Game Specification
With this project I plan to create an epic adventure game,
which resides in a vast land of origin and grandeur. A land where a small being
would struggle to make a difference. I want to create a fully immersive world
whereby the player becomes lost in this world of epic proportions. I plan for
it to be available on all major platforms. (PS4, Xbox ONE, PC, Nintendo Wii and
WiiU)
The player will be in control of the main character. Who has
to travel the world in search of the truth about her past; the main protagonist
is a female character. I feel that a game with a story, that unfolds along with
play is such a highly praised feature in a game. To connect with the character
the player must be, I feel following along on the adventure, learning as your
character does, really creates an emotional bond between character and player. Making
the character female, will attract a wider audience. It is common knowledge
that Video games are seen mainly as a male interest. However, more and more
females are picking up games controllers and getting involved. This is a
growing market and I feel this project would sit perfectly well, within this
growing phenomenon.
For the modelling of my assets and characters I shall be
using 3ds Max and Zbrush. Then plan to import these into Unreal Editor UDK To
model, light and animate the game itself. Below are individual specifications
as to the main components.
Lead Character
A young female character who’s strong willed and prepared
for anything her journey will throw at her. She has been on her own for as long
as she can remember, raised by a distant relative after her parent mysteriously
vanished. Below is a quick mood board of female protagonists to help gauge the
look I’m aiming for.
The tri limit for my character (modelled in Zbrush and in
3dsMax) will be 10,000 tri’s. I will allow for 3 texture sheets, two 1024x1024
and one 512x512 targa file. (diffuse, normal and specular) The character will
have full rigging for realistic animation when it comes to in game footage and cut
scenes.
NPC
This character will be a side kick to my main character. I plan for it a to be a creature who’s species is native to the main characters homeland. This creature can help with in game puzzles and other tight spots. I want it to be a constant companion throughout the game, to help bring the player closer to the relationship between the 2 characters. Below is a mood board showing different ideas of inspiration.
This character will be a side kick to my main character. I plan for it a to be a creature who’s species is native to the main characters homeland. This creature can help with in game puzzles and other tight spots. I want it to be a constant companion throughout the game, to help bring the player closer to the relationship between the 2 characters. Below is a mood board showing different ideas of inspiration.
The tri limit for this character will be 6000 tri’s. I
think 2 texture sheets, one 1024x1024 and one 512x512 targa file. (diffuse,
normal and specular) This should be enough for this character.
Vehicle
For the vehicle I want it to be compact and big enough
for just the 1 person. It needs to be portable and light, but so it cannot be
used whenever the player need to get out of a tight spot. I feel having to
require fuel for the object will make the player weary of when best to use it.
Below is a mood board of images of existing idea’s.
The tri limit for the vehicle will be 5000 tri’s. The
texture budget shall be one 1024x1024 targa file. (diffuse, normal and
specular)
Environment/Props Scenery
Environments, Props and Scenery will vary as the game
goes on and as the character explores the world around them. Below is a variety
of images of different environments and props that I’d consider trying to
create for the different environments throughout the game.
For the environments that are mainly vast land, they would
be made using the available tools and assets in Unreal Editor UDK. Any
buildings/man made structures would be made in 3dsMax, however these would vary
from building to building, in terms of tri count and texture budget.
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