Game Builds
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Game Documents
Market Analysis/Strategy

Market Analysis/Strategy |
Mission Statement
Damarjian Interactive is a game development studio dedicated to creating positive, challenging and educational experiences for our players. We strongly believe in personal growth and accomplishment through the practice of entertaining game-play. As a company, we take great pride in producing the highest quality experiences to stimulate the mind, body, and cultivate the human spirit that takes advantage of multi-sensory engagement using tactile, auditory, and visual cues designed to both engage and teach. We are inspired by and have worked with the creative minds at ThatGameCompany, Team Ico, and Double Fine Productions. Our proposed Sony production, Leo vs. The Robots, aims to be fun and compelling, but also offers a deeper interactive learning experience.
About the game
Leo vs. The Robots is a fantasy-adventure game about a boy named Leo and his quest to save his parents after their capture by the robots of Genius City. The game provides an exciting and engaging experience that will captivate the player with its use of both familiar and novel brain training, board, and puzzle mechanics (e.g. Luminosity, scrabble, Mind Quiz, Spelling Challenge, Hot Brain and PQ Practical Quotient 2). Utilizing many cutting edge cognitive training techniques, we’ve developed the game to enhance the player’s calculation, reflex, judgement, and memory. As the player develops and grows in his/her skills and progresses through the game, Leo dives deeper into a fantasy world of imaginary scenarios, unique characters, and remarkable stories to further captivate and attract the player in a series of levels designed around game-based learning. Furthermore, as the player grows in skill so will that of our main character. As Leo, the player progresses further into a fantastic world of interesting and sets characters and unique stories as he uncovers a remarkable tale.
Project history
The inspiration for Leo A Word Adventure is derived from Alex Damarjian's past experience working as a certified Chicago Public School Teacher, Technical Artist for companies such as Nickelodeon and as a child of immigrant parents from Armenia. In his own life his parents had always used games as a way of teaching. Due to his parents struggle with the English language Alex and his siblings struggled with literacy. Noticing this his father expressed this concern to a fellow co-worker who was an immigrant from Nigeria. His friend taught him a simple puzzle game that helped his children improved their literacy test scores. The literacy game taught to his father utilizes the same mechanics as the project outlined in Leo A Word Adventure.
After becoming a certified Public School Teacher Alex noticed these games were effective on students from all walks of life. It also helped Alex to grow as a teacher. Now he and his team feel it is their duty to create an exceptional game to give back to the greater school system in America.
After becoming a certified Public School Teacher Alex noticed these games were effective on students from all walks of life. It also helped Alex to grow as a teacher. Now he and his team feel it is their duty to create an exceptional game to give back to the greater school system in America.
Project Versions
Leo A Word Adventure will consist of two game modes, Standard and Rails. Standard mode is a full featured game where as the main character is controlled fully by the player. Rails mode will take into account players who may have developmental needs or are interested in a more linear form of gameplay. Both game modes will be available for both the Vita and PlayStation 4.
Version 1: Standard
Version 1 of the prototype was developed from research, previous paper and 2D digital version. Feeling as though both prototypes were successful the team went on to create a more robust 3D version, Leo a Word Adventure. They then tested this version in the classroom of Mrs. Nora Hazou at Washington Middle School. The support from her and her students allowed the team to create a more refined version of the game, as well as a second more inclusive variation.
Version 2: RailsVersion 2 of the prototype was developed after an unsuccessful play test in Noora Hazou's classroom at Washington Middle School. The first prototype of the game did not take into account students with special needs. Many of the students who struggle with motor function issues found the main character difficult to control. Controlling the main character is how you engage the enemies in combat. They also found combat to be extremely difficult because it was timed and character controls.
In the first version of the game the player must run up to them. Once in range a combat screen appears displaying letter tiles and a timer. The letter tiles are used for spelling words. If a word is spelled correctly players are allowed to attack the robots. Players are only given 30 seconds to spell a word. Once the timer runs out, the player loses their turn to spell and the robot then attacks by also spelling a word. Due to poor mobility students were unable to easily spell words before the timer ran out. In order to remedy these issues the team sat down with Mrs. Hazou and came up with game modifications to aid the students. First, they removed the movement controls of the main character and had him run along a path. Once in range of the enemy the combat system would launch without player assistance. In respect to utilizing letter tiles to spell words the team added touch and gamepad controls. Students could now touch the letters on the screen than touch the robot to attack. This combined with removing the timer allowed the students to take their time and not feel rushed. |
Version 1 Standard Mode
Version 2 On Rail System
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Controls: For more details please see game design document.
Vita
player and character movement
Combat
Combat on the Vita differs from that of the PlayStation 4. On the vita the touch screen is utilized to both select and attack an enemy. On the PlayStation 4 the left thumb stick is used to select a letter and the x button is used to attack.
Detailed Explanation of Attack System: When a player is in range of an enemy, combat will initiate. The player is made aware of this by two factors. First the camera zooms and rotates on both the player and then enemies. Next a series of letter tiles appear on the bottom of the screen. The player can than touch each letter on the screen until a word is formed. After a word is successfully spelled the letters will animate up and down on the screen. The animated letters indicates a word is spelled successfully. The player can than touch one of the enemy robots. This will deliver an attack on the robot. This decreases the robots health by the total value indicated on the top of the letter tiles. When robots are defeated batteries spill out. These batteries are used for special abilities. |
Special Abilities
Special abilities can only be accessed during combat. Depending on the direction pressed on the D-Pad, players can use a different special ability. Batteries are depleted when abilities are used. Each ability uses a different amount of battery power.
Abilities List:
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PlayStation 4
player and character movement
Special Abilities
Depending on the direction pressed on the D-Pad, players can use a different special ability. Batteries are depleted when abilities are used. Each ability uses a different amount of battery power.
Abilities List:
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Combat
When a player is in range of an enemy combat will initiate. The player is made aware of this in two ways. First the camera rotates and frames the player and enemy. Next at the bottom of the screen a series of letter tiles appear. Order of combat:
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