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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

Transcript

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