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strengths: i am decent at using digital programs and traditional mediums to draw so that means when it comes to concept art i can be confident in my skills to create something i can then use later on to add to my Wix and reference for my game with my active imagination that should also help to come up with storyline and other game assets to add. I can use either paper and sketch out a couple of concept designs or I can go the route of using photoshop and a drawing tablet to have the concept art designs to be a better quality to be seen online. narrative wise I also have a good idea of what I want to do which I explain more later on.
weaknesses: making props in Maya i find challenging and do not help myself in the way that i don't always remember to find references first so the props don't have a specific reference which can create problems. UV mapping and being over ambitious with my lack of skill level i would say are my biggest downfalls right now with not being able to have the ability to do what i want when my brain wants to do complicated object and scenes but i can barely UV map a chair without having everything being explained to me to get something done. 
opportunities: with my weaknesses being mostly UV mapping, this project gives me to chance to practice more and gain experience, hopefully learning how to do more along the way. I plan to improve my texturing process and UV mapping overall but i would be happy to learn more along the way if it can help me. texturing i can technically do but I'm not the best with it and think that i need to learn the substance software more which could make life easier for myself.

threats: If Wix decided to stop working for a week or two i could always work around this by doing my work on word and uploading it later on as well as focusing more on the asset creation or world building as Wix gets fixed. the time crunch does pose an obstacle for me but i believe if i plan what I'm doing on a day to day or week to week basis i will be able to keep on top of everything, i can also do extra hours in college by coming in on Thursdays and Fridays if i fall behind.

mind map:

click to preview

concept board:

colour palette: i want to go for the classic older style of circuses with it being mostly red, white and gold. but I've also added blue in things like the vanity's and juggling clubs, as well as purple balloons so the scene doesn't look too boring

i think this looks childish and slightly chaotic which i like, the sense of it being childish like circuses are meant to be.

other walking simulator games

Through researching other walking sim games especially the more popular ones include aesthetic scenery for players to look at whilst finding out the initial story and some detective work whilst the gameplay is just walking around. Here are some of the more popular walking simulator type games that i have found.

what remains of Edith finch 
this game focuses on Edith as she returns to her childhood household and finding about the cursed family history that caused all of the family to die except for Edith herself. Playing as both as Edith and her late family members you see how each member died. the first death seems to be the most ambiguous ending with molly, after being sent to bed without dinner so she looks for food showing how she becomes a cat that chases a bird, an owl that swoops after rabbits, a shark that hunts a seal, and a sea monster that eats people. She returns to her room where she is writing about what has happened to her while the monster waits for her under her bed. some people think the girl ate something poisonous as she ate dry gerbil food, toothpaste and red berries and died after having a fever dream The story of Odin's death is told through a series of images, narrated by Edith, that tell of how Odin left Europe to escape the family curse when his house wrecked off the coast of Washington, drowning him in the process. His daughter Edie, her husband Sven, and Molly survive and begin building the house Edith is now exploring. with Odin's body being the first in the cemetery, Calvin the grandparent of Edith who died at a young age of 11 he was into space and wanted to fly this lead him on a swing that had the view of a cliff where he wanted to go around in a circle above the bar holding the swing. he did manage this task with his unfortunate end coming from the swing flinging him off past the cliff into he rocky waters below. Barbra the child movie star dead at 16 gets taken out mysteriously whilst babysitting her younger brother the story goes that she was attacked by a man with a hook however she managed to take him down when the doorbell rings and the monsters from past movies she has been in come to surprise her but she and her boyfriend disappeared only leaving a bloody ear behind, this story being found inside of a comicbook as another not fully explained death. Walter dead at 53 hiding in his secret bunker for decades after Barbra's death he was terrified with the cursed deaths in the finch family, getting fed up of his bunker he breaks out to the surface from his bunker walking along the train track waiting to get hit which he inevitably does it seems except their was no way for a train to hit him as the tracks cut off at the cliff lining so its more possible he instead committed suicide . Sam dying at the age of 33 on a hunting trip falling of the edge of the cliff after Edith's mum shoots a dear and Sam gets knocked off the cliff by the wounded dear. The youngest to die is next as Gregory the 1 year old drowns in the bathtub. Gus the 13 year old was at his fathers wedding playing in the stormy weather with his kite as tents get blown away one of them lands on the child killing him. Milton the 10 year old dawn (Edith's mums) other child leaves a flipbook before vanishing, the flipbook shows Milton having a magic paintbrush and leaving through the magic door he painted with the magic brush. Lewis, dead at 22 the one who kept himself locked in his room taking different substances got clean and a job with the help of dawn where he cut fish heads. substance abuse lead him to hallucinate himself a new world where he is a king  being crowned where a slicing sound happens this implies that he put his head in the machine that chops of fish heads and losing his own life. After the death of Lewis, Dawn decided to get Edith away from Edie and the curse that had taken over the Finch household, but she didn’t tell Edie until the night they left. Edie wanted to tell Edith about the family curse and the stories of how her family lived and died but Dawn blamed her grandmother’s story telling for the curse being reality. She felt that without those stories, the family wouldn’t have been so unlucky in life. She therefore decides that her and Edith should leave Edie and the curse behind with the house, even if Edie insists that they cannot run away from it. They leave with Edie still at the house and they never see her again. Edith's mum dies of some terminal illness leaving Edith and her unborn baby as the last remaining living family members. Edith wants to ensure that her child hears about the fate of their family so she writes down everything in her journal once she reaches what used to be her room. next up Edith dies at the age of 18 giving birth to her son leaving the journal to him.
What Remains of Edith Finch: Story and Ending Explained (twinfinite.net) 
What Remains Of Edith Finch FULL STORY & ENDING EXPLAINED - YouTube

This story all takes place as the player walks around a house and I would like to take my game in the same direction meaning that in my game i would like the player to stay in the same tent, interacting with objects and talking to NPCs to find out what is happening with the "freaks" coming and going all of the time to reveal the secret within. Edith finch captivates its audience  with its storytelling and I may not be a storyteller myself but I would like to be able to also take the player out of their own world and temporarily amuse them with the dark mystery going on in my game.

fears to fathom:
fears to fathom tells stories given by people on the internet playing as the writer of the story and going through the story mostly walking around and hearing the players character talk or talk to other NPCs, the first episode you play as a kid that is home alone with the parents out unknown to the character you play their is an intruder lurking outside the house and then that breaks inside without the character knowing, You don't fight the intruder however and instead go through the house doing normal stuff due to the fact that the character does not know he's not alone and the player seeing the intruder creep around occasionally until the ending, where it can end with either surviving by playing cautiously which is the writers ending as these are known as true story episode game. The way the horror was done in the first episode was very good as whilst playing you knew something bad was about to happen with their being an eerie atmosphere and whilst completing tasks you would occasionally see a dark figure in the background, that being the intruder, this created suspense for the player when you don't get the confrontation that you might be expecting. you play in the first person perspective for both episodes that are out. the second episode "Norwood hitchhike" takes you along the story of the 19 year old holly on her way home from a gaming con, where her car breaks after she gets fuel and dog food from a gas station. After this you hitchhike with a man from the place the car broke down to a motel. the character buys a room and sleeps for a while before waking up and getting a coffee from outside of her room, the coffee makes you drowsy so after that you go back to your room and sleep once again, answering the ringing phone after getting up again and this leads you to telling the reception man about the coffee. Except when leading him to where you get the coffee theirs nothing their. going back to your room after this you take the pills i the room with water from the bathroom these pills lead to to sleeping once again and being awoken by somebody at the door. you tell them to leave and hide in the closet where you the player have to stay quiet as the game uses your mic to immerse the player. this is how you win the second episode avoiding the men that go after holly.
info found at: Fears to Fathom - Episode 2 Walkthrough & Achievement Guide – Steams Play


in conclusion from my research into different walking simulator games is that they are less game based and all to do with a story. i see them as interactable movies basically they bring a new way of storytelling different from your usual shows or books.

Project Proposal Form

research

targeted audience for walking sims and games:
The audience will range from 18–35, as a general range
Walk Sim Walk Sim Process - Jordan Twaddle
while that is what I've found out the website also explained how there are a lot of players that only play a few games with the over 1 million people that own over 100 games are only part of the 1% of the gamers population. This is some of the only information i could find on walking simulator statistics as it only got popular around the 2014 era and since not many have conducted experiments to see which people are more likely to play walking simulator type games. 


Pegi rating (16)

This rating is applied once the depiction of violence (or sexual activity) reaches a stage that looks the same as would be expected in real life. The use of bad language in games with a PEGI 16 rating can be more extreme, while the use of tobacco, alcohol or illegal drugs can also be present.

What do the labels mean? | Pegi Public Site

walking sims are given a bad reputation and been described as boring and not overall creative as when walking sims first came into being they had little to do or focus on. So for example the old slender man games just had the player wondering around a dark forest looking for notebooks whilst only having trees to look at with the occasional slender man jump scare, however since that time more and more walking sims have been released with stories, mysteries and beautiful visuals for the player to enjoy. The majority of people that play games have most likely played a walking sim before whether they outright knew it or not and walking sims give the horror lovers a new experience which some find that walking sim horror games are better at creeping them out than the regular types of fps horrors.10 Scariest Walking Simulators (thegamer.com)  explains how the game P.T. may be the scariest game reporting to leave players scared even though this game is only a demo with the full game being cancelled. this game has a 9.3/10 on IMDB showing that this game was enjoyed.

Since the majority of walking sims are all horrors and horror being one of the most popular subgenera's of games alongside fps games the best estimate for people who enjoy horror games is what ill be saying for my horror walking sim which is at around 24% as you can see in the graph below found on the website: • Leading gaming genres worldwide 2020 | Statista
 
Video game demographics statistics show that Gen Alpha and Gen Z is the generation with the largest percentage of console and mobile players, followed by Millennials. Meanwhile, Millennials, who spend $112 a month on gaming, prefer PC gaming. As for popular console brands, more American consumers planned to buy a PlayStation 5 than an Xbox Series X or S during the 2020 holidays.
51 Significant Video Game Demographic Statistics: 2022 Data on Age & Gender - Financesonline.com

Walking simulators are usually exploration games that focus on your experience as a player. They rely heavily on strong storytelling to hook players in, by putting the player's experience at the heart of the experience.
The Joy of Walking in Games | WIRED

The Pitch:
I created a PowerPoint presentation on the game that i plan to create in the near future. this pitch contains my main plot for the game, inspirations, interest in walking sims, my target audience with this being a story based horror and the style i want to go along with. the game leftovers showcases the type of character style i want to use and for this i need  to find out how they managed to code a 2d character inside of a 3d environment. I didn't show the game leftovers in my pitch unfortunately so here is a few reference images as to what i'm talking about. as of right now i don't know how to make these characters or add them into anything

As seen above that is the references from the game leftovers and it shows as a 3 dimensional environment except the characters that the player interacts with are all 2d pictures basically, if i manage to create my own characters in the style i want to do i would rather make them to be 2d moving pictures so that i could spend more time on their designs and coding them to act how i want them to.
29% of men prefer playing female characters, whereas only 9% of women prefer playing male characters according to About one out of three men prefer playing female characters. Rethinking the importance of female protagonists in video games. - Quantic Foundry   this means that my main protagonist should be a guy as their are more guys in the gaming industry although that is changing at a rapid pace with research from... showing that 59% of gamers in 2020 ( • U.S. video gamer gender statistics 2021 | Statista  ) .

other games that involve or are themed around circuses are The Amazing American Circus that was released on the September 16th of 2021 and is a game  that lets the player play a unique card game to carry along the game. this game along with "circus Charlie" a game released in 1948  that the player can go around using the character Charlie and enjoy different circus minigames since the dated nature of "circus Charlie" i wouldn't use that as a base of reference for an art style. however "the amazing American circus" has the same kind of era I'm looking to recreate in my own game. 

circuses through the years

Creator of the modern circus

Philip Astley (1742 – 1814), a six-foot tall, ex-cavalry man, is often credited as the 'father of the modern circus'. He alongside his wife patty created “Astleys riding school” in London where he would teach in the mornings then perform equestrian tricks in the afternoon. Philip's most famous act and widely considered to be the first circus clown act, was ‘The Tailor of Brentford or ‘Tailor's Ride to Brentford’, in which he acted out a comic journey on horseback. One of Patty's popular tricks involved her circling the ring on horseback at speed, with swarms of bees covering her hands and arms as if she was wearing a muff. Astley quickly began to incorporate other acts from the fairs and pleasure gardens of London and Paris into the performance. These were acrobats, jugglers, rope dancers, clowns and strongmen. By 1780 he had built a roof over the entire arena so that his audiences could enjoy performances throughout the whole year.

Mr Charles Dibdin (1745 – 1814), was the one who first coined the word 'circus'. Copying Astley’s equestrian school and opened the royal circus which wasn’t far from Astley’s own school as the two were rivals.

Astley’s riding school burned down so he opened “the royal amphitheatre” in 1793 but unfortunately this building too burned down in 1803 as well, the building contained a stage and circus linked by two ramps which allowed for more possibilities with tricks and dramatic effect. The third time Astley rebuilt in 1804 the interior became more ornate with stronger stages to take the weight of the horses collecting more acts from home and abroad with clowns, ropewalkers and tumblers to go with the equestrian entertainment.

V&A · The Story Of Circus (vam.ac.uk)

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Animals in the circus:

Because circuses are constantly traveling from city to city, animals’ access to basic necessities such as food, water, and veterinary care is often inadequate. The animals, most of whom are quite large and naturally active, are forced to spend most of their lives in the cramped, barren cages and trailers used to transport them, where they have only enough room to stand and turn around. Most animals are allowed out of their cages only during the short periods when they must perform. Elephants are kept in leg shackles that prevent them from taking more than one step in any direction.
Circuses: Three Rings of Abuse | PETA

 

The introduction of wild animals to the circus dates from about 1831, when the French trainer Henri Martin, performing in Germany, presumably entered a cage with a tiger. He was soon followed by the American trainer Isaac A. Van Amburgh, reputedly the first man to stick his head into a lion’s mouth, who in 1838 took his act to England and so fascinated the young Queen Victoria

“Elephants and clowns are pegs on which to hang a circus.” Beginning with the single specimens exhibited at Astley’s in the early 19th century, the number of performing elephants, especially in American three-ring circuses, would run as high as 40 or more by the turn of the 20th century.
circus - Clowns | Britannica

a new wave of circus animals:

Government introduces Bill to ban the use of wild animals in travelling circuses. 2019. Bill banning the use of wild animals in travelling circuses.  The Bill recognises that the use of wild animals in travelling circuses has no place in modern society and does nothing to further the conservation or our understanding of wild animals.

Well established organisations such as Cirque du Soleil have shown the way forward with stunning visual displays of acrobatics, strength and agility, with not a wild animal in sight.  These spectacular shows pack audiences, and travel round the world to perform at the largest venues. Since 2018, the show has featured no live animals, turning instead to holographic projections with 360-degree visibility for spectators seated around the ring. According to the technicians, it takes 11 projectors to achieve the effect.

The Future of Circuses? | Bute Island Foods - Sheese

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sideshows & freakshows
A sideshow was the name given to any secondary or side-act performed or exhibited at a fairground which was not part of the main event or main performances being held at the circus during the time of its stay. Sideshows could be anything from someone walking on coals to sword-swallowing, breathing fire or juggling any number or range of strange or even dangerous objects. Or, it could completely depart from the realm of ‘normal’ entertainment and enter the realm of the freak show. Freakshows are  similar to, but not the same as sideshows. Sideshows being any type of side attraction at a fairground. Whilst freak shows are a type of sideshow focusing on ‘freaks of nature’.
The modern idea of a ‘freak show’ dates back at least to the 1630s, and by the 18th century, traveling freaks (either individuals, pairs or small groups), who exhibited themselves at shows around Europe, started becoming common. It became common for freaks to entertain royalty and nobility, and from as early as the 1600s. you couldn't see, touch or speak to any "freaks" until paying first which is how money was made by them.
Roll up! Roll up! The History of Freak Shows and Circus Freaks! | Throughout History

Circus Music:
Entrance of the Gladiators is the traditional and probably most notorious or recognizable circus music around. Created by Julius Fučík this song is under public domain in the U.S. but it is not under public domain of the UK until the 1st of June 2022 according to:
 Entry of the gladiators march | Library of Congress (loc.gov)
 Instead of the "entrance of the gladiators" music I have found a royalty free clown themed music by:
Music: Clowning Around by Shane Ivers - https://www.silvermansound.com
this music is called clowning around. 


The types of characters i want in my game:
inside of my game the main character will have the opportunity to talk to other circus member characters that are part of the main group and not the side cast of disfigured "freaks". The main group of circus performers will consist of a pair of acrobats, a clown the ringleader and a snake charmer. these characters will talk to the players character once walking up to them to move the story along. I'm thinking that i could have the designs of these characters change throughout the game subtly to portray the main main character seeing them differently now knowing wats going on behind the curtain.


Lighting:
The lights will be mostly neutral with the main ring being lit up most, coloured lighting could be possible to make however i will not add that in as it doesn't seem necessary.

Making stylised props and characters:
The assets I will use I want to be stylised with a 2d lines comic feel like i mentioned in my PowerPoint the works of Katharine Morling. To create this affect I think I can use basic colours in substance and then staying in substance just add lines onto all the corners. the thing I'm worried about most is the other characters in the game, I saw in another game called "leftovers" the NPCs are actually 2D pictures inside of the 3D environment. I was told that it may be possible to achieve this affect by attaching a PNG to a block and making the block transparent then coding that same block to start talking once the player presses on them. this way only the picture attached to the block will be shown and I also wouldn't need to find out how to model characters which saves time as since writing this I have 50 days.

creating a calming atmosphere:
To create a atmosphere that leads the player into a false sense of security i can make the tent and characters look friendly and appealing with the cartoonish style i feel like that could allow this to happen. Everything could be bright at the start of the game but when you get further through the story the lights could become more dim to create a feeling of you seeing everything differently once you uncover the story.

characters:

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I am planning to add 5 characters other than the player character, although with me not making an entire game I would probably only have 1 or two the player can interact with.
The snake whisperer/ charmer:
My first design concept as seen below is a snake charmer. She charms the snakes during shows but outside of shows it is shown that she can sometimes use similar tricks to lure in the unsuspecting. This doesn't work every time however she plays an important role as one of the lead circus members. This character will hopefully give of the helpful and kind but not very playful and mostly of the time is a serious person. Traditionally snake charmers use an instrument called the pungi. Female snake charmers often appeared in the circus as a sideshow act, used to gain attention as they were often hypersexualised wearing more risqué clothes.
Slither sisters: Vintage images of female circus snake charmers and their reptilian friends | Dangerous Minds
As for the style of my  own character i went with i looked at multiple pictures of snake charmers to find the types of clothes worn by female circus snake charmers. they tended to wear cropped shirts or tight fit tops to show the silhouette whilst having a skirt or something more flowy on the bottom half. this accompanied with jewellery which seemed to most commonly include a headpiece, necklace and in a portrait photo of a Octavia showcased an arm band as well.

The clown:
The clown character I have created here I felt was an important part as circus are known widely due to them having clowns and acrobats as entertainment. I went through Pinterest and looked for vintage types of clown costumes to make my clown character more time period accurate. From what I could find altogether it seems like older costumes were just one big suit with ruffles around the neck and sometimes around the ankles and wrists too, their is also evidence that some had 2 piece clown costumes that was made up of square jacket and matching pants. As you can see in my references they also had cone shaped hats that match the suit. using the colour wheel I found that orange and green act as complimentary colours that are bright and considered fun so that is the colour scheme I tried to stick to. The clown characters personality I would like to show off as charismatic, friendly and loud. By the end he would have been seen more as overpowering, mean and doesn't let the players character finish any sentences with him talking over in a more angry or sinister tone. Using the website below I found out that the name William was popular in the 1900s so I thought that would be a decent name for my character.
Top names of the 1900s (ssa.gov)

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the ring leader:
using reference images of other ring leaders I used them to design one for my own game. i made my version an older man with a tail coat, hat and cane. I felt like aging him up would create the sense that he is wise and a fatherly figure to the character you play in the game. This could make the things that he has done affect the character more and make the story a little more interesting to watch play out.

sprites and art style

sprite characters:
From what I've been looking at it seems that if i want my characters to be 2d in the 3d environment then i would need to make sprite characters, i am definitely okay with doing this, that just means i should recreate my character concepts again but this time as pixilated. other games that have this style i have found include
dont starve which isnt pixilated but it is all stylised with the characters being 2d still. the youtube channel cobra code Cobra Code - YouTube  also seems to be making a game in a very similar style as to what i think i will go for with the stylised surroundings being different.

sprites appear to be able to have a pixel or regular look to them. to create sprites i will have to animate them which means using another softwear. however from a little reserch i have found out that animation can be achieved through photoshop.

the art style:
For my game I'm going for something that gives a cartoon feel. i am achieving this by adding cartoon like highlights to things like balloons and also giving them all inking. making every edge look like its a drawing hopefully. everything is textures in a plastic material to look less detailed and more simplified. i took inspiration from the game "leftovers which used a similar style but in black and white. i also found the artist Katharine Morlings work with porcelain inspiring and also has the same feel to it. i also if i have time will add a cartoon shader to give the scene a cell shaded shadowing effect which will look cartoonish.

my form:

I made a form so that people could fill it out and I could find what people see as interesting. I made this using the template in Microsoft.

i got all people saying they found my concept interesting and would play if given the opportunity.

i was told with the different endings idea i should have the option to let the player choose another circus member to take with them when leaving, however i will be focusing on the start of my game for the demo so that shouldn't be a problem. Switching views could be hard to understand and confusing to the players so I've gotten rid of that idea, changing the flashbacks to instead allowing the player to read a notebook of a past victim. i was also told that a child learning about all this even if its fictional would probably still be a bad idea so i aged the character up to a teenager instead. People all over seem to like walking sims even though the term "walking sim" refers to games that aren't overall interesting. Story based games however are interesting to people. the mystery and intrigue it creates makes people invest their time if the story is good enough.

People seem to be most interested in playing FPS games, puzzle or RPG. as a walking sim i can fulfil practically non of those aspects unfortunately. people mostly enjoy the name with another suggestion that i think doesn't represent the theme all that well.

It has however been compared to we happy few multiple times but less story wise and more theme.

other peoples work

going through art station i found a creator by the name of brandon kennedy that has a circus interior modlled. ArtStation - Circus Tent Interior , Brandon Kennedy

overall i really love his setup and what he has created however their are somethings I would probably not make with my version such as the canon, tricycle and the surrounding fairy lights but the bigger lights above i would like to recreate if possible and same for the popcorn machine. Also if I have the time then I would also like to model an interactable fortune teller box. The little fencing surrounding the seats i will also not make and add instead swapping them for a simpler guard rail 

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