Monday 9 December 2013

Mock up on Documentation

My mock up practice brief;

My project will be a 3rd person Fantasy RPG game where it is driven by narrative and quests, there will be lots of vast environments to explore. I will write a project outline for one area in the game. I want the level to be immersive and have lots of exploration elements. All concept work with be produced at the beginning.
It will be specified for PC and consoles and will be created in Unreal Engine as I am most familiar with it. The audience is ages 15 upwards and will have a realistic style. The other programs I will be using are 3D Studio Max, Photoshop, Crazy Bump, World Machine and Zbrush.

There will be;

  • ·        A lead character

o   The lead character will be either a male or female generic hero type character. The player can chose between dual wielding weapons, bow and arrows, mage’s staff or stealthy daggers.

o   Character no more than 30 000 tris
o   2 x 1024 x 1024 (diffuse + alpha) 32Bit
o   2 x 1024 x 1024 (specular + gloss) 32Bit
o   2 x 1024 x 1024 (normal) 24Bit

o   Weapons no more than 5000 tris
o   2 x 512 x 512 (diffuse + alpha) 32Bit
o   2 x 512 x 512 (specular + gloss) 32Bit
o   2 x 512 x 512 (normal) 24Bit

  • ·        An NPC

o   The NPC will be one of the enemies. As the player traverses the environment they will encounter many different enemies. The NPC I will create will be the basic ‘undead soldier’ character, who will be one of the most common enemies.

o   Character and weapons no more than 10 000 tris
o   1 x 1024 x 1024 (diffuse + alpha) 32 bit
o   1 x 1024 x 1024 (specular + gloss) 32 bit
o   1 x 1024 x 1024 (normal) 24 bit
o   Should include 3 LOD’s

  • ·        A vehicle

o   The vehicle used will be a small row boat that can be used to traverse over lakes and rivers in the environments.

o   No more than 5000 tris
o   1 x 1024 x 1024 (diffuse + alpha) 32 bit
o   1 x 1024 x 1024 (specular + gloss) 32 bit
o   1 x 1024 x 1024 (normal) 24 bit
o   Should include 3 LOD’s

  • ·        An environment

o   The level will be a castle ruins in a forest by a lake, where the aim in to make it to the ruins as an ancient relic you player requires is hidden within.

o   Will consist of terrain and skybox
o   Including heightmap
o   4 x 1024 x 1024 (diffuse + alpha) 32 bit
o   4 x 1024 x 1024 (specular + gloss) 32 bit
o   4 x 1024 x 1024 (normal) 24 bit

  • ·        Prop or scenery objects

o   Most of the props will be foliage and other plant life; so trees, shrubs, grasses, bushes, rocks, dirt, etc. There will also be the ruined castle which where possible will be modular, with more unique assets like statues and gargoyles.

o   All props minor props should be under 1000 tris and hero assets can go up to 5000 tris
o   Should all include 3 LOD’s
o   Each minor asset can have;
o   1 x 512 x 512 (diffuse + alpha) 32 bit
o   1 x 512 x 512 (specular + gloss) 32 bit
o   1 x 512 x 512 (normal) 24 bit

o   Each hero asset can have;
o   1 x 1024 x 1024 (diffuse + alpha) 32 bit
o   1 x 1024 x 1024 (specular + gloss) 32 bit
o   1 x 1024 x 1024 (normal) 24 bit


My personal aims for this project will be to develop my organisational skills, my understanding of UDK, my understanding of budgets, my understanding of artistic direction, creating a set of assets that harmonise to create a visually pleasing level, to practice using lighting well and also to help me understand good level design, so that the environment is easily traversed with a clear goal, while also encouraging exploration. 

No comments:

Post a Comment