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Project Eisenross

Environment Preproduction Blueprint (EPB)


The first step towards a proper LDD!

Table of Contents
Purpose and Features ................................................................................................................................... 4

Purpose ............................................................................................................................................. 4

Features ............................................................................................................................................ 4
1.

Sensory Features ........................................................................................................................... 4

2.

Technical Features ........................................................................................................................ 4

3.

Unique Features ............................................................................................................................ 4

Mood ............................................................................................................................................................. 4
Visual and Narrative Themes ........................................................................................................................ 5

Visual Theme ..................................................................................................................................... 5

Narrative Theme ............................................................................................................................... 5

Location and Environment Setting ............................................................................................................... 6

Interior vs. Exterior ........................................................................................................................... 6

Urban vs. Rural .................................................................................................................................. 6

Time Period / Era .............................................................................................................................. 6

Lighting .............................................................................................................................................. 6

Specifics............................................................................................................................................. 6

History and Story .......................................................................................................................................... 6

History ............................................................................................................................................... 6

Story .................................................................................................................................................. 6

Objectives and Obstacles .............................................................................................................................. 7

Objectives.......................................................................................................................................... 7
o

Main Objectives ............................................................................................................................ 7

Optional Objectives....................................................................................................................... 7

Obstacles ........................................................................................................................................... 7
o

Enemies ......................................................................................................................................... 7

Project Eisenross EPB

Movement Decisions .................................................................................................................... 8

Environmental Obstacles .............................................................................................................. 8

Obstacle Mind-map Decision Trees .............................................................................................. 9

Focal Points ................................................................................................................................................. 10

Functional Purpose ......................................................................................................................... 10

Visual Aesthetic Purpose................................................................................................................. 10

Focal Point Examples ...................................................................................................................... 10


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Railway Focal Points .................................................................................................................... 10

Environment Focal Points ........................................................................................................... 10

Scenery ........................................................................................................................................ 11

Top-Down Layouts ...................................................................................................................................... 11

Purpose ........................................................................................................................................... 11

Top-Down Layout Examples............................................................................................................ 12

Camera ........................................................................................................................................................ 12

Function .......................................................................................................................................... 12

Camera Control ............................................................................................................................... 12

Camera Purpose .............................................................................................................................. 12

HUD and UI ................................................................................................................................................. 13


AIs and NPCs ............................................................................................................................................... 13
Visual Development .................................................................................................................................... 14

Color Palette ................................................................................................................................... 14

Time of Day ..................................................................................................................................... 14

Feeling and Emotional Impact ........................................................................................................ 14

Modeling Quality............................................................................................................................. 15

Texturing Quality............................................................................................................................. 16

Depth and Versatility .................................................................................................................................. 16


Pacing and Interest ..................................................................................................................................... 17
Lists ............................................................................................................................................................. 18
Design Reference ........................................................................................................................................ 20

Track Piece Reference ..................................................................................................................... 20

Track System Reference .................................................................................................................. 20

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Looping........................................................................................................................................ 20

Linear........................................................................................................................................... 21

Audio Reference.......................................................................................................................................... 21

Aural mood and theme reference .................................................................................................. 21


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YouTube Links ............................................................................................................................. 21

Spotify Playlist ............................................................................................................................. 22

Audio Files ................................................................................................................................... 22


Original soundtrack examples......................................................................................................... 22

Photo Reference ......................................................................................................................................... 23

Environment and location reference .............................................................................................. 23

Set design and props ....................................................................................................................... 39

Lighting and style ............................................................................................................................ 73

Original concept art ........................................................................................................................ 74

Project Eisenross EPB

Purpose and Features

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

How will the player feel?


o Powerful
o Free
o Dangerous

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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.

Visual and Narrative Themes

What is the visual theme for the environment?


o Post-Apocalyptic
o Mad-Maxian
o Old Western
o Southwestern
What is the narrative theme for the environment?
o You can overcome strife against all odds.

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Location and Environment Setting

Interior vs. Exterior


o Interior Occasional tunnels.
o Exterior Primarily within an open desert or mountainous region.
Urban vs. Rural
o Urban Ghost towns, train stations, enemy fortresses.
o Rural Primarily rural. Open desert, cliff edges, plateaus, mesas.
Time Period / Era
o Future-Past, Post-Apocalypse.
Lighting
o Midday, bright desert sun.
Specifics:
o Alternate Earth / Old Western fantasy world. Non-descript or unknown location: The
Wilds. The Great Divide.
o Set in the distant future, year 30XX.
o Context: No Mans Land. Raider territory. Bandit territory. Pirate territory. The InBetweens.
How does the setting mismatch the visual or the narrative theme in the previous section?
o Visual:
Working, functional railroads would never be 100% intact or safe to use in a
wild, untamed area rife with scavengers and pillagers.
Bandits and raiders probably would not survive in a harsh environment without
a substantial urban center nearby.
o Narrative:
Theme: You can overcome strife against all odds.
A barren wasteland may have difficulty with empowering the player.

History and Story

History
o

How did the environment come to be?


The history of the world is not known, but the land holds clues as to what
happened. A great battle, holocaust, or devastation (natural or artificial) bathed
the world in fire long ago. The ones who survived began to form tribes, clans,
and gangs. They crossed the endless deserts on buggies strapped together with
duct tape and hope. Territory wars became the nature of life in the wasteland,
but the railways were the borders. And the trains always get through.
What happened in the environment prior to the players arrival?
Nothing disturbs the desert much, save for a few isolated bandit buggies
crossing from one looting opportunity to the next, or searching for the biggest
prize: a live, operating locomotive.

Story
o

What is the story of how the character came to that environment?

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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 and Obstacles

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

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Bikecars

Brake Engines (attach to caboose and hit brakes)


Special Enemies
Train Bosses
Movement Decisions
Track-Switching
Danger vs. Safety
o Should I take the dangerous route or the safer route?
Risk vs. Reward
o Should I risk the dangerous route for better rewards?
o Should I take the safer bet and route for the checkpoint station
to repair?
Shortcuts and Hazards
o Should I risk the hazardous route as a shortcut?
o Short-cuts allow specific vehicle component combinations to
bypass hazards.
Equipping 4 Shields allows train to cross an optional lake
of lava without taking substantial damage. It will drain
your Shields but gets you to the end faster.
Strategy and Enemies
o Should I pass the tank depot or the helicopter station?
Anticipation and Preparation
Should I stop and think about which track to take?
Should I prepare my weapons for the expected danger ahead?
Should I slow down and deal with this threat before taking on the next
one?
Am I ready for the next challenge?
Battle Tactics
Should I slow down?
Should I speed up?
Can enemies keep up with me?
Are the enemies too dangerous to slow down here?
Environmental Obstacles
Hazards
Sandstorms
Acid Rain
Quicksand
Lava/Fire
Deep water

Project Eisenross EPB

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:

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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

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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

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o Player Paths
o Enemy Placements
o Terrain layout
o Plot layout
o Pacing layout
Top-Down Layout Examples

Camera

Function: How will the camera work?


o Third-Person
o Free Rotation around Focuser Object (Player Train)
o Ability to switch into multiple camera modes:
Car-by-car Focus Switcher
Engine Focus Switcher
Caboose Focus Switcher
Optional modes:
Cinematic
Engine cab
Top-down
Camera Control
o Will the camera take control away from the player to highlight landmarks, upcoming
obstacles, focal points?
o Will the camera take control away to create cinematic or dramatic effects?
Camera Purpose
o What does the camera tell the player?

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Are there objects off-screen?


Is the end of the environment within sight?
Should the player act slow, fast, or somewhere in-between?
Should the player move slow, fast, or somewhere in-between?
Does the camera highlight danger, damage, enemies?
Does the camera set up mood?
Uneasiness
Shakiness
Tension
Are there cutscenes?
Intro sequences
Ending sequences
Boss intros
New enemy intros
Does the camera reward the player?
Sweet jumps
Killcams
Execution cams

HUD and UI

Is there UI available for the environment?


o Minimaps
o 2D maps
o Enemy pointers
o Loot/Treasure pointers
o Secret area pointers
o Navigational pointers
Will the UI be effectively interactive, or just as reference?
Will there be a requirement for a polished, top-down or profile map view?
Will the UI be interactive? Will it update itself with new information?
o Enemy location
o Objective location
Is the UI contextual?
Will it be visible within the viewport?
Will it obstruct information the player needs to see?
o Incoming dangers
o Waypoint systems
o Objective markers
o Sub-location names/descriptions

AIs and NPCs

Is there AI within the environment?


o Enemies
o Bosses
o Neutral Fauna

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Does the environment allow the AI to shine?


o AI Factions
AI vs. AI
o Environment Interaction
Ramps
Explosions
Rail enemies
Will the environment allow for the behaviors to be seen by the player or not?
o Third-person camera allows ample camera space.
o Cinematic camera points take direct control over players view.
Would the AI be more fun to watch with a different camera angle?
o Cinematic camera points
o Enemy/Boss introductions

Visual Development

Color Palette
o [Reference to Art Style Guide]
Time of Day
o Midday / High noon

Feeling and Emotional Impact


o Powerful

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Free

Dangerous

Unique

Modeling Quality
o Highly-detailed enemy vehicles
o Highly-detailed player train

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o Low-detailed world props


o Low-detailed environment pieces
Texturing Quality
o Highly-detailed texture sets
o Normal mapping
o Specular mapping

Depth and Versatility

Can the environments be reused, or once only?


o Difficulty levels
Easy
Hardcore
o Gameplay modes
Endless survival
Time trial
Quick ride / Free travel
Are objects within the environment reusable?
o Reusable
World props
Environment pieces
Player character
Enemy NPCs
Tracks
o Non-reusable
Plot-specific event props
Is the environment flexible enough to vary during gameplay?
o Can the scenery change dramatically?
Desert to Swamp
Forest to River
Flat plane to incline
o Can the players expectations of the environment be challenged or not?
Does the environment fit the mechanic the player will use? Example: If were running fast, we
need to be able to see.
o Can the player access track junctions further down the line?
o Can the player see in all directions while on the track?
o Can the player see past smoke coming out of the train?

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Pacing and Interest

What is the interest curve for the environment?


o Three legs of the journey: Beginning, Middle, Finale
Each leg may be separated by a distinct Build/Upgrade phase
Each leg is progressively more difficult
Based off of Jesse Schells Interest Curve

Based off Jesse Schells Flow channel theory

Does the tutorial properly teach the player?


o Basic Information
Throttle-based movement
Whistle button
Enemy behavior / purpose
Enemy loot drops
Hull integrity
o Expressive Action
Collecting loot
Placing loot
o Complex Behavior
Weapon / Enemy diversity
Weapon / Enemy relationships
Movement speed and weapon/enemy relationships
Activated actions
AoE targetable weapons
AoE automated weapons

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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

What models do we need?


o Player train
o Enemies
o Projectiles
o Environment pieces
o World props
o Tracks
o Buildings/Architecture
What textures do we need?
o Model unwraps
o Desert terrain maps
o Clouds/Skybox/Skydome
o UI
What effects will we need? What particles will we need?
o Explosions
o Sparks
o Trails
o Player fanfare
What will the production process look like? What will we do first and in what order?
1. Collect photo/audio reference.
2. Write a formal Environment Preproduction Blueprint (EPB).
a. Create brainlists for:
i. Features
ii. Ideas
iii. Missions
iv. Objectives
b. Draw rough top-down outlines.
3. Prototype. Paper or digital, preferably in-engine.

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4. Write a formal Level Design Document (LDD).


a. Insert it into the Game Design Document (GDD).
5. Implement first-playable environment into game engine.
6. Playtest it.
a. Refine it.
i. Playtest it again.
1. Refine it again.
a. Return to step 6. Break to step 7 when environment is
ready to ship.
7. Ship it.
8. Write post-mortem describing:
a. New rules/guidelines learned
b. The process of the environment design
c. How effective the tools were
d. What went right
e. What went wrong
f. What was learned
What do we need to model?
o Google SketchUp for prototyping
o Artists
o 3DS Max/Maya
o Solid art pipeline
What audio will we need?
o Music
Intro/Theme
High energy battle mixes
o Sound FX
Train sounds
Whistles
Explosions
Weaponry
Railroad sounds
Western riffs/splashes
What scripting features will we need?
o Full access to game objects
o Complex math functions
What pre-programmed functionalities will we need?
o Level Editor
Track generator/creator/editor
What pre-designed systems will we need?
o Combat system
o Enemy spawner system
o Encounter system
o Weapon collection system
o Weapon upgrade system

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o Advanced camera system


o Movement system
What functionalities, tools, interfaces, viewers, and information windows will we need for the
editor?
o Object List
o Property window
o Content Library
o Saving/Loading
o Visual representation (in-game or not)
o Game camera viewport
o Graphical Game Object transformation (XYZ, rotation)

Design Reference

Track Piece Reference

Dead-End

Elbow Bend

Elbow Curve

Horseshoe Curve

Track Junction

S Curve
Straight Arrow

Track System Reference


o Looping

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Linear
Train Simulator 2012/2013

FTL

Galaxy Trucker
Encounters

Audio Reference

Aural mood and theme reference


o YouTube Links
Borderlands, Skag Gully

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Gorillaz, Ghost Train


Ennio Morricone, Ecstacy of Gold
I've Been Working on the Railroad
Red Dead Redemption, Triggernometry
Ennio Morricone, For A Few Dollars More Theme
Timesplitters, Khallos Express
James Bond 007, An Old Friend
Ennio Morricone, The Good, The Bad, and the Ugly
Train Sound Music Comp
Led Zeppelin, Travelling Riverside Blues
Led Zeppelin, Bring it On Home
John Mayall, Parchman Farm
Elmore James, Dust My Broom
Calexico, Minas de Cobre
Ram Jam, Black Betty 1977
o Spotify Playlist
Train Songs
Taken from Wikipedias List of train songs
o Audio Files
Music
TF2, More Gun
ME
CowboyTheme
Awesome
Rider Of The Range
Sound FX
Whistle1
Whistle2
Whistle3
Whistle4
Trail_RailClick_Loop01
Train, Freight Pass By
Original soundtrack examples
o Train
o Trains (fixed)
o Train2 demo

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Photo Reference

Environment and location reference:

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Set design and props:

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Lighting and style:

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Original concept art:

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