Sie sind auf Seite 1von 43

Project: Outbreak ART DOCUMENT

Table of Contents
Game Overview Description Art Style Research Color Scheme and Palette Styles Ruin Porn Cel-Shading Comic Polygonal Apocalyptic- example of perspective in the game Low Saturation/High Contrast Game Mood Game Features Game Goals Characters Player NPCs Enemies Zombies Aliens Environments General Tonal References Levels Downtown Suburban Docks Subway Bridge Retail/Mall Outbreak Park Wishlist Levels

Hospital Textures Menus Game Objects/Weapons

Game Overview
(Jump to Table of Contents)

Description
A game for Conquistador Global that is a multiplayer game involving zombies and aliens in the Ultimate Deathmatch universe. Isometric (three-quarter) view, twin-stick shooter in a Modern post-apocalyptic (20 years after initial zombie infection) world with a zombie outbreak and an alien invasion.

Art Style
(Jump to Table of Contents) Content.

Research
Bastion Enslaved Last of Us

Color Scheme and Palette


The overall color aesthetic used within the games art assets. Level-specific color palettes will be based on the mood they are looking to evoke. Here is a good site to create the basic color palette and scheme: http://colorschemedesigner.com/

Saturation: Low (Environments) Saturation: High (Players, Effect Animations, Projectile Objects)

Contrast: High (Overall) High Contrast Option #1

Option #2

Option #3

Option #4

Mood Examples:

Styles
Content.

Ruin Porn
(Note: Ruin Porn is a style of photography emphasizing vacated/dilapidated areas. The attached link is SFW.) http://abandonedporn.com/ http://ruinporn.tumblr.com/

Cel-Shading

The Walking Dead

Content.

Comic
Borderlands 2

Borderlands 2

Borderlands 2

Okami

Okami

Okami

Polygonal
Content.

Apocalyptic- example of perspective in the game


Dead Nation

Dead Nation

Dead Nation

Dead Nation

XCOM: Enemy Unknown

XCOM: Enemy Unknown

XCOM: Enemy Unknown

XCOM: Enemy Unknown

Low Saturation/High Contrast


Content.

Game Mood
(Jump to Table of Contents) Mostly serious, with regular touches of humor. Player characters and foes will all appear cartoonish, but their mass numbers will imbue a panic for players. Mood and lighting: Some natural light may show, though the sky will represent more of what the example pictures above had displayed. Ominous mood without being too dark/lighting and fog successfully creating a creepy feel.

Game Features
(Jump to Table of Contents) Key Features 1-4 player Co-op with network integration. Friendly AI to take up missing player spots. Unique swarm zombie AI. 2 opposing forces fighting the player and each other at once.

Game Goals
(Jump to Table of Contents) What is the goal of the game? Survive/Kill Alien Invaders and Zombies. Using both forces against one another while activating capture points. What are the win conditions? Survive the two forces while activating multiple capture points. Will power ups trigger special effects? Yes; for characters, zombies, and aliens What visual cues will guide the player? Special zombie types will have distinct colors and particle effects. What will contribute to either the feeling of success or of impending failure? Zombies will continue to spawn, so the longer the players take in one environment the more populated with foes it will get. Taking control points will also increase the alien threat.

Characters
(Jump to Table of Contents)

Player
If applicable, sketch the main characters, or find screenshots of characters with physical features / styles / mannerisms youd like to emulate. Describe your main characters.

List of 4 player characters (go nuts!) Gloria Harris

(Anyone else wanna design the main character? I was originally thinking super large british dude, but am not married to the idea) Some concepts:

NPCs
Wish list NPCs will mostly be represented through audio cues. May add NPCs at a later date.

Enemies
Opposing forces within the game.

Zombies
Force 1, Zombie swarm (Melee Based, Swarm Mentality) Below are possible, visually distinct types of zombies. These are works in progress. When alone all types behave like generic zombies [But special zombies are visually distinct], but when they join a Swarm they buff the other zombies within Swarm with their latent special ability. There should be visual indicators for each type of buff, and an indicator identifying that a group of zombies is a Swarm. Special Zombies are identified by color-coded patches of discolored skin (ex. patches of green skin for the Toxic Pool zombie), and maybe by cancerous pustules, also color-coded. Theyre also 50% larger than the typical zombie. Zombie Types: Walkers/slower moving based (all Zombies before joining a swarm) [Generic zombie model] Toxic pool on death (damage over time) [Green] Increased damage [Red] Frenzied/much faster moving [Blue] Increased health [White] Recharging health [Pink] Increased max swarm number (wishlist) [Purple] Simple Zombie Concepts:

Aliens
Force 2, Alien (Projectile Based) Aliens are fast and use projectiles. Most or all alien types float an inch or two off the ground at all times. Though they are just as vulnerable to projectiles as zombies. The floating is enacted to save on animation. Alien types (organized by priority): Alien Warrior: Basic unit. Lower Health, projectile-based Alien Turrets Acid projectile aliens, closer range, persistent puddle of goop. Large Roaming Aliens with explosive or shotgun rounds Commander Aliens, high health, long range weapons, frequency of Commanders or the weapons they carry can change depending on Player power-ups. Zombie Overlords - Aliens that use technology to take control of nearby zombies and send them to attack the player. Makes zombies temporary allies of the aliens. [Larger, bulkier variant of the Alien Warrior. More armor, with some kind of antenna attached to their back. Color palette is a hybrid of zombie and alien colors] Flying Saucer Enemies that fly low enough to shoot? Possibly scripted. Simple movement such as patrolling. Height can be scripted. Teleporting Aliens (wishlist, possibly scripted) See Art Guidelines For Art Specifics

Environments
(Jump to Table of Contents) What will your game setting look like? Include screenshots that demonstrate style, color, time period, etc.

General Tonal References


Desolate buildings/houses Empty Streets Remnants of former inhabitants Cloudy, Enclosed feeling Modern Time Period Post Apocalyptic Post Zombie outbreak Signs of Alien invasion Overgrowth with plant life, trees, grass, etc.

Levels
(Jump to Table of Contents)

Downtown
Designer: Daniel Rolling Direction: Slightly Overgrown Visible Light shafts through run down skyscrapers Skyscrapers both ruined and not. Mostly functional roads Littered Stranded vehicles Either early morning or late afternoon Color Palette:

Assets: Models: Road Models: Straight, T-section, 90 degree left turn, 90 degree right turn (Full street with sidewalks) Cars: (Run down and broken) Plants: Small shrubs, trees Rubble: Ruined Buildings, Rocks, Boulders Fencing: Chain Link, Park Fence ( Wrought Iron Bars and a brick base) Misc. Street lamps, stop signs, traffic lights Trash Cans, Dumpsters Park Bench Textures: Building textures: Buildings with windows and doors (If there are models for windows and doors do textures separately) Small Park Textures: Dirt Path, grass

Reference photos:

Layout:

Suburban

Designer: Jill Parr Tone: Bleak, sparse Direction:


Desolate buildings/houses, torn down Empty Streets, broken down vehicles Remnants of former inhabitants Haze/Fog, Cloudy, possible small light shafts Time: Early morning, possibly sunrise Overgrowth with plant life, trees, grass, etc.

Color Palette:

Visual References:

Pre-production map:

Assets: Houses (Basic) [High Priority] Light posts [Medium] Mailboxes [Low] Abandoned Cars/vehicles Dead trees/plants [High] Fences [Medium] picket, chain link

Traffic partitions and signs [Medium] Construction barricades/lights Clutter and trash on streets [Low] Old Mansion [High Priority] School [High] Apartment complex ruins [High] Construction signs, barricades rubble rusted, overgrown

Flooded Docks - Shanty Town


Designer: Eric Sponaugle Tone: Chaotic, colorful but muted. May take place at sunset: environments colors should work well with sunset-orange lighting. A web of interconnected platforms made up of floating debris, derelict boats, and the exposed rooftops of submerged buildings. Direction:

This conveys the chaos and color palette, as well as the haphazard nature of the docks construction, but is much more cluttered than this level will be. Also, there arent mountains of trash. Color Palette:

Assets: High Priority Water Texture Rusted, Corrugated Sheet Metal, of various types:

Diagram 1 Tileable, 10 x 10 ft squares. (A in Diagram 1) Damaged variants of the tileable 10 x 10 ft pieces. They should be squares with one to three irregular, damaged sides. They would fit within a 10 x 10 square. These pieces should look like they were once the regular 10 x 10 squares, but at some point parts of them were ripped off or corroded away. These destroyed sections would be the only irregular parts of the sheet metal--otherwise, theyre still square. Any intact sides should be tileable with the full 10 x 10 squares of sheet metal. Ideally this includes partially intact sides, where a side is straight up until the point where the damage begins. Possible damaged variants include: [High Priority] Isosceles Right Triangle shape, with the hypotenuse as the jagged, damaged portion. The other two sides would be

intact. This would have two variants: one with the corrugated metal texture running vertically, and one with it running horizontally [Medium Priority] Square torn in half, with one jagged side opposite the only fully intact side. The other two sides would be intact, but only half their normal length. This would have two variants: one with the corrugated metal texture running vertically, and one with it running horizontally. (C in Diagram 1) [Low Priority] A piece that transitions the jagged edge of the square torn in half piece down to an intact edge, by forming a right triangle where one leg is half the length of the other. (D in Diagram 1) [Low Priority] A second piece that transitions the jagged edge of the square torn in half piece up to an intact edge, forming an irregular polygon, a square with the piece D triangle taken out of one corner. (B in Diagram 1) Floating Wooden Dock segments: Tileable. 10 ft wide by 10 ft long. They should look rotten and worn. What they use for flotation is up to the artist--they may use either rusted empty 30-gallon barrels or the more conventional pontoons (the black foam-like material seen on the bottom of the dock in the image below). These segments must be made in tileable pieces: 2-way segment 1 ft long cap to a segment 4-way segment

Small shanties made of scrap metal and corrugated sheet metal (exterior only): 15 ft wide x 15 ft deep. A few variants would be nice. Roofs must be flat, to make the shanties easily stackable.

This, with a flat roof. 5 ft long length of rope Wooden post: 1 ft thick, 5 ft high, cylindrical. The ends should fit together neatly. [Low Priority] A circular wrap of rope meant to fit around the wooden post Medium Priority Intermodal Freight Container: Those big steel international shipping containers seen on trains and stacked in shipping yards. Rusted Fishing Boat: 50 ft long, 15 ft wide, with a large open deck in front and a path all the way around the small pilot house that sticks up from the deck.

Good proportions, but Im not looking for anything close to that amount of frill and detail. Just a hull, deck, railing, and pilot house. Alien Highway: only 2-way segments are needed. 20 ft wide, 20 ft long. The ends should fit together neatly. Pretty straightforward, a road of obvious Alien construction. Dont add any railings--or if you do, make a variant of the 2-way segment that has a 10 ft gap in the railing on one side. Low Priority Long rectangular wooden beams: 1 ft wide, 1 ft deep, 10 ft long. The ends should fit together neatly. If possible, make them look slightly rotten and waterlogged. Preproduction Map:

Note the scale and legend in the top right

Subway
Designer: Finnen Cerises Tone: Dismal Asset List Models Subway Platform (Low Priority): Columns, trash bins, bathroom, broken wall fixtures, a big black clock Tunnel (High Priority): Hazard lights, train cars, rubble, debris, collapsed walls/ceiling, grand collapsed ceiling, forklift, train tracks Alien Stuff (Mid Priority): Alien lamps, alien storage units, misc. alien dingledangs Side Passage (High Priority): Pipes, creepy boilers, piles of boxes and junk, generators

Textures Stone Subway Tunnel Wall / Tunnel Floor Side Passage Concrete Wall / Floor

Direction: Dismal, Dark, Wet, Dank Wide range of shadow, high contrast to any amount of bright light. Overgrown with roots, weeds, and fungus Small shafts of light occasionally break through collapsed pieces of ceiling. Forgotten trains are scattered in various degrees of wholeness. More intact trains can be entered and have their hazard lights on. Hazard lights cast most of the light in the level. Aliens make their presence known with lamps that have been jammed into the walls and ground. The light would be of a blue tone. Other alien containers would surround the lamps to act as small outposts.

(The alien lights would be less short and bulbous, more streamlined and technological.)

(I like this picture, but not sure about the light shining through in such abundance.) (Could maybe have it set at night. I like the thought of the roof having collapsed due to the passage of time without maintenance. Scott Robbins)

Bridge
Designer: Kenny Tone: Clustered, Claustrophobic Color Palette:

Reference: http://www.flickr.com/photos/cassawcreative/sets/72157625849385526/

Rough Draft:

Retail/Mall
Designer: Daniel Perzan Tone:

Direction: Hopeful/fun. For whatever reason this is one of the few areas that still have power. Filled with displays that attract swarm, and bountiful power ups. In a game that often has limited resources, this area will be about empowerment. Assets:

Outbreak Park
Designer: Jonathan Jansma Tone: Goofy Direction: Start at the Entrance to Outbreak Park by moving through the turnstyle. From there you have a choice of which capture point you want to take choosing between: Spinning Tea Cup Ride, Ferris Wheel, and Roller Coaster.

Art Asset List

Ground Flood Lights Street Lamp Lights Models (required) High Fence Tent Ferris Wheel (no carts) Ferris Wheel Carts Park Ride Platform Park Table Roller Coaster Track Straight track 90 degree left turn 90 degree right turn Ramp Roller Coaster Struts Roller Coaster Cart Spinning Tea Cup Ride (no Cups) Tea Cups (Ride sized) Park Entrance Turnstiles Five Step Stairs Models (wish list) Rope Line Barrier Wooden boxes Balloons Teddy Bears Pavilion Small Pavilion L shaped Park Banner for entrance (Outbreak Park!) Textures Heavy Tent Canvas Texture Dark Wood Steel Ceramic Animations (Wish List) Casual Rustle to Pavillion/Tent/Park Ride Platform Color Scheme http://colorschemedesigner.com/#1441Tn7pEAXlv

References: Left for Dead 4: Carnival

Wishlist Levels
Hospital
Designer: ? Tone: Wrecked, abandoned, decimated

Textures
(Jump to Table of Contents) Include sample textures for the environment and/or objects. (These may be added later in the project or updated as you go.) Grimy stone and tile:

Menus
(Jump to Table of Contents) UI elements mimic notes written on bits of news paper. The options that players can select are written by hand and in broken english. Keeping with the theme that society has been gone for around 20 years.

GUI Mock-up Option #1

GUI Mock-up Option #2 with menu window

Game Objects/Weapons
(Jump to Table of Contents) High Priority Alien Computer Console Large Alien Gate: Capable of opening and closing. Perhaps 12 to 16 ft. high and 20 ft in width. Some indicator of its status--locked (Red), unlocked (Green), or inaccessible (no light, or maybe a different texture for the gate)--would help. A colored light is the old standby, for example. Alien Wall segments: equal in height to the Large Alien Gate. In width, equal to or less than the Large Alien Gate (if less than, must be proportional to Gates width). The ends should fit together neatly. [Medium Priority] Alien Wall corner piece. Equal in height to Large Alien Gate. [Low Priority] Alien Watchtower piece. Shotgun

Was picturing the weapons for the players would be sort of garbled together, junkyard guns. So I thought having the barrel no longer lock closed and the survivors using rope or cloth or something to hold the barrel down when they fire. Other types of in-game objects? ...

Das könnte Ihnen auch gefallen