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Leicester, United Kingdom
Studying BA (Hons) Game Art Design at De Montfort University. It continues to be challenging as much as rewarding. Primary outcomes include 2D and 3D projects and 2am coffees.

Tuesday 4 December 2012

Documentation

One of the 'small' writing aspects of the course, documentation comes before the concepting and scribbles. It's where you write the brief, detailing the technical and software specification, the gameplay elements,the narrative, objectives and so on.

This opening stage of the production chain is vital, since if the breif is poor, then the chances are that the game itself will be, so delicate thought must be put into this pitch. In our last lecture we got to glance at some example documents to get an idea of how it's laid out. It's almost like an essay or exam you hand into the employers and instead of giving it a yes or no they can give alterations and comments to improve it.

So here goes my attempt.
  • Plot/Overview:
- An open world adventure game with role playing elements. The choices you make during missions will cause the environment and NPCS to respond depending on what you do. The ending has multiple outcomes which are also a result of what you achieve throughout the  campaign.
- Aimed at teenagers and above (15+)
- Designed for PS3, XBox 360 and PC

  •  Objectives/Outcomes
 - Creation of high poly models with a realistic atmosphere
-  High quality textures from gathered reference

  • Software/Equipment
- Autodesk 3DS Max 2012
- Adobe Photoshop CS5
- Unreal Engine
- Fine liners, pencils and paper
  • Main Character (playable)
- Customisation available to allow players to immerse themselves into the game.
- Unlike Fable, appearence won't be affected by your choices.
- 6000 tris
- One 1024 x 1024 diffuse, normal and specular

  • NPC
- The Stone Mason, the chief architect who is also one of the first NPCs the player befriends, he will provide you with the information and materials required to expand and refurbish the sanctuary.
- Also acts as an advisor, help you make your choices.
- Attire resembles that of 12th century workers when masonry was at it's peak in England
- 5000 tris.


  • Vehicle/s
- Old meets new. Horses are available for easy navigation around the main hub, but for long distance traveling, motorbikes are also there to be used.
- Both 3000-4000 tris
- One 1024 x 1024 diffuse, normal and specular

  • Environment
- Whilst being an open world, The central settlement will be a 16th century castle, still standing albiet damages from it's last siege. As the story develops, the damages can be repaired and modifications can be make to the design. The duration of these repairs in game time is dependent on the scale of the work, resources available and number of NPCs free.
- As repairs are made, word spreads of your deeds and followers are drawn to your sanctuary, opening new services to advance your settlements progress.
- Improvements will remain non-modern, blending with the existing architecture at the begining of the game.
- Alternating weather can and will have affects on contruction; damage further, displace materials etc.


 
  • Props/Assets
- Through the use of props including axes, picks and tradable goods, raw materials can be harvested and prepared to be used in construction to develop the environment.
- Recurring assets such as rubble, foliage and ore deposits can be cloned to save time and textures.
- Tris count for assets would vary for the major assets due to scale.

 
 

 

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