insomniac Games

Insomniac Games. (2016). ​Ratchet and clank ​ [Image]. Retrieved from https://twitter.com/ign/status/731522235211624448

Naughty Dog. (2001-2004) Jak and Daxter [Video Game] Tokyo, Japan: Sony Interactive Entertainment Naughty Dog. (2001). ​Jak and Daxter: The Precursor Legacy ​ [Image]. Retrieved from https://www.playstation.com/en-us/games/jak-and-daxter-ps4/

Ashford, D. (2018) Boxi [video Game] Ashford, D.

Ashford, D. (2018). ​Boxi - Adventure Platforming​ [Image]. Retrieved from https://www.indiegogo.com/projects/boxi-adventure-platforming#/

Insomniac Games (2018) Spyro Reignited Trilogy [Video Game] Burbank, California: Insomniac Games

Insomniac Games. (2018). ​Spyro Reignited Trilogy​ [Image]. Retrieved from https://www.spyrothedragon.com/

Operation Thunderstorm. (2018). Retrieved from https://www.maritime-executive.com/article/operation-thunderstorm

Project management for game development - HacknPlan. Retrieved from https://hacknplan.com/

Sweeny, T. (2014). Unreal Engine 4 (Version 4) [Windows/Linux/Mac]. Cary, NC: Epic Games.

Housten, D., & Ferdowsi, A. (2007). Dropbox (Version 4.4.29) [Windows/Mac OS X/Linux/Android/iOS/Blackberry/Kindle Fire/Windows Phone 8]. Massachusetts Institute of Technology (MIT): Dropbox, Inc.

Discord Inc. (2015). Discord (Version 0.0.9) [Windows/MacOS/Linux/Android/iOS/Web Browsers]. San Francisco.

Microsoft. (2008). ​GitHub.​ San Francisco.

Google. (2006). ​Google Docs​ [Google/Apple/Microsoft]. California.

Adobe. (2019). ​Photoshop​ [Microsoft Windows, macOS, Android, iOS, Windows Phone]. San Jose, California.

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Adobe. (2019). ​Illustrator ​ [Microsoft Windows, macOS, Android, iOS, Windows Phone]. San Jose, California.

Nintendo. (1990-2019) Super mario series [Video Game] Kyoto, Japan: Nintendo.

Freesound - Freesound. (2005). Retrieved from ​https://freesound.org/

Audiojungle Retrieved from ​https://audiojungle.net/

Norwegian Game Awards – Gam.Dev Comptition. (2008). Retrieved from ​https://gameawards.no/

Nintendo. (2011). ​Nintendo eShop ​ [Nintendo 3DS/Wii U/Nintendo Switch]. Kyoto, Japan.

Third party assets from:

Ai Behaviour Toolkit https://www.unrealengine.com/marketplace/en-US/slug/ai-behavior-toolkit

Advanced Menu system https://gumroad.com/l/FYrJ

BluHat C++ Sorting Class https://github.com/Zarkopafilis/UnrealStuff/tree/master/BluHat

Sounds and Music https://freesound.org/ https://audiojungle.net/ https://www.unrealengine.com/marketplace/en-US/store

Various Icons https://www.flaticon.com/

Scrolling Text Script/Level Objects Save Script https://github.com/MWadstein/wtf-hdi-files

Noroff University College Academic year 2018-2019