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AQUEOUS INFILTRATION 
GROUP 7
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.
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)
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:
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)
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)

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Aqueous infiltration storyboard

  • 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)