Carno Run
  • Gameplay and features
    • Overview
    • Core Gameplay
  • Pre-production
    • Inspiration and Concept
    • Greyboxing
  • production
    • Asset Creation
      • Player Character
      • Environment
    • Animation
    • Technical Design
      • Camera Set-up
      • Player Controls
      • Animation
      • Collision with Obstacles
      • Level Spawning
    • Game Mechanics
      • Score System
      • Difficulty Scaling
    • Level Design
    • Sound
  • post-production
    • Reflection
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  1. Pre-production

Greyboxing

PreviousInspiration and ConceptNextAsset Creation

Last updated 2 years ago

The objectives of greyboxing were:

  • To create a playable prototype infinite runner to test the project's viability.

  • To test certain game mechanics such as speed increment and distance between each obstacle.

By achieving the above objectives, the foundations of the game's technical design could be completed as well by implementing them relative to the placeholder geometries. It would then be relatively simple to replace the placeholder geometries in the prototype with my modelled assets, and fine tune the game mechanics.

To effectively achieve my objectives, the greyboxing would include:

  • The level

    • Infinite generation

    • Obstacle variation

  • Game mechanics

    • Start

    • Points system

    • Game over

Prototype gameplay