Negotiated Study - OUDF203 Statement of Intent
Name: Ifraz Mohammed
Project Title
A Place in Time
The Brief
Game Synopsis:
'You are a medieval knight, sworn to honor the code of law known as "Chivalry". The time is mid-day and you return to your castle being the only survivor from the draining crusade, to find an empty castle from dungeon to top floor. Finding nothing but an empty, weapon stranded castle you realise that this was the work of no man or army, to leave no signs of struggle nor blood. From this point forward you know that you are alone, with nothing but your weapons, to wander in search of life and solution.'
To develop a game environment with a minimum of 2 floors (ground and top or underground floor), interior and exterior, within a confined amount of space, to focus on developing a building and some surroundings. Using visuals rather than gameplay mechanics to represent a start off place within a game or a setting within the game to reflect on the game synopsis.
Solution:
I plan on doing a 3 floored game environment of a castle, using the ground floor as the entrance to the castle and then allowing the gamer to go deeper into the dungeon as well as above to the top open floor and giving them the freedom to go through each area as well as in and out of the castle. Inside the castle will be bits and pieces such as fallen weapons, swords and shields preferably with option of mangonel and other objects to the limit of polycount. Entirely made of stone and wood allowing texturing of the model to be of substantial benefit of working more on the detail and colour pallete (light stone with eroded and rubble effect and dark wood covered with contrasting markings). Having an unplayable character to perhaps appear as the gameplay furthers to tell the gamer to not venture further on the happening within the castle to leave after telling gamer the warning.
Outside the castle will be the drawbridge open on trigger and the only means of entry as the ground in which the castle wil be built open a small area of land beneath the castle and the gamers start off point will be on another piece of land connected to the castle once the drawbridge lowers. Behing the castle will be another door but this will be from the castle going into an open area limited to the castle and at the edge of the cliff which further down has a waterfall, covering the lower portion of the are of land as well as the window of the dungeon. The waterfall animates down and into the ocean which surrounds the gameplay area as it confines the gamer until the objective is done within the castle to which the gamer leaves the castle and its greenery around the outside and down the land, to the drop in from the start of the game to a small boat which will be a form of transport to the next level.
The Project size will focus more on the castle than its surroundings as it resides on a rocky, cliff setting similar to that of a lighthouse which prohibits the gamer to wander off the created space. Relying more on textures and bump mapping to give detail and depth allows more of a wider scale of modelling so i chose a dungeon and interior of a castle but not to the scale of castles normally seen. The Waterfall idea is just to have it placed under the cliff, behind the castle a smal waterfall which covers one of the dungeons "window" and the main focus of the project is quality. Gameplay is not much of focal point as i would like to focus on the visuals, the concept art and this project gives me a chance to develop my skill at concept more to the poor level of art i have shown in previous work.
Resources Required
Wacom tablet
Adobe Photoshop
Autodesk Maya
Unity 2.6
Leeds College of Art Studio or Mezzinine
Home Laptop with stated softwares
Self Identified Reading List
The Art of Game Design: A Book of Lenses By Jesse Schell
Rules of Play: Game Design Fundamentals By Katie Salen, Eric Zimmerman
Pervasive Games: Theory and Design By Markus Montola, Jaakko Stenros, Annika Waern
Games and Information: An Introduction to Game Theory By Eric Rasmusen
Game Theory at Work By James D. Miller
Game Theory: A Critical Text By Shaun Hargreaves Heap, Yanis Varoufakis
Game Design: Theory & Practice By Richard Rouse, Steve Ogden
Game Design Foundations By Roger E. Pedersen
Video Game Art by Dr. Henry Jenkins
Game Character Development By Antony Ward
Additional Research Opportunities
Daarken (Concept Artist)-Youtube Tutorials and getting in touch for guides
Kotaku (Online Gaming Website)-For latest gaming news and similar websites
Videogames and Films Companies that have worked on Tron 2, Deus Ex III, Prince of Persia, Assasins' Creed, Enemy Territory: Quake Wars, Waredevil: Unleash the beast within and so on: Barontieri (Industrial Design and Interior Architecture)-Videogames and Film Concept Art Steambot Studios (Concept Art Company)-Study their images to benefit from
Splash Damage (Game Developer)-Look at the use of modelling and textuing
Massive Black (Illustration, Artwork, Animation and 3D assets for the entertainment and advertising industry)
Unity Game Development Essentials Will Goldstone
Photoshop CS5 for Dummies By Peter Bauer
Maya Projects and Game Environment and Props Mike McKinley
Considerations
The polyount should be no more than 10,000 and focus more on detail through texturing and bumped maps
Visuals should be focus point rather than the overall gameplay, to further concept development
Not to spend too much time on final project but the development and planning of game
Deliverables
Game Environment (Minimum of 2 Floors), Interior and Exterior (Web Player and Mac Standalone Versions)
A modelled unplayable character Turnaround (Quicktime Movie HD Format)
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