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:
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