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RESURFACE
By MagikSloth
Alessio Giustiniani - Game Designer/Coder
Maciek Gniadek - Art Designer
Tom Luxon - Modeller
The Scope
Resurface is a VR Fantasy RPG, in which the
player’s decisions will matter to the plot and where
the player’s logic will be tested in chapter sized
levels.
The player will have to solve puzzles and unfold
mysteries to retrace its origins.
Target audience: Vive users (16+)
The World
Ilara
The Design
Welcome to Ilara, a world which rotates around the four
elements: Earth, Wind, Water and Fire.
Everything will fall into one of these categories, with the
addition of Void and mech creatures later in the game as
special types.
The type determines its weaknesses and way of
interacting with the world, whether it would be an enemy,
a plant or the player’s power.
TheHistory
“The universe, built on the balance of the four elements,
gave them different abilities to maintain it.”
Earth = Intelligence
Fire = Power
Water = Unity
Wind = Evasiveness
The apex of earth’s intelligence was seen in the Crystal
Ancients, having the power to absorb and use other
elements at their will.
They used this power to create a great civilization which
they left millenia back for some unknown reason (failed
experiment which caused the birth of voidborn).
The Player He will be born into this world composed of three:
Crystal
Stone
Void
Although mostly rock, he has the power to control other elements
as well. He will be taught how to control his powers by his void
side: Shade.
The Guide
The player will have to rely on his shady
counterpart for learning about the
mechanics of the game:
Movement
World Interaction
Translation
Moral Compass ( Quests )
Elemental Powers
The Starting Area
This area will be the tutorial level and will introduce the
player to most, if not all, the core mechanics of the game.
The underground plants will also provide interactive
options to help the player (ie. Potions, Exploding and
Poison Bombs) or to be a threat.
The Stone Villages
The stone villages will be the last safe havens left
underground.
Built among the ruins of the ancients they will be
the necessary to the progression of the story,
since it's here that the player will acquire most of
his missions.
The City Areas
The Player will mostly be ignored by the rock tribe because of his
differences.
However there will be some which will look past that, such as the
Relic Hunters and the domestic Statues.
Market ResidentialFeeding Ground
The Language
The relics of the past help
the player understand the
ancient language.
It will allow the player to
read the story of the world
around him.
Most of the text will be
done in the ancient
language.
The Mechanics
-
Skills
Throughout his journey, the player will rely on his
elemental skills for most of his puzzle solving and
combat.
He will absorb powers from the creatures around it at
Stage 1, evolving into a certain elemental form
throughout later stages.
The
Mechanics
-
Puzzles
Along the way the player will be presented
with different types of challenge:
Divided between combat and puzzle.
The puzzles will be using the interactivity
from the Vive to solve, combining:
Knowledge
Logic
Skill
The Progress
The Aim
March/April 2017 - Demo (First Level)
May 2017 - finish design on First Stage
comprised of multiple levels.
Mid 2018 - Finish Initial Marketable Version
Extras:
Strategy Multi-player Experience separate
from single player gameplay,
Co-op Campaign,
Final Community Hub at end of Game
(Crystal City)

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Idea Presentation

  • 1. RESURFACE By MagikSloth Alessio Giustiniani - Game Designer/Coder Maciek Gniadek - Art Designer Tom Luxon - Modeller
  • 2. The Scope Resurface is a VR Fantasy RPG, in which the player’s decisions will matter to the plot and where the player’s logic will be tested in chapter sized levels. The player will have to solve puzzles and unfold mysteries to retrace its origins. Target audience: Vive users (16+)
  • 4. The Design Welcome to Ilara, a world which rotates around the four elements: Earth, Wind, Water and Fire. Everything will fall into one of these categories, with the addition of Void and mech creatures later in the game as special types. The type determines its weaknesses and way of interacting with the world, whether it would be an enemy, a plant or the player’s power.
  • 5. TheHistory “The universe, built on the balance of the four elements, gave them different abilities to maintain it.” Earth = Intelligence Fire = Power Water = Unity Wind = Evasiveness The apex of earth’s intelligence was seen in the Crystal Ancients, having the power to absorb and use other elements at their will. They used this power to create a great civilization which they left millenia back for some unknown reason (failed experiment which caused the birth of voidborn).
  • 6. The Player He will be born into this world composed of three: Crystal Stone Void Although mostly rock, he has the power to control other elements as well. He will be taught how to control his powers by his void side: Shade.
  • 7. The Guide The player will have to rely on his shady counterpart for learning about the mechanics of the game: Movement World Interaction Translation Moral Compass ( Quests ) Elemental Powers
  • 8. The Starting Area This area will be the tutorial level and will introduce the player to most, if not all, the core mechanics of the game. The underground plants will also provide interactive options to help the player (ie. Potions, Exploding and Poison Bombs) or to be a threat.
  • 9.
  • 10. The Stone Villages The stone villages will be the last safe havens left underground. Built among the ruins of the ancients they will be the necessary to the progression of the story, since it's here that the player will acquire most of his missions.
  • 11. The City Areas The Player will mostly be ignored by the rock tribe because of his differences. However there will be some which will look past that, such as the Relic Hunters and the domestic Statues. Market ResidentialFeeding Ground
  • 12. The Language The relics of the past help the player understand the ancient language. It will allow the player to read the story of the world around him. Most of the text will be done in the ancient language.
  • 13. The Mechanics - Skills Throughout his journey, the player will rely on his elemental skills for most of his puzzle solving and combat. He will absorb powers from the creatures around it at Stage 1, evolving into a certain elemental form throughout later stages.
  • 14. The Mechanics - Puzzles Along the way the player will be presented with different types of challenge: Divided between combat and puzzle. The puzzles will be using the interactivity from the Vive to solve, combining: Knowledge Logic Skill
  • 16. The Aim March/April 2017 - Demo (First Level) May 2017 - finish design on First Stage comprised of multiple levels. Mid 2018 - Finish Initial Marketable Version Extras: Strategy Multi-player Experience separate from single player gameplay, Co-op Campaign, Final Community Hub at end of Game (Crystal City)

Editor's Notes

  1. No lore, focus on general idea
  2. Start veering the dialogue towards the generation of the world
  3. Structure of the world and attitude of AI
  4. History, going towards the player’s role in the sotry
  5. Moral compass
  6. Following the world 1-1 of mario :)