Thursday, 3 April 2014

Games Design Document

 

PREPRODUCTION BLUEPRINT

 

  Title: Into Dark

Note - due to images being in word, the images cannot be displayed.

Version: 1.0
Date:17/1/2014
Engine/Software: Photoshop/Flash

 

STEP 1: IDEA


Idea: I will be creating an animated scene, of a game, where the idea is to survive from invading aliens, who have ravaged earth, and pushed humanity to the brink of extinction.

Stand Alone Game Environment / Level Design
Level Design project.


Software:
UDK
Photoshop
3DS max



Description:
A rough terrain city, based in a time where humanity has been practically dominated by an alien species, and driven to the brink of extinction, its your job to survive, and if possible, find a way to bring humanity back to its feet.





STEP 2: SETTINGS, THEME AND LOCATION


Environment Setting:


Rural/Broken/Desolate


Key Location/s:


City Block.

 



Theme:
Calm
Mixed
Themed
Abandoned
Dangerous

STEP 3: PROJECT PURPOSE


I Want to Create:

A game environment where players must survive, against another race hell bent on taking humanity to extinction.

I Want to Learn or Improve:

My 3DS Max Skills, maybe even my ability to mix photoshop and other programs together, and 3DS Max.



I Want the Player to Experience the Following:

The difficulty in survival against others or with others and how bleak life can be pushed.

 



STEP 4: FEATURES


Features List:

 

1. Custom game environment (textures, models)
2. Trophy Unlocks
Destructive and dynamic environments.

 

 

STEP 5: PHOTO/VIDEO REFERENCE AND RESEARCH



Photo Reference:

§  Architecture reference
§  Environment reference
§  Light reference
§  Prop reference
§  Inspiration reference

Images of worn and torn buildings and cities. 












Research:
What are the buildings made out of?
Worn Metal, Worn materials that have been damaged by heat and wear.

STEP 6: STORY

Story:

Aliens have invaded earth, and decimated its population, leaving nothing but death and destruction in its path, you’re a lone survivor, trying to survive against them, and the other survivors who will quite happily take you out, to further their own gain.

How?
knowledge of a catastrophe came to you, and you hid in your bunker, upon return from your bunker, humanity is burning, and you need more supplies.


Why?
In need of more supplies it is your job to go out and look for them, that stomach isn’t gunna feed itself.

What?

It was a world filled with peace, until horror from the skies came.


Show, Don't Tell

The player will step out into a world surrounded by darkness and fire, every living thing dead, and all technology is burning in front of the player.

 

 STEP 7: SET PIECES


 

(Objectives à Obstacles à Set Pieces/Scripted Events)

 

Level Design / Stand Alone Game Environment:

A dark and grim environment surrounded by suffering, and the strength of survival or even just a well built atmosphere.


Set Pieces:
Burning buildings, people dieing, death and decay, empty buildings, derelicts, crashed ships.




STEP 8: FOCAL POINT


Focal Point/s:

A point of view seeing the world dieing before the player.

Watching craft’s destroy the world, and watching other beings attempt to survive the chaos.

Uniqueness and Originality:
§  Its dark and atmospheric appearance would make its environment stand out.
§  The player would remember the environment through its depth and originality.
§  The interest would be generated from its perspectives, you’d be able to go to the top of buildings, in houses, looking for supplies, or watching the streets below being ravaged.



STEP 9: VISUAL DEVELOPMENT


Style Reference: Dark and atmospheric.

Color Palette:




Environment Colors:

Red, Black, grey, Dark orange.

Lighting:

Dark sunsets with light fading.
The lighting I would want it to be dark and atmospheric with minimal light, which is fading out, to give the impression that the hope for survival is also fading.

STEP 10: TOP DOWN LAYOUT


Level Design / Stand Alone Game Environment:

An example of something I created myself which could be a level for the game.



 

STEP 11: LISTS


Everything List:

Wooden Fence
ƒ   Cottage (which is composed of)
o Fence
o Square small wood window
o Wooden front door
o Wooden planks
ƒ   Primary house planks used for door
ƒ   Variety of wooden planks used for fence below the slanted roof
ƒ   Support for slanted roof, wooden cylinder
Variants of potential metals for buildings and props.
o main roof
skyscraper roof
varients of roofs for apartments and buildings
ƒ   simple building models in the distance burning.
ƒ   broken cars
ƒ   Custom Sky
ƒ   Dirt Terrain Texture
ƒ   burnt grass terrain texture
ƒ   Foliage Models:
o Sycamore Tree (larger tree)
o Ash Tree (smaller tree)
o Daisy Flowers
o Shrub
o Grass
all items for foliage models can be burning or destroyed.


Production List:

Block In
ƒ   Playtesting proportions and scale
ƒ   Lighting pass
ƒ   Texturing
ƒ   Materials
ƒ   Modeling
ƒ   Lighting pass
ƒ   Atmosphere and Post Processing
ƒ   Creating a fly-through the environment
Final Test and          Tweaking
ƒ   Release



Props/Assets List:

                   Variants of skyscraper
o metal doors
o Windows/broken windows

o Walls
o Roof: cracked/burning/destroyed.
ƒ   Skybox
ƒ   Sycamore Tree
ƒ   Ash Tree
ƒ   Daisy Flower
ƒ   Shrub
ƒ   Grass
ƒ   Fence
ƒ   all items that can have variants of destruction.


Texture List:
Consists of previous variants previously mentioned.

Texture/Material Quality List:

 

All items in the world to be damaged, worn or cracked.

All items in the world to be also destroyed, burning, smouldering, or collapsing.

Audio List:

 

Flames, screaming, machinery for the alien technology, breaking, explosions, general destruction and demolition in a city sounds.

 

The sounds of suffering, and chaos, general sounds for travel and survival.






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