Monday, 2 December 2013

Task 16: Elements of game design, part eight: documentation


For this exercise, I’d like you to look at producing an outline and a technical
specification for a game.

Outline:
To create a third person, stylised fantasy action game with a linear storyline aimed towards a younger audience (7+).
The game will release across the console platforms of last gen (xbox 360 & PS3) and next gen (xbox one & PS4) hardware. It will feature 6 different ‘heroes’ or varying attributes and abilities that can be leveled along side 4 unlockable heroes through game progression. The main gameplay style will be one of a dungeon crawler in gameplay style, however inside a bright fantasy setting.


Software will include:
3ds max
Zbrush
ndo2
dDo.
Xnormal.

Aims:
Ability to produce, vibrant, stimulating environments for the younger audience.
To create an engaging, interesting story capable of being followed by the age group.
Use asset and environment budgets adequately and effectively for the best results, i.e.: mesh density, topology, clever use of maps for added detail, damage, wear and tare.
Make use of varying, interesting sound design throughout the game, varying area to area, don’t want the audience to tire of the level sound five minute in.
Imaginative upgrade/ perk system, no limits here, explosive radio controlled water bombs, fire auroras etc.

Technical specifications:

Heroes (main playable characters):
<12k Poly limit
LOD’s for 3rd person gameplay, battlegrounds and character/ upgrade selection.
<1024 main body diffuse, normal, specular, gloss (Max). (optional emissive map)
<256/ 512 added accessories.

Effective use of texture budget.

NPC:
<4k Poly limit
LOD’s for 3rd person gameplay and battlegrounds.
<1024 main body diffuse, normal, specular gloss (Max). (optional emissive map)
Effective use of texture budget.

Vehicles:
<10k Poly limit
LOD’s for 3rd person gameplay and battlegrounds.
<1024 main body diffuse, normal, specular, gloss (Max). (optional emissive map)
<256/ 512 added accessories/ decals.
Effective use of texture budget.

Environments:
<400k Poly Limit
LOD’s for displacement from player, 2 iterations.
<512 tillable textures, normal, specular, gloss. 1024 if absolutely necessary.
Decals and floating planes for breaking up textures.
Effective use of texture budget.

Props/ Scenery Objects:
<3k Poly limit
LOD’s for 3rd person gameplay and battlegrounds.
<512 main body diffuse, normal, specular gloss (Max). (optional emissive map)
Effective use of texture budget.

External References From:

No comments:

Post a Comment