Monday, February 4, 2013
Level Demo Map
A quick simple level block out for the demo level I'm going to make introducing the different gameplay concepts.
Level Demo Document
- Start at the entrance to a city
district. You start off as the agile character.
- Move right until you encounter some
enemies. You can switch out between the characters anytime but for now
you’re not told that.
- Clear the area and proceed to a
destructible door. This is when you’re informed you can tag in another
teammate to get past the obstacle.
- Switch to the big guy, clear the door
and proceed to an area where you encounter some more enemies; take them
out and then large enemies start to appear.
- This is where you’re informed about
certain characters being better against certain enemies.
- Proceed to an area with more platforming
elements that requires you to switch to the agile character.
- Encounter enemies better suited to the
small character and then get out of the building by slipping through some
tight spaces.
- Continue on and you’ll get a mixture of
enemy types where you can switch between characters during the battle to
rack up the highest points for your score, points are converted to
currency for buying better equipment.
- The next part is an environmental puzzle
that requires the unique attributes of each character to solve.
- There’s a door that needs to be opened
by moving a heavy object on top of a pressure plate on the ground.
i.
The object is on the other side of a withdrawn bridge and the way to
the broken circuit to make the bridge extend is closed. The switch to open the
way is on the other side of the bridge.
- Using the agile character you climb
your way up and vault over to the other side of the bridge and hit the
switch which opens the hatch.
- Make your way back and tag in the small
character, who then goes down the tunnel and repairs the circuit board.
- Exit the tunnel and tag in the big
character, make your way across the bridge and push the heavy object to
stand over the pressure plate to keep the door open.
- Pass the puzzle and you encounter the
boss of the stage, use the different characters to best attack, cripple,
and avoid the boss and its attacks. Take it out and pass the level, which
turns out to be a final simulation test for the group before being sent
out on real missions.
Game Design Doc Quick Pass
Game
Proposal Template
Game
Developer’s Name: Thomas Thomas III
Date:
1/30/13
Game
Title: Title Pending
I
wish to create a game that highlights cooperation in a fast paced action game
that appeals to teenagers because I believe that it’s an important value for
this generation.
This
game incorporates the concept of team work to solve environmental puzzles and
tackle enemy units. Utilizing each character’s strengths in real time to given
situations while also allowing player play style preference.
Summary
- Genre: Side Scrolling
Shooter/Beat ‘em Up
- Differentiating selling
points: Varied play styles for each character. Can swap between teammates
at any time to change tactics and solve puzzles.
- Concept: You’re a newly
formed elite squad tasked with taking out enemy rebels against the state.
Work together to survive against the enemy and reach your goals in the
most efficient manner.
- Story:
- Target audience: Teens
and up
- Release date: When it’s
done
- Players: 1-3
- Key innovations: Using
specific team members to progress through the level. The ability to switch
between characters on the fly.
- Game structure: Fast
paced side-scrolling action with environmental puzzle solving and
strategic boss fights.
- Content: Navigate an
overworld map to access story content, side quests, training rooms, battle
arenas, and shops. Can replay levels to accumulate more experience and
score points. Buy weapon and armor upgrades to increase your strength,
defense, and speed. Build up your special meter and perform devastating
team moves to clear rooms of enemies and deal crushing blows in enemy boss
encounters.
Game
situations
- Situation 1: You come
to an area with branching paths, there’s a destructible wall, an upper
area and a small hole.
- Breaking the wall and
going head on means you have to take on a bunch of enemies in a frontal
assault.
- Going above means you
can sneak pass most if not all enemies in the area, or drop down for an
ambush.
- Going below lets you
go into the inner workings of the building so you can sabotage the base
and cripple the enemy for a direct assault or ambush.
- Situation 2: There’s a
“puzzle” that has to be solved before you can progress through the level.
There’s a gate that needs a switch to be pressed and held down for the
gate to stay open. You need to get a heavy object across to where the
switch is. But there’s a ton of debris in the way.
- You need to climb past
the debris to reach a lever to open a small entranceway to complete a
bridge to get the heavy object to the floor switch. You use the agile
character to navigate to the first switch by wall running, jumping over
hazardous obstacles and open the entry way.
- Then switch to the
small character to complete the bridge.
- Finally you switch to
the big character to move the heavy object.
- Situation 3: You have
to clear a room of enemies in order to proceed. You can technically take
them all on using any character but some are more adept to particular
enemies.
- Normal sized guys are
best handled by the big character because he can take them out quicker
with his power. And he’s strong enough to block their attacks without
sustaining damage from it.
- Large enemies are
better handled by the agile character because they can avoid the
devastating attacks that they inflict. The big guy can take more damage
and block but if you’re looking to not lose any health the best tactic is
dodging which is easier with the agile character.
- Smaller enemies are
better taken care of by the small character because you’re less likely to
miss. The big guy’s attacks might go over the smaller enemies’ heads.
Small character is also good for getting around large enemies in tight
spaces; they can run under the legs of certain types of enemies.
- Situation 4: There’s a
boss to take down at the end of the level who has fast weak attacks and
slow strong attacks and you have to get around to its backside to attack
its weak point.
- You do your heavy
damage to the front to tire out the opponent with your big guy while
blocking weaker attacks with him.
- You need to switch to
the agile character to avoid powerful attacks that can’t be blocked.
- The small character is
used to get to the backside of the boss.
- All three can attack
the enemy but the agile and small characters take more to tire it out.
The big guy can do more damage and take more damage but can’t avoid
attacks as easily. Use the character that best fits the situation or best
suits the player’s play style.
Approach:
Start
at the entrance to a city district. Move right until you encounter some
enemies. You can switch out between the characters anytime but for now you’re
not told that. Clear the area and proceed to a destructible door. This is when
you’re informed you can tag in another teammate to get past the obstacle.
Switch to the big guy, clear the door and proceed to an area where you
encounter some more enemies; take them out and then large enemies start to
appear. This is where you’re informed about certain characters being better
against certain enemies. Proceed to an area with more platforming elements that
requires you to switch to the agile character. Encounter enemies better suited
to the small character and then get out of the building by slipping through
some tight spaces. Continue on and you’ll get a mixture of enemy types where
you can switch between characters during the battle to rack up the highest
points for your score, points are converted to currency for buying better
equipment. The next part is an environmental puzzle that requires the unique
attributes of each character to solve. Pass the puzzle and you encounter the
boss of the stage, use the different characters to best attack, cripple, and
avoid the boss and its attacks. Take it out and pass the level, which turns out
to be a final simulation test for the group before being sent out on real
missions.
- Background scenario
Moving
- How does the player
move (in the world, or in the scene as applicable): You move from left to
right, or reverse to progress through a level. You can jump and duck, and
have a long range and short range attack. Agile character has a dash move,
Big character can block, Small character can side step.
Representing
the Player
- Visuals: Character
avatar(s), Health meter, Special Move meter, Score system.
- Data management:
Experience Points, Score Points/Currency, Character stats based on
equipment.
- Profile:
- Customization: You can
buy weapon upgrades to make each character stronger or faster.
- Stats: Leveling up adds
more health to your characters. Performing better combos by switching out
characters during combat increases your score, score points are currency
for buying better weapons.
Modes
- Scenarios
- Story mode- you have
an overworld map where you select your next mission or go back to
previous missions.
- Training simulation
room, and battler arena can be accessed by the map as well. Training
simulation takes advantage of unique character abilities to conquer
terrain. Battle arena helps you to train using each character.
- Shops can be accessed
through the overworld map as well.
Measuring
Progress
- Tools for detecting
progress: You cover more of the map as you continue.
- Feedback: A completion
percentage is displayed in the overworld map.
- Stats and graphs:
Character stats can be accessed while shopping or in the pause menu.
Appendix
- Project Filters
- Actions and rewards?
Score and experience points carry over even if you die so there’s always
something to be gained.
- Player driven by
personal choices? You can play in a way that suits your style of play.
- Personalization? You
can equip your characters to boost whatever stats you want. You can make
the big character faster or the fast character stronger etc.
- What makes it useful? The
power of FRIENDSHIP!!!!!!
- Learning something? The
power of FRIENDSHIP!!!!!!
- Replayability? You can
replay levels to get better scores and rack up experience points and
currency. Side missions might require revisiting areas for completionist.
Quarter Schedule
•Class
10 – Level Doc done, Have piece of level that I want to have done by 45 hr
review selected, Character designs finalized
•Class
11 – Level Aesthetic chosen and two character turn arounds
done and modeling started.
•Class
12 – Continue modeling characters and environment pieces.
•Class
13 – Have character modeling and texturing done, getting assets into game
engine, start on demo reel.
•Class
14 – Have characters rigged and set dressing completed.
•Class
15 – Have demo reel ready.
•Class
16 – Get game mechanics working. Bring in finished characters.
•Class
17 – Finalize website, continue to refine game mechanics.
•Class
18 – Get all the stuff together for final presentation. Finish level demo.
•Class
19 – Have final presentation ready.
•Class
20 – Have everything done for the quarter and have all the ground work laid out
for taking level to full completion for my thesis visual component.
Resume
Objective: To obtain a position in a creative organization as an Art Director
utilizing my skills of creativityand a fast work flow to help establish and maintain the visual aesthetic
throughout the development process of critically successful games.
Summary of Qualifications:
· 6 years of interactive design, game
development, and sequential art education.
· Proven ability and passion to
create compelling characters.
· Strong time management, fast and
efficient workflow.
· Ability to inspire and drive
others.
· Great communicator, coordinator,
and team player.
· Mastery of Photoshop and Maya.
· Experienced in Illustrator, zBrush,
Mudbox,
and UDK.
Job Experience:
2007- 2009 EB
Games (Game Stop) – Savannah, GA
Game Advisor/Cashier
· Interacted with customers and
advised on game purchases.
· Experienced with communicating with
players and understanding their needs and requirements.
· Use of extensive knowledge of game
design skills to analyze and critique games for customers/players.
· Worked well in a high pressure
environment.
· Proven ability to successfully and
consistently meet goal requirements.
· Excellent team player.
Education:
· MFA in
Interactive Design and Game Development from SCAD Hong Kong, 2013
· BFA in Interactive Design and Game
Development from SCAD Savannah, 2011
· Double minored in Sequential Art
and Concept Art for Games.
· Dean’s List, Graduated with Honors
– Cum Laude 2011
Game Credits and Other Accomplishments:
· Concept artist/ Illustrator/
Storyboard artist/ Cinematic artist/ Modeler/ Texture artist for 2 SCAD game
projects.
o Instant
Ra-Man – won second place in Entelechy 2011
o Dino-land
· Concept artist/ Graphic artist/
Modeler/ Texture artist for group project.
o Futuristic
Spaceport Environment
· Concept artist for 2 SCAD senior
animation projects.
o Bridges
– by Benjamin Elio
o Breakfast
Time – by Brandon Thompson
· Published sequential work in the
Game Over Anthology.
Hobbies:
·
Visiting and exploring new locations
· Reading
· Film buff
· Going to the gym
· Late night Taco Bell runs with
friends
My Story
Media should fulfill a need to play.
Growing up, I couldn't always get the toys that I wanted because I either couldn't afford them or they just didn't exist. To circumvent this, my mother showed me how to make some "toys" by drawing, coloring, and cutting them out. This one little act had set the direction my life would take and established the passions that I would cultivate into a profession. I grew up creating my own paper cut out toys and designing my own characters to play out the stories that I wanted to tell. I had a need to play and this creative road filled that need.
I also grew up with video games which continued to satisfy the need to play as I grew out of the paper toy phase, but the passion to create persisted. Eventually these two separate hobbies became one. My need to play and my desire to create have been intertwined since their inception in my life and drive my vision:
My art will fulfill the need to play through its incorporation in video games.
Growing up, I couldn't always get the toys that I wanted because I either couldn't afford them or they just didn't exist. To circumvent this, my mother showed me how to make some "toys" by drawing, coloring, and cutting them out. This one little act had set the direction my life would take and established the passions that I would cultivate into a profession. I grew up creating my own paper cut out toys and designing my own characters to play out the stories that I wanted to tell. I had a need to play and this creative road filled that need.
I also grew up with video games which continued to satisfy the need to play as I grew out of the paper toy phase, but the passion to create persisted. Eventually these two separate hobbies became one. My need to play and my desire to create have been intertwined since their inception in my life and drive my vision:
My art will fulfill the need to play through its incorporation in video games.
Subscribe to:
Posts (Atom)
