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:
- Aimed at teenagers and above (15+)
- Designed for PS3, XBox 360 and PC
- Objectives/Outcomes
- High quality textures from gathered reference
- Software/Equipment
- Adobe Photoshop CS5
- Unreal Engine
- Fine liners, pencils and paper
- Main Character (playable)
- Unlike Fable, appearence won't be affected by your choices.
- 6000 tris
- One 1024 x 1024 diffuse, normal and specular
- NPC
- 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
- Both 3000-4000 tris
- One 1024 x 1024 diffuse, normal and specular
- Environment
- 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
- 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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