2. HIGH CONCEPT
• HIGH CONCEPT:
• AQUEOUS INFILTRATION: IS AN ARCADE-TYPE FIRST PERSON SHOOTER GAME.
SEA CREATURES VS. ALIENS. ALIENS LAND IN THE OCEAN OF PLANET EARTH AND
TRY TO MAKE IT TO LAND BUT THEY HAVE OBSTACLES IN THEIR WAY. THOSE
OBSTACLES ARE SEA CREATURES.
3. OUR GAME WILL BE A VARIETY OF FUN GAMES FOR THE GAMING MARKET! THE STARTUP
MENU WILL DISPLAY OPTIONS OF THIRD PERSON OR FIRST PERSON ATTACK MODE AND
ALSO THREE LEVELS OF DIFFICULTY. THE CHARACTERS WILL BE EASY TO SELECT AND
UNDERSTAND, BUT WITH QUIRKY AND FUN NAMES. HERE IS AN EXAMPLE OF THAT START
UP SCREEN. IMAGES USED FROM: (CITE DOOM)
4. The player will have a choice to pick between two different enemies. The sea
creatures or the Aliens.
• THE SEA CREATURES WILL BE BASED OFF OF
REAL SPOOKY SEA CREATURES. THIS WILL
MAKE THE OVERALL FEEL OF THE GAME
REALISTIC AND KEEP THE GAMER TIED INTO
THE ILLUSION. HERE ARE SOME EXAMPLES:
• THE ALIENS WILL LOOK THE OPPOSITE OF
THESE CREATURES. THEY SHOULD APPEAR
FOREIGN TO WATER AND FRAIL IN ITS
PRESENCE. THE COHESION HOWEVER
SHOULD BE CLOSE FOR THE CHARACTER
DESIGN EVEN BETWEEN THE OPPOSING SIDES.
SO, WE WILL USE INSECTS TO PORTRAY AN
ANIMAL-LIKE CREATURE:
5. THE GAME PLAY WILL BE OPTIONAL BETWEEN THIRD PERSON SUCH AS IN THE HIT
GAME MASS EFFECT (FIG.1), OR IN FIRST PERSON SIMILAR TO THE PLAYSTATION
CLASSIC DOOM (FIG.2). IT WILL BE IMPORTANT THAT THE SCREEN SHOWS THE
CHARACTERS LIFE (HEALTH POINTS), WEAPON OPTIONS, AND POSSIBLY OTHER
SMALL VISUALS TO HELP THE GAMER THROUGH THE GAME..
(Fig. 1) (Fig. 2)
6. THE MENU WILL BE ACCESSIBLE FROM THE GAME SCREEN FOR SAVING AND THE
TEXT DESIGN WILL ALLOW THE GAMER TO EXIT THE GAMEPLAY MODE INTO A
SEPARATE SCREEN. THE SCREEN WILL BE SIMILAR TO A FINAL FANTASY GAME
(FIG. 3), WITH SECTIONS FOR THE MINI-GAMES, SAVING AND CHARACTER
BUILDING. HERE IS A VISUAL TO WHAT WE WANT THE GAMEPLAY TO LOOK LIKE
FOR THE PLAYER, EXCEPT WITH OUR OWN CHARACTERS, WEAPONS, SETTINGS
AND OVERALL STYLE.
(Fig. 3)