The way this game will be created
will be similar to a batman/metal gear sort of game play with a lot more
futuristic twist in it. It will have a retro type of art work that will be
similar the animation Ghost in a Shell and have other characteristics that will
make the ambience seem old and futuristic at the same time. The way the team
will correspond will be work that will be shown in the bullet points and will
be done according to that order in the requirements section. It will only take
4 weeks for the team of 16 to finish the game, so there will be a lot of times
where we would have to push work through in order to meet our deadline.
1.
Time: The design team would have about 4 weeks
to work on this assignment since it is one level.
2.
Tech: The game engine will most likely be used. MAYA
and PHOTOSHOP will be used in order to create the models for the game. The
Unreal engine will be one of the fundamental tools used for the game production
as well. Logic will be used for the audio of the game as well as many other
programs including Midi files. It will be important to add a good programmer
for writing scripts and it will be more efficient if it is going take one
person to do the job.
3.
Limitations: We would have to contribute 12 new
assets for the level in order to make the work flow much better and less
confusion on the art style and how it is going to be launched. There would have
to be crunch time for those assets, which will be held 2 days to complete 3
different ones. The main character and environment layout will have to be
completed first in order to get a good visual on the level. Then the enemy
models will have to be finished in the end as well. Audio will have to be made
as well during the programming of the game in the last week. There will be 16
people working on this project.
4.
Requirements: The main character is an important
asset to the game so that is always a must have. There also need to be a good
environmental layout in order to get all of the assets placed well (shouldn’t
take that long to make). There has to be
props and buildings for this environment, including 5 different enemies for the
player to counteract with. The game has to be programed in the Unreal Engine
and the game play has to be spot on with the description as well.
5.
Purpose: The level will be a single player story
mode level that will be consisting of a retired vet (35 yr old) trying to
rescue a hostage that can lead her to a Mob Boss from the city who seems to be
connected with a weird drug that can let a person experience time in a slower
pace. It will be placed in a suburban
city slum with a rainy type of weather. The main character will have tights on
with spy gear and assassination gear as well. The level will be about half way
in game time so it will be a challenging level to play through and the main
character will need to find an enemy to get info from the level (hints).
6.
GamePlay: The game play will have to start with
the character on a rooftop of a cheesecake factory patrolling the area. She
will glance at the other factory that seems closed down and she will find
guards taking the hostage inside (scene will have a lot of lights flashing with
circular spots). The main character is able to change weaponry with the
directional buttons and move with an analog (including moving the camera with
another analog). She will be able to sneak attack with a range of different
weapons. Hand to hand combat will be one of her specialty and will be used a
lot during gameplay, as well as shooting fights. The game will have a lot of
secret passageways for the character to infiltrate the place in different
places (making gameplay unique once in a while) and will be able to do certain
take downs with different styles in undetected. Once inside the building, she
will head towards a door that is electronically locked and with a key as well.
The electronic lock is located to the left of the building in the basement,
guarded by one guard. As soon as the guard is killed or knocked out, a guard 3
times the size will start fighting the main character. The key will be located
in the opposite of the building in the cellar. It will be booby-trapped and
will have alarm triggers that will end the level in failure. If 3 guards sound
a call in a wooky takie it will end the level in failure as well. As soon as
the main character opens the main door, she will be encountered with the
hostage and a Mob Leader she’s been tracking down as well. You will be placed
in a situation that will have to base your instincts to the test. The player
will have 2 different choices, either shoots the leader including the hostage,
or scare off the leader with an electric current destroying the lights in the
building created by you right hand’s glove. If the player chooses the first
one, he/she will find it more lengthy and difficult to find the Mob Boss. The
second choice will let you find more detail from the hostage from their central
point of operations and an idea for their plan for the city, but the Mob Leader
you let escape will confront you again, with more tricks up in his sleeve that
the player will find more challenging than the last confrontation.
7.
Theme: It will be a cheesecake factory located
in Tokyo Japan. It will be futuristic, but it will still have that lingering
past in the slums since people are still poor and can’t really afford the
luxury of modern technology. There will be many different tall buildings in the
back ground with a lot of color lights coloring the main ground the player will
be located in.
I strongly believe that the design
team will be able to finish the project in time. It will be a simple task to
get it all done in 4 weeks since we will have about 16 people working on the
project and they will be evenly distributed when it comes to skill in what they
can and should do. The only issue I came across is the tech that they are going
to use and if they are able to make it in time. There seems to be a lot of
crunch time when it comes to assets and how they will make them will be a
concern. The only thing that I believe will be fine is the quality of the work.
Since it doesn’t have to be modern type of work (high definition work form
modern counsels), the art shouldn’t be that much of a hassle.






