Team
Ascension
Face your daemons,
face the truth,
survive the horror.
Product Overview
• Title: The Imperial
• Genre: Horror
• Platform: PC
• Age: 15+
• Experience:
Single-player Narrative
Cam...
• 2D Top Down
• Survival Horror
• Heavy Puzzle Focus
• Hotel Environment
• NPC Interaction
• Emphasise on
Exploration
Prod...
Design
Design Brief
• Creative Input on final
Product Design
• Unification throughout
all Documents
• Consistency within
Product ...
U.S.P
• Environmental
Interaction
• NPC Interaction
• Puzzles
• Atmosphere
Single Player Experience
• Intro with short Tutorial
• Environmental
Interaction
• NPC Interaction
• Case File
• Narrative...
Mechanics
• 2D Movement
• Sprinting
• Crouching
Movement
Mechanics
• (LT) to Target
• Indicator (Inverse
Triangle)
• (RT) to Fire
• LoS Restrictions
Combat
Mechanics
• Single Firearm
• Ranged
• Focus on Puzzle
Solving
• Avoidance of Conflicts
Weaponry
Mechanics
• What is Paranormal
Sensitivity
• Resource System
• Helps detect
Environmental cues
• Find and Locate clues
Par...
Mechanics
• Controlling it
• Medication
• Benefits of low end
threshold
• Risks of low end
threshold
Paranormal Sensitivity
Mechanics
• Purpose
• Collection Index
• Accessing
Case File Note System
Mechanics
• Photographs
• Letters
• Documents
• Recording
Case File Note System
Concept Art
Concept Art Brief
• Research from existing
media
• Create and refine
visual concepts
• Overview 3D asset
Design
• Create a...
Concept Art
• Research
• Development
• Reference Material
Protagonist
Concept Art
• Visual Style
• 37 Year Old
• Heavy Smoker/Drinker
• Worn, aged
appearance
• Dependant on
Painkillers
Protago...
Concept Art
• Research
• Development
• Reference Material
Antagonist
Concept Art
• Visual Style
• Constantly in Motion
• Wife in wedding dress
• Face hidden and
obscured
• Face revealed when
...
Concept Art
• Features subdued and
muted tones
• Grays and Blacks
• Powerful colours rarely
used
• Majority of scenes are
...
Concept Art
• Research
• Noir-esque
• Black and White
• Flashes of colour for
shock
– Blood
– Contrasting enemies
– Enviro...
Concept Art
• Embody Protagonist’s
fears
• Transformation of
known NPCs
• Will have detrimental
effects on Protagonist
Ene...
Concept Art
• Research
• Development; 1920s
Lady
• Annotated Concept
Piece
1920s Lady
Concept Art
• Research
• Development;
Hospitality Maids
• Annotated Concept
Piece
Maid
Concept Art
• Research
• Development; Old,
‘crazy’ ladies in fiction
• Annotated Concept
Piece
Old Lady
Technical Art
• Research
• Niche for 2D from
traditional horror
• Multiple ways to
implement 3D;
– Characters
– Assets
– E...
Technical Art
• Research
• Research List inst
– 1
– 2
– 3
– 4
– 5
– 6
– 7
– 8
2.5D
Technical Art
• Assets created in 3D
• High Res H.U.D
• Render out High Res
3D Icons
• Fake Top-down
Camera Perspective
• ...
Technical Art
• Hotel Assets
• Research
• Reference
• Final Renders for Hotel
Assets
Assets: Hotel
Technical Art
• Bedroom Assets
• Research
• Reference
• Final Renders for
Bedroom Assets
Assets: Bedrooms
Technical Art
• Corridor Assets
• Research
• Reference
• Final Renders for
Corridor Assets
Assets: Corridors
Technical Art
• Lobby Assets
• Research
• Reference
• Final Renders for
Lobby Assets
Assets: Lobby
Technical Art
• Rigging
• Bipeds
• Bone
• Animation
Rigging & Animation
Technical Art
• Movement Research
• Movement References
• Movement Examples
– Walking
– Sprinting
– Perspective Movement
R...
Level Design
Level Design Brief
• Research Relevant
Environments
• Asset &
Implementation Mind
Maps
• Visualising
Environments in 2D
• ...
Level Design
• Research
– Existing Hotels
– Lobbies
– Bedrooms
– Entertainment Area
• Reference
– Floor Plans
– Typical La...
Level Design
• 2D Digital Designs
• Example Level
• Level Key
• Annotated Level
Implementation
Level Design
0-10 Seconds
• After Introduction
• Player Leaves Elevator
– Tutorial: Controls
• Tutorial
– Audio
– Notes
60...
Level Design
10-20 Seconds
• Interaction with
Environment
• Main Objective
– Location of Key
• Solution to finding Key
60-...
Level Design
20-30 Seconds
• Lights flicker out
• Player uses Torch
– Tutorial: Torch
• Player Encounters
Enemy
60-Second ...
Level Design
30-40 Seconds
• Player equips Revolver
– Tutorial: Weaponry
• Player kills enemy
– Tutorial: Combat
• Conflic...
Level Design
40-50 Seconds
• Bellboy is heard talking
– Trigger: Audio
• Boss Fight
– Tutorial: Puzzle Combat
• Conflict R...
Level Design
50-60 Seconds
• Player enters office
• Access Electronics
Switch Box
– Tutorial: Paranormal
Sensitivity
• Pla...
Level Design
• Electronics Switch Box
• Initial Impression
• Optimal Route
• Potential Obstacles
Example Puzzle
Programming & Tech
• Implementation of
Code
• Engine of Choice
• Unifying Assets
• Adaptation of Engine
• Project Assets
– Level Editor
– Act...
Programming & Tech
• XNA
• C# Language
• FlatRedBall
• 2.5D
• Large Community
• Abundance of Support
Engine
Programming & Tech
• Keyboard
• Control Scheme
Controls: Keyboard
Programming & Tech
• Mouse
• Control Scheme
Controls: Perphierals
Programming & Tech
• Controls + NPC
Interaction
• Painkiller Mechanic +
Basic Combat
• Death Conditions +
Risk/Reward Bala...
Production & Management
Production Brief
• Project Management
Methodologies
• Implementation
throughout Project
• Monitor & regulate
Workflow
• Ma...
Production Brief
Competitive Analysis
• Alien Swarm
– Competitive Edge
• F.E.A.R
– Competitive Edge
Production Brief
Competitive Analysis
• Amnesia: Dark
Descent
– Competitive Edge
• Dead Space
– Competitive Edge
Conclusion
• Different Perspective
• Core Mechanic
Refined
• Untapped technique in
Industry
Face your daemons,
face the truth,
survive the horror.
Any Questions
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Team ascensionv0.2

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  • Possibly shift this + next slide to another location; will help consistency with topics covered. Characters (pro + ant) first, with enemies, then colour palette at the beginning.
  • Slide contradicts itself; clarify
  • Slide contradicts itself; clarify
  • Slide contradicts itself; clarify
  • Slide contradicts itself; clarify
  • Slide contradicts itself; clarify
  • Slide contradicts itself; clarify
  • Slide contradicts itself; clarify
  • Slide contradicts itself; clarify
  • Slide contradicts itself; clarify
  • Team ascensionv0.2

    1. 1. Team Ascension
    2. 2. Face your daemons, face the truth, survive the horror.
    3. 3. Product Overview • Title: The Imperial • Genre: Horror • Platform: PC • Age: 15+ • Experience: Single-player Narrative Campaign
    4. 4. • 2D Top Down • Survival Horror • Heavy Puzzle Focus • Hotel Environment • NPC Interaction • Emphasise on Exploration Product Overview
    5. 5. Design
    6. 6. Design Brief • Creative Input on final Product Design • Unification throughout all Documents • Consistency within Product Vision • Creative Control over Product utilizing GDD
    7. 7. U.S.P • Environmental Interaction • NPC Interaction • Puzzles • Atmosphere
    8. 8. Single Player Experience • Intro with short Tutorial • Environmental Interaction • NPC Interaction • Case File • Narrative Elements
    9. 9. Mechanics • 2D Movement • Sprinting • Crouching Movement
    10. 10. Mechanics • (LT) to Target • Indicator (Inverse Triangle) • (RT) to Fire • LoS Restrictions Combat
    11. 11. Mechanics • Single Firearm • Ranged • Focus on Puzzle Solving • Avoidance of Conflicts Weaponry
    12. 12. Mechanics • What is Paranormal Sensitivity • Resource System • Helps detect Environmental cues • Find and Locate clues Paranormal Sensitivity
    13. 13. Mechanics • Controlling it • Medication • Benefits of low end threshold • Risks of low end threshold Paranormal Sensitivity
    14. 14. Mechanics • Purpose • Collection Index • Accessing Case File Note System
    15. 15. Mechanics • Photographs • Letters • Documents • Recording Case File Note System
    16. 16. Concept Art
    17. 17. Concept Art Brief • Research from existing media • Create and refine visual concepts • Overview 3D asset Design • Create a visually appealing product
    18. 18. Concept Art • Research • Development • Reference Material Protagonist
    19. 19. Concept Art • Visual Style • 37 Year Old • Heavy Smoker/Drinker • Worn, aged appearance • Dependant on Painkillers Protagonist
    20. 20. Concept Art • Research • Development • Reference Material Antagonist
    21. 21. Concept Art • Visual Style • Constantly in Motion • Wife in wedding dress • Face hidden and obscured • Face revealed when close Antagonist
    22. 22. Concept Art • Features subdued and muted tones • Grays and Blacks • Powerful colours rarely used • Majority of scenes are dark Colour Palette
    23. 23. Concept Art • Research • Noir-esque • Black and White • Flashes of colour for shock – Blood – Contrasting enemies – Environmental visual clues Cutscenes
    24. 24. Concept Art • Embody Protagonist’s fears • Transformation of known NPCs • Will have detrimental effects on Protagonist Enemies
    25. 25. Concept Art • Research • Development; 1920s Lady • Annotated Concept Piece 1920s Lady
    26. 26. Concept Art • Research • Development; Hospitality Maids • Annotated Concept Piece Maid
    27. 27. Concept Art • Research • Development; Old, ‘crazy’ ladies in fiction • Annotated Concept Piece Old Lady
    28. 28. Technical Art • Research • Niche for 2D from traditional horror • Multiple ways to implement 3D; – Characters – Assets – Environments Why 3D?
    29. 29. Technical Art • Research • Research List inst – 1 – 2 – 3 – 4 – 5 – 6 – 7 – 8 2.5D
    30. 30. Technical Art • Assets created in 3D • High Res H.U.D • Render out High Res 3D Icons • Fake Top-down Camera Perspective • Characters in 3D • Render out animations into FlatRedBall Implementation
    31. 31. Technical Art • Hotel Assets • Research • Reference • Final Renders for Hotel Assets Assets: Hotel
    32. 32. Technical Art • Bedroom Assets • Research • Reference • Final Renders for Bedroom Assets Assets: Bedrooms
    33. 33. Technical Art • Corridor Assets • Research • Reference • Final Renders for Corridor Assets Assets: Corridors
    34. 34. Technical Art • Lobby Assets • Research • Reference • Final Renders for Lobby Assets Assets: Lobby
    35. 35. Technical Art • Rigging • Bipeds • Bone • Animation Rigging & Animation
    36. 36. Technical Art • Movement Research • Movement References • Movement Examples – Walking – Sprinting – Perspective Movement Rigging & Animation
    37. 37. Level Design
    38. 38. Level Design Brief • Research Relevant Environments • Asset & Implementation Mind Maps • Visualising Environments in 2D • Creating Digitally Annotated Level Designs
    39. 39. Level Design • Research – Existing Hotels – Lobbies – Bedrooms – Entertainment Area • Reference – Floor Plans – Typical Layouts – Hotel Capacity Hotel Floor Plans
    40. 40. Level Design • 2D Digital Designs • Example Level • Level Key • Annotated Level Implementation
    41. 41. Level Design 0-10 Seconds • After Introduction • Player Leaves Elevator – Tutorial: Controls • Tutorial – Audio – Notes 60-Second Walkthrough
    42. 42. Level Design 10-20 Seconds • Interaction with Environment • Main Objective – Location of Key • Solution to finding Key 60-Second Walkthrough
    43. 43. Level Design 20-30 Seconds • Lights flicker out • Player uses Torch – Tutorial: Torch • Player Encounters Enemy 60-Second Walkthrough
    44. 44. Level Design 30-40 Seconds • Player equips Revolver – Tutorial: Weaponry • Player kills enemy – Tutorial: Combat • Conflict Example 60-Second Walkthrough
    45. 45. Level Design 40-50 Seconds • Bellboy is heard talking – Trigger: Audio • Boss Fight – Tutorial: Puzzle Combat • Conflict Resolution 60-Second Walkthrough
    46. 46. Level Design 50-60 Seconds • Player enters office • Access Electronics Switch Box – Tutorial: Paranormal Sensitivity • Player returns light to area 60-Second Walkthrough
    47. 47. Level Design • Electronics Switch Box • Initial Impression • Optimal Route • Potential Obstacles Example Puzzle
    48. 48. Programming & Tech
    49. 49. • Implementation of Code • Engine of Choice • Unifying Assets • Adaptation of Engine • Project Assets – Level Editor – Actor Classes – Final Executable Programming & Tech Brief
    50. 50. Programming & Tech • XNA • C# Language • FlatRedBall • 2.5D • Large Community • Abundance of Support Engine
    51. 51. Programming & Tech • Keyboard • Control Scheme Controls: Keyboard
    52. 52. Programming & Tech • Mouse • Control Scheme Controls: Perphierals
    53. 53. Programming & Tech • Controls + NPC Interaction • Painkiller Mechanic + Basic Combat • Death Conditions + Risk/Reward Balance Tech Demo
    54. 54. Production & Management
    55. 55. Production Brief • Project Management Methodologies • Implementation throughout Project • Monitor & regulate Workflow • Maintain Development Process
    56. 56. Production Brief Competitive Analysis • Alien Swarm – Competitive Edge • F.E.A.R – Competitive Edge
    57. 57. Production Brief Competitive Analysis • Amnesia: Dark Descent – Competitive Edge • Dead Space – Competitive Edge
    58. 58. Conclusion • Different Perspective • Core Mechanic Refined • Untapped technique in Industry
    59. 59. Face your daemons, face the truth, survive the horror.
    60. 60. Any Questions

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