The game that was combined from my
past designs happens to have some pretty interesting concepts with it. It
attains a time frame during the future in an activist type of year like 2045.
The main character is a wanted criminal that is known to break in government
files and revealed their secrets in order to get them known to the world around
him or her. Many things lead the character to travel in order for his location
and his identity to remain concealed and for the character to have the upper
hand in all types of operation. During the past, he/she was forced to live in
exile with no technology in order to let things settle down from the recent
events. After that period 3 years later, he/she returns in hope to find a
normal life within the city. Little does he/she know that the city has turned
extremely corrupted and has a lot of people suffering.
One
of the first levels is a simple task in order for the character to recall
his/her techniques by helping the landlord get his freedom back since he was
wrongly convicted of stealing a million dollars from the bank he works in (he
wired money over the years to his own accounts). The level starts with the
character finding out the truth of the matter without the landlords consent at
the bank during night hours. The main characters memories of his/her former
teacher tell the player how to play through the level. It basically lets the
player know how/where to infiltrate locations, how to hack into modern AI
robots and equipment, how to sneak, and how to use certain equipment/techniques (like stun weapons and luring type of items
to drive the enemy at a different location).
The
level this document is going to be based on is during half of the games content
and story line, where the main character is driven to find an imposter that
posses like him/her in order to black mail other evil and decent groups alike
in order to control the whole world. The level’s main objective is to
infiltrate a high security compound and find data links and information that
will lead you to the imposter. The level will have the main character start
form the outside of the building and will have many different possible ways to
infiltrate it. It can be done so by using vents, doors, roof or underground
sewage.
The
main way the gameplay works is to be stealthy and not to confront enemies only
when the situation calls for it in order to reach your objective. Besides enemy
AI and cameras to hack so you wont leave a trace of your whereabouts, you will
need to hack enemy personals hub devices. Not only are those devices used in
order for them to communicate amongst one another, they also obtain key data
that will allow the main character to access rooms with higher clearance
passage. There will be two guards that will have key data for the main central
Hub terminal that is used as a communication link with the imposter. The level
will be considered to be hard since you will need to approach enemy guards
undetected and close by in order to hack their hubs and steal their data.
One
technique that the character will have is be able to control enemy AI’s for a
couple of seconds in order to steal data with them. The one bad thing is that
the AI will know the location of the hacking accordance and you will be forced
to move away from the location right after the hacking stops. In the end of the
level once the main character has the Intel, the whole compound will be alerted
and it will force the main character to run away from the scene and escape the
compound alive.
1.
Time: The time frame of the level design will be
about 6 weeks in order to accomplish. It will consist of holidays as well so
the make up days will be appointed in order to use time efficiently. Deadlines
will be strict and will have many things planed out in a calendar in order to
make sure the projects doesn’t fall behind track.
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.
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 12
people working on this project.
4.
Requirements: The main character will be done by
now since the game will be a type of RPG game format where the player is able
to choose the sex and physical characteristics of the main character. The
personality of the character will also be customizable by the player in order
to show more originality during play-troughs. It will also add a lot more value
during replays. The environment of the level has to be spot on when it comes to
modeling and texturing the props, enemy personals/AIs, and backgrounds.
Gameplay introduction to the new ability introduced to the character will be
key to drive the player into a new profound feeling that will real in the
player more towards the completion of the game. The animation sequence in the
beginning of the level, end, introduction to the new ability, and hack completion/chase
will be necessary to finish the level with a professional touch.
5.
Purpose: Since the player is playing through a
story mode that is strictly single player mode, the level will have to have
strict and simple goals in order for the player to understand and have that
sense on loneliness during the level. The main character will then use the
skills he/she has obtained during past game play in order to accomplish the
objectives during the level. The player will basically need to infiltrate a
high security compound in order to get Intel from a communication link that
will lead the player to the imposter that is trying to control the world
through hacking capabilities. It will be key in order to get data from enemy
personnel from their hub links each one has in order to unlock rooms toward the
main terminal hub.
6.
Gameplay: The compound will have a lot of
searchlights outside of the compound. There will be very few crawl spaces in
order to be completely hidden from the dark, and those are crawling with poisonous
insects and serpents. The best way to get inside the compound is to use camo,
move slowly and freeze only when light is directly pointed at you. Other than
that the player can also create a diversion using a hidden bomb (triggering it
using a communication link cable from a distance that will be as close as
possible to a vent that is highly guarded in order to trigger the bomb and get
inside undetected). It will also be key to hide from personnel in the inside of
the compound, but if the bomb was triggered, it will be very populated inside
and will be harder for the player to maneuver. Once inside the player can use
shadows and mechanical crawl spaces in order to hide and crawl away from
guards. AI will be more difficult to avoid and might have the player confront
them at times. It is important to take out an enemy or group of enemies as soon
as possible without them alerting the compound or the level will end in
failure. Once the player gets to the central terminal, a puzzle will appear to
the player in a form of wires and circuits, then letters mix matching in order
to hack through it. It will be a challenge since the room will be guarded and
the player might have to hide several times during hacking process in order to
get it done, but if the player obtains a hidden link away from the terminal
then they only need to hide once. After the completion of the hack, the player
will have to run away and escape the compound in one peace in order to complete
the level. Certain things the player couldn’t do in the beginning of the level
will be obtainable in the chase part of the level. The player is able to use
ceiling tubing to cross bridges he/she wasn’t able to before since stealth
isn’t a concern anymore. The AI will be harder during this level in order to
get the feeling of flow together during the play-through and will be AIs that
will try to out smart the player and possibly sneak behind him/her.
7.
Theme: The theme will be on an activist type of
era that is during the year 2045 and 48. The style will be futuristic and punk
kind of style. The compound however will have that highly military look to it
that will reflect back to technological advances gained in those years. The
style will be a realism type of style and will have a highly definition look to
characters faces in order for the player to connect to the main character more
and feel more like they’re the main character.
In conclusion,
the game has a lot of content in order to make the level. The level will be
successful if the team pulls it together and have the deadlines met. 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 6 weeks since we will have about 12
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.


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