Beruflich Dokumente
Kultur Dokumente
Table of Contents
Purpose and Features ................................................................................................................................... 4
Purpose ............................................................................................................................................. 4
Features ............................................................................................................................................ 4
1.
2.
3.
Mood ............................................................................................................................................................. 4
Visual and Narrative Themes ........................................................................................................................ 5
Lighting .............................................................................................................................................. 6
Specifics............................................................................................................................................. 6
History ............................................................................................................................................... 6
Story .................................................................................................................................................. 6
Objectives.......................................................................................................................................... 7
o
Optional Objectives....................................................................................................................... 7
Obstacles ........................................................................................................................................... 7
o
Enemies ......................................................................................................................................... 7
Scenery ........................................................................................................................................ 11
Purpose ........................................................................................................................................... 11
Camera ........................................................................................................................................................ 12
Function .......................................................................................................................................... 12
Modeling Quality............................................................................................................................. 15
Texturing Quality............................................................................................................................. 16
Looping........................................................................................................................................ 20
Linear........................................................................................................................................... 21
Audio Reference.......................................................................................................................................... 21
Purpose
1. To create a strong portfolio piece demonstrating skills within systems/level/game design
for all members of the Design sub-team.
2. To learn new skills and to perfect old ones:
New skills:
Designing environments defined by tracks.
Designing interesting branching choices on a track.
Defining reverse tower defense in conjunction with semi-always on
movement.
Old skills:
Enemy encounter design.
Careful balancing of weapons and enemies.
Working closely with Tools Programmer on refining a custom level
editor for usability and speed.
Crafting an exciting gameplay experience.
Features
1. Sensory Features
Exploration of the elements of a runaway train:
Velocity movement speed, acceleration, friction, turning.
Mass careening, climbing, diving, crashing, barreling.
Tension obstacles, dangers, challenges.
Panic time-constraints, choices, approaching dangers.
Showcase of beauty within the environment:
Execution of a Mad-Maxian world.
Showcase brilliant art and sound.
Develop vistas, scenery, and landmarks.
Bring a world to life through animation, sound, and pacing.
2. Technical Features
Usable implementation process of track-based movement.
Modular design for world-building.
Modular design for enemies and encounters.
3. Unique Features
Designed with a focus on track-based combat.
Allowing player expression through choices:
Destination choices.
Risk vs. Reward.
Deep customizability of player avatar.
Mood
o Unique
What emotional expressions will the environment portray?
o Freedom
o Adventure
o Ruination
o Danger
How could each expression be misunderstood by the player?
o Freedom
Antithesis: Barrenness
o Adventure
Antithesis: Duty
o Ruination
Antithesis: Decay
o Danger
Antithesis: Fear
How will we achieve these expressions?
o Freedom
Antithesis: Barrenness
Synthesis: Distant horizons. Uncluttered sky. Huge landmarks and interesting
focal points. Sprawling deserts interrupted by mountains, rolling hills, mesas,
and plateaus. Avoidance of flatness, emptiness, and boringness.
o Adventure
Antithesis: Duty
Synthesis: Mission objectives with multiple solutions and exciting surprises.
o Ruination
Antithesis: Decay
Synthesis: Allow the player to be a destructive, powerful force. Handle MadMaxian theme with delicacy. Reward the player for destructive moments. Prove
the world is dying but invigorated to survive, and not hopeless or dead.
o Danger
Antithesis: Fear
Synthesis: Focus heavily on empowerment of the player. Define danger as
challenge, and not hopelessness or unfairness.
History
o
Story
o
Eisenross can never stop running the railways. The locomotive may be delivering
precious supplies to the last civilized communities, or outrunning a much larger
threat. Either way, Eisenross tries to never stop.
What is the player doing in the environment?
Delivering goods, passengers, or weapons. Outrunning a larger threat. Scouting.
Exploring. Destroying enemies. Upgrading personal systems. Collecting
resources. Speeding along the railway as fast as possible. Ramming through
obstacles. Enjoying the scenery.
Objectives: what does the player need to do within the environment in order to progress?
o Main Objectives:
Survive.
Traverse a dangerous area.
Reach the end.
Complete a dangerous journey.
o Optional Objectives:
Collect resources.
Dropped by enemies or the environment. Collected at stations,
checkpoints, or points of interest.
Reach the end in time.
Complete a dangerous journey against the clock or advancing hazard
(sandstorm).
Defeat specific enemies.
Assassinate bosses (other trains) or packs of enemies (tanks, buggies,
helicopters).
Reach specific points before unlocking the end point.
Complete track loops. Cross specific bridges. Unlock future areas by
passing through present areas in a specific manner.
Obstacles: what does the player need to overcome within the environment?
o Enemies
Free-Moving Enemies
Motorcycles
Buggies/Jeeps
Helicopters
Tanks
Artillery Platforms
Rail Enemies
Handcars
Bikecars
Tornadoes
Explosive debris on the track
Spiky barricades on the track
Mine fields on the track
Vehicle graveyards (Debris)
Whurtle graveyards (Debris)
Falling rocks (Debris)
Bottomless pits
Inclined terrain (Slow effect)
Smog/Haze/Pollution
Radiation/Poison Clouds
Darkness/Nighttime
Broken bridges
Rough terrain/Damaged railways
Hazard Challenges
Blow up the debris ahead.
Activate shields to mitigate damage.
Slow down and wait for hazard to leave.
o Waiting for a Whurtle or herd of cattle to cross the tracks.
o Waiting for a cloud of smog to dissipate.
o Waiting for a sandstorm to pass.
o Waiting for deep water to drain.
o Waiting for a bridge to lower.
Speed up to bypass hazard.
o Catching a bridge that is rising.
o Speeding up before a gate is closed.
o Speeding up to jump across a gap (Dukes of Hazard-style).
o Speed up to crash through debris.
o Speed up to cross poisonous swamp before too much damage is
taken.
Obstacle Mind-map Decision Trees:
Focal Points
Functional Purpose
o Helps the player to orient themselves in the environment. Player will always know
where they are in relationship to the focal point.
o Signifies plot points relevant to pacing.
o Draws attention and the player.
o Becomes a purposeful point of interest to explore.
Visual Aesthetic Purpose
o Making the environment have visual appeal.
o Cinematic camera allows easy directing.
o Rail-based movement allows cinematic camera freedom of mobility.
Focal Point Examples
o Railway Focal Points
Train Stations
Checkpoints
Enemy depots
Shops / Repair Facilities
Track Junctions
Switches
Crossings
Hazard warnings
o Environment Focal Points
10
Grade Elevation
Mountains
Mesas
Plateaus
Canyons
Rivers
Pits
Artificial Landmarks
Radio towers
Artillery emplacements
Enemy bases
Power line trails
Scenery
Natural
Tree-lines
Fauna movement
Cloud movement
Sunrises
Sunsets
Artificial
Oil pumps
Windmills
Explosions
Vehicle disasters
Scripted Scenes
AI Actors
Top-Down Layouts
Purpose
o To be used for paper prototypes, in-game mini-maps, or usability for designer and
player.
o To convey the following information:
Buildings
Landscape areas
Map's boundaries
Player paths
Alternate routes
Space relationships
Flow
Pacing
Important locations
Focal points
Player decisions
Script events
Layout Types
11
o Player Paths
o Enemy Placements
o Terrain layout
o Plot layout
o Pacing layout
Top-Down Layout Examples
Camera
12
HUD and UI
13
Visual Development
Color Palette
o [Reference to Art Style Guide]
Time of Day
o Midday / High noon
14
Free
Dangerous
Unique
Modeling Quality
o Highly-detailed enemy vehicles
o Highly-detailed player train
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17
Auras
Shields
Are new skills properly introduced on the pacing curve?
o Beginner levels
o Scripted introductions to enemies / weapons
Does the player receive adequate time to train new skills?
Are there enough valleys? Does the player get too tired?
o Encounter design
o Enemy spawners
o Literal valleys in the terrain
Are there enough interesting peaks? Is the player challenged and rewarded?
o Encounter design
o Enemy spawners
o Literal mountain peaks
Rollercoaster action
Lists
18
19
Design Reference
Dead-End
Elbow Bend
Elbow Curve
Horseshoe Curve
Track Junction
S Curve
Straight Arrow
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Linear
Train Simulator 2012/2013
FTL
Galaxy Trucker
Encounters
Audio Reference
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Photo Reference
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