1. The beginning room: You start in a deep jungle with nothing but a skull on the ground to welcome you into this world.

2. The Foot-print room: You find a massive footprint in the middle of the room with a baby T-Rex greeting you into this world!

3. The Pterodactyl room: This room has two things for you to interact with, a Pterodactyl asking for some food and their egg.

4. The Worm Room: This room shows the shores of an ocean with a worm inching his way across the land and where you have the ability to pick it up too!

5. The Caveman Room: In here is but a lonely caveman that can offer you samples of animal skulls in exchange for food!

6. The T-Rex Room: The final room is home to the most terrifying dinosaur in existence! Velociraptor's try their hardest to escape the T-Rex's wrath!


For McCloud's concept of abstraction, I chose not to be too "abstract" in terms of character design. Working in an 8x8 grid was a tad difficult but I was able to create simple and easy-to-understand sprites such as a Pterodactyl flapping his wings and a worm inching on the ground. There are sprites that I tried to make "distinct" like the caveman stomping on the ground and the velociraptors attempting to run away from the T-Rex. Now for the T-Rex, that was one sprite I struggled with trying to create in general but hopefully helped in regards to the abstraction of the time frame and aesthetic of the world I created. Now with the timeframe being inset in the Jurassic Era, I created some sprites that correlate with said era with a skull in the starting room, some massive footprints created by dinosaurs, and even more skulls within the caveman's... cave. Sadly, transitions weren't used as best to the effect they could, the only thing going for room changes was continuity of where you came from depending on what side you entered or exited. The layout mattered most to me and hopefully paid off as well, but other than that, there is really nothing special in the transitions.


One thing I took away from the theme park videos and readings was thinking big picture. What I mean by that is, when I first started this project, I was extremely excited to incorporate ideas of multiple dinosaurs within the land you could interact with and also having to do quests to for some to get some information and or items useful for your Time Traveling Research. The idea of "Show, don't Tell" stuck in my mind, as I didn't want to make a lot of dialogue for you to understand where you are, what your doing, and take away from the mystery of what timeframe you're in. I took this concept and rolled with it all throughout my project, dropping you off in a nice green jungle, which then turns into a lake area with dino footprints and then tops it off with a massive, hideous beast at the end of the story! These are just a few lessons that helped me create my world!