Sie sind auf Seite 1von 22

Design Document for:

Descend Through
Hell

All work Copyright 2015 by No Horsin Around Inc.

Written by Tyler Ann Cook

Version # 2.00

Monday, June 19, 17

This work is licensed under a Creative Commons Attribution 2.5 License.


You may redistribute and modify it freely, including for commercial use, so long as you provide attribution
to Chris Taylor as the author of the original template.
Copyright (C) 2015
No Horsing Around Inc. All rights reserved Professionals Only!

Table of Contents

DESCEND THROUGH HELL ________________________ ERROR! BOOKMARK NOT DEFINED.


DESIGN HISTORY __________________________________________________________________ 4
VERSION 1.00 _______________________________________________________________________ 4
VERSION 2.00 _______________________________________________________________________ 4
GAME OVERVIEW __________________________________________________________________ 5
PHILOSOPHY ________________________________________________________________________ 5
Purposefully Provocative ___________________________________________________________ 5
For the Fun of Play ________________________________________________________________ 5
COMMON QUESTIONS _________________________________________________________________ 5
What is the game? _________________________________________________________________ 5
Why create this game? ______________________________________________________________ 5
Where does the game take place? _____________________________________________________ 6
What do I control? _________________________________________________________________ 6
How many characters do I control? ___________________________________________________ 6
What is the main focus? _____________________________________________________________ 6
Whats different? __________________________________________________________________ 6
FEATURE SET ______________________________________________________________________ 7
GENERAL FEATURES _________________________________________________________________ 7
GAMEPLAY _________________________________________________________________________ 7
THE GAME WORLD _________________________________________________________________ 8
9 CIRCLES OF HELL ___________________________________________________________________ 8
THE PHYSICAL WORLD _______________________________________________________________ 9
Overview ________________________________________________________________________ 9
Key Locations ____________________________________________________________________ 9
Travel __________________________________________________________________________ 9
Objects __________________________________________________________________________ 9
Time ____________________________________________________________________________ 9
CAMERA ___________________________________________________________________________ 9
GAME ENGINE _____________________________________________________________________ 10
Overview _______________________________________________________________________ 10
Simplistic Game __________________________________________________________________ 10
Fire ___________________________________________________________________________ 10
LIGHTING MODELS __________________________________________________________________ 10
Overview _______________________________________________________________________ 10
Highlighting on Main Character _____________________________________________________ 10
Fire Lighting ____________________________________________________________________ 10
THE WORLD LAYOUT _____________________________________________________________ 11
OVERVIEW ________________________________________________________________________ 11
TILED LAYOUT DESIGN _______________________________________________________________ 11
LEVEL PROGRESSION ________________________________________________________________ 11

GAME CHARACTERS ______________________________________________________________ 12


OVERVIEW ________________________________________________________________________ 12
FATHER KEN: THE PRIEST ____________________________________________________________ 12

2
ConfidentialPage 6/19/17
Copyright (C) 2015
No Horsing Around Inc. All rights reserved Professionals Only!

JEREMY LANGSTON: THE CRIMINAL _____________________________________________________ 12


ENEMIES AND MONSTERS_____________________________________________________________ 12
USER INTERFACE _________________________________________________________________ 14
OVERVIEW ________________________________________________________________________ 14
MAP & SCREEN LAYOUT _____________________________________________________________ 14
DOORS, LOCKS, AND KEYS____________________________________________________________ 14
WEAPONS _________________________________________________________________________ 15
OVERVIEW ________________________________________________________________________ 15
UNIQUE AMMO SYSTEM ______________________________________________________________ 15
COLOR AS A SKILL MECHANIC ______________________________________________________ 15-16
MUSICAL SCORES AND SOUND EFFECTS ___________________________________________ 17
OVERVIEW ________________________________________________________________________ 17
SOUND DESIGN ____________________________________________________________________ 17
MULTI-PLAYER GAME ____________________________________________________________ 18
OVERVIEW ________________________________________________________________________ 18
DIFFICULTLY AND PLAYER PROGRESSION ________________________________________________ 18
NARRATIVE AND CUTSCENES __________________________________________________________ 18
STORY ___________________________________________________________________________ 19
HOURS OF GAMEPLAY _______________________________________________________________ 19
VICTORY CONDITIONS ____________________________________________________________ 19-20
CHARACTER RENDERING _________________________________________________________ 21
OVERVIEW _______________________________________________________________________ 211
CHARACTER DESIGN & ART STYLE _____________________________________________________ 21
MAIN CHARACTER DESCRIPTIONS ___________________________________________________ 21-22

3
ConfidentialPage 6/19/17
Copyright (C) 2015
No Horsing Around Inc. All rights reserved Professionals Only!

Design History

This document was first created in the summer of 2015 with the rough idea for a
game. Version 2.00 (the most recent version) is meant as an update and further
examination of an existing idea. Many different additions and clarifications will be made
and the purpose of this is to further expand upon my ideas and make the ideas better
rounded and more complete.

Version 1.00

Version 1.00 is the documentation of an original idea for a game and is extremely
rough. The first version was created in the summer of 2015 after exploring the idea that I
had previously had in more depth. However, it was only in the very early stages of
development and needed much more time to properly expand upon and truly develop.

Version 2.00

Version 2.00 is the first version of the design where a major revision has been
made now that much more is known about the game. After many hours of design, many
decisions have been made. Most of these large design decisions are now reflected in this
document.

Included in the changes are:

1. Addition of second character (Criminal)


2. Change from single to multi-player
3. Addition of new Color mechanic
4. Change to Priests weapon and abilities
5. Change to Faith System
6. Additional World Layout ideas

4
ConfidentialPage 6/19/17
Copyright (C) 2015
No Horsing Around Inc. All rights reserved Professionals Only!

Game Overview
Dark Dungeon Crawling Rouge-like, based on Dantes Inferno and Edmund
McMillans The Binding of Isaac which stars a child molesting Priest and a White Collar
Criminal. To attain a peaceful eternity in Limbo, they must work together through the 9
Circles of Hell, maintaining their Faith and facing their demons.

Philosophy

Purposefully Provocative

My main goal for this entire game is to create buzz and to get people talking. I
know that its extremely controversial in nature and its meant to be! I want to create
something provocative that will stun people and make them talk to their friends about this
insane new game they heard about. Thats the whole point.

For the Fun of Play

I really want to be able to create a game that I would want to play and that I know
my friends would want to play. Im all about replay value and really want to make sure
that not only can you have fun but that you can keep having fun over and over again.

Common Questions

What is the game?

This game is a pretty dark game meant to spark conversation and get people
talking about right from wrong. It stars both a child molesting priest and a white collar
criminal, one who died from natural causes and the other by his own hand. Together, they
must work together to gain forgiveness and a sense of morality so they can attain a
peaceful eternity in Limbo. The character that you think is good ends up being a child
molester and the character you assume is bad is really just a man in love and doing the
best he can with his lot in life. These two characters will need to learn how to work
together and make the right decisions to help not only themselves but each other.

Why create this game?

I originally had a random idea for Dantes Inferno based game and wanted to find
a way to make it super unique and special. Further, I have an insane passion for Edmund
McMillians The Binding of Isaac and look up to Edmund McMillian as an inspiration. I
wanted to try and combine these two things in one game, a dungeon crawling rouge-like
set in a world mirroring the ideals of Dantes Inferno. From there, I pulled from the
absolute insane and disturbing setting of the games Edmund McMillian is known for to
create my story line and first main character, the naughty priest, Father Ken OHeath.

5
ConfidentialPage 6/19/17
Copyright (C) 2015
No Horsing Around Inc. All rights reserved Professionals Only!

After some time and development, I decided to go back and add some more
features and change a few mechanics, which brings us to version 2.00 and the big
addition of the white collar criminal, Jeremy Langston. For this character, I really wanted
someone that would offset the Priest and figured the best way to do that was someone
who looked bad but really wasnt bad at all. All of these updates were made to improve
upon an already existing idea and make a better game in the long run.

Where does the game take place?

The game takes place in Hell, specifically the 9 different Circles of Hell as
defined by Dante. Each Circle of Hell will constitute a new level. As the game is a
dungeon crawler, the levels and game world will reflect that of a dungeon atmosphere.
Think the dungeon-y bowels of Hell. It set in a current time frame (so 21st century),
although this has little baring on the way things get designed as we are in Hell.

What do I control?

The player will control one of the main characters. Player can also control sound
(both effect and back ground music) and window settings (full screen or windowed) for
game.

How many characters do I control?

As the player, you will only control one of two characters: either Father Ken
OHeath, the child molesting priest, or Jeremy Langston, the white collar criminal.

What is the main focus?

The main focus on each level is to clear the level in the most effective or moral
way possible, defeat the final level boss, and maintain your Faith while doing all of this.
The overall focus for the game is achieve forgiveness from those you have wronged, find
some sort of morality, keep Faith at a stable level, and attain a peaceful eternity in Limbo.

Whats different?

Well, Im not sure you will find a game that stars both a child molesting priest
and a white collar criminal out there right now so thats a little different. However, the
one big thing that I plan to do differently with this game is Faith. Faith will account for
both the health and stamina in the game. There is NO separate health and ammo/stamina
system. Taking hits from enemies will deduct from your Faith as will swinging youre
weapon. However, picking up an item of Faith will restore that Faith so you are
simultaneously both healed and have a restored amount of stamina.

6
ConfidentialPage 6/19/17
Copyright (C) 2015
No Horsing Around Inc. All rights reserved Professionals Only!

Feature Set

General Features

Dungeon Crawling Rouge-like


Dungeons of Hell
9 Circles of Hell = 9 Levels
2D Top down Perspective
16-bit Graphics
PC

Gameplay

Multiplayer
Perma-death
Unique Health and Ammunition system
Skills Based Color Mechanic
Level Path Based on Moral Decisions
Dynamic Characters and Decision Paths add to Replay value
Each Level has a Different Theme based on that Circle of Hell

7
ConfidentialPage 6/19/17
Copyright (C) 2015
No Horsing Around Inc. All rights reserved Professionals Only!

The Game World


9 Circles of Hell

The game is set in the dungeons of hell and takes the player through all nine
circles of hell as defined in Dantes Inferno. There will be 9 separate levels, each themed
around the way Dante defines that specific circle. For example, Level 6 will be the Fire
Floor Level as the 6th Circle of Hell Heresy and condemns its occupants to an eternity in
flaming tombs.

9 Circles of Hell as Defined by Dante, Reference for Level and overall Layout

8
ConfidentialPage 6/19/17
Copyright (C) 2015
No Horsing Around Inc. All rights reserved Professionals Only!

The Physical World

Overview

World is a series of rooms that lead to other rooms. Once a floor is completed,
descent to next level of rooms will occur via mini-cut scene animation. Player will be
unable to leave one room until all enemies have been cleared from that room (doors lock
upon entered and will not unlock until all enemies have been eliminated). As world is 2D
and bounded by floors, doors, and walls, there is no real edge of the world or a way for
the player to go beyond that. If they attempt to beat down the wall or bomb through it,
nothing will happen. If they attempt to bomb a door while it is locked (they haven't
cleared the room of enemies yet), nothing will happen. They will have to clear the room
before the doors will unlock and release them.
The following describes the key components of the physical world.

Key Locations

Key locations on each level include the beginning room where the player has to
make a decision about what morality path to take, and the final boss fight room where the
boss fight will determine whether the player moves on to the next level or dies and has to
start all over from the beginning.

Travel

Player will walk from room to room on each floor. Going from floor to floor
(getting to the next level) will happen via cut scene.

Objects

Different objects of Faith and Faith ups and modification will be the main set of
objects in the game.

Time

Time does not affect the world or the player in any way. Without the player there
to play, absolutely nothing will happen. As there is no noticeable progression of time
whatsoever in the game, there is no way to measure it and there is no timescale. Any
amount of time can go by and it will not affect anything and the player will be unaware
how much time, if any, has passed.

Camera

Perspective will top down, you can see the whole map and work around it from
there, such as in the Binding of Isaac.

9
ConfidentialPage 6/19/17
Copyright (C) 2015
No Horsing Around Inc. All rights reserved Professionals Only!

Game Engine
Overview

Game will be created in Unity, which is plenty powerful enough to deal with
anything I need it handle for a rather simple game.

Simplistic Game

The game is pretty simplistic so the game engine wont be required to handle too
much however the little bit that it is required to handle it will handle well.

Fire

As the game will be staged in Hell, there will be large amounts of fire and I think
Unity will be able to handle that well.

Lighting Models

Overview

Lighting style and mood will be very dark, brooding, disturbing. Lighting needs
to be ominous while general coloring will be very dark.

Highlighting on Main Character

As the general lighting will be pretty dark, the character being played will have
spotlight type highlighting so that he is easily seen and able to follow as he moves around
the game world, even in the darkest areas of the game.

Fire Lighting

There will be a lot of fire in the game world. Fires will generally be set in the
corners of rooms and give off a small spectrum of soft light into the room.

10
ConfidentialPage 6/19/17
Copyright (C) 2015
No Horsing Around Inc. All rights reserved Professionals Only!

The World Layout

Overview

Start room prompts w moral / ethical questions. Three choices are presented to
player (one which is the ethical correct choice, one which is the unethical wrong
choice and one which is the moral grey area choice). Each player must make their own
decision and any speech mechanics will switched off until after players have made their
decisions.
Players make their decision by entering the room of their choice (rooms will have
decisions on them) and will begin with their base weapon and base level of Faith. Pickups
of more Faith, coins, and keys will be available throughout the level. Coins can be used
in the shop on Faith-up (increase level of Faith), more Faith, and other items that could be
useful to them in the game.

Tiled Layout Design


Layout will be tiled and generated based on the players initial moral decision.
Movement is free from room to room as long as all rooms have been cleared. Player must
clear a room before he can leave it. Sequence of challenges will be random and generated
based on decision.

Level Progression
A map displaying rooms that have been cleared and rooms that need to be cleared
will be displayed. Once the player has gotten close enough a room showing a skull will
signify that the level ending boss fight is close. While each player will play through the
levels separately, they must work together for the Boss Fight. Together, they must
effectively defeat the boss before being able to move onto the next level. Each player will
bring in their decisions made at the beginning, so while the Boss fight may be much
easier for one player, it could be extremely difficult for the other. They must learn to find
a balance between selfishness to work through the main level and selflessness to work
together and beat the boss.

11
ConfidentialPage 6/19/17
Copyright (C) 2015
No Horsing Around Inc. All rights reserved Professionals Only!

Game Characters

Overview
The two characters in the game are meant to work together to complete the game
by gaining a sense of morality and learning how to help each other while remaining self-
sufficient.

Father Ken: The Priest


At first glance, with no knowledge of his background, Father Ken OHeath looks
like a trustworthy, kindly, approachable Catholic Priest. He looks like the kind of man
you want to talk to and confide your deepest secrets and darkest desires in. He looks like
the kind of man people fall in love with just by looking at due to his kind eyes and
trustworthy smile.
Father Ken OHeath is meant to change throughout the course of the game. The
whole point of the game is to try and get him to gain some moral compass and earn some
sort of forgiveness, pay for his sins in a manner that changes him on some deeper level.
So whether emotionally or intellectually, he should be changing by the end.
The large crucifix around the Priests neck should draw some interest from players
initially. Also, if they have the backstory on the Priest, the conflict between the way that
he looks and his true personality will really serve to intrigue players.

Jeremy Langston: The Criminal


Jeremy Langston looks like your average everyday Wall Street banker. He wears
an ugly, overly expensive brown suit and has an average build and looks. You wouldnt
really look twice at him and passing him on the street would probably lead you to the
conclusion that, like many very rich bankers, he is corrupt and deserves whatever he gets
in this world. But what you wouldnt know is that Jeremy is secretly gay and in love with
his boss, one of the top bankers on Wall Street. When Jeremeys boss asks him to take
the blame for the forgery and cooked books that the IRS found, Jeremy agrees, as he
would do anything for the man he loves. However, when faced with the reality of hard
jail time, he decides he cant take it anymore and stabs himself.
To gain a restful eternity, Jeremy must prove his morality and maintain his Faith
in himself. His journey will include him not only gaining a better sense of morality but
also teach him how to look out for himself as well as others. He must be able to help
himself if he ever wants to help others and escape the Hell he has been damned to.

Enemies and Monsters

I want to have some characters that rely on visual stereotypes (like spiders and
fires) however I also want subtle characters that make the player look at them go
WTF?! when they first step into the room. As it is hell, who knows what kind of
creatures lurk there? I really want the characters, enemies and creatures that I have in the

12
ConfidentialPage 6/19/17
Copyright (C) 2015
No Horsing Around Inc. All rights reserved Professionals Only!

game to support this and to really make the player feel like they are in hell. About half of
the characters behaviors are predictable by looking at them and half of them arent. That
way the player never truly knows what to expect and can always sorta be on their toes.
Some of my creatures may have sounds attached to them, depending on their
attack pattern and the way they move, etc. Music would correspond with attacks and floor
(circle of hell). As pretty much all creatures in the game will be enemies for the Priest to
fight, the sounds and music will definitely correspond to the way the player is supposed
to feel about them.

13
ConfidentialPage 6/19/17
Copyright (C) 2015
No Horsing Around Inc. All rights reserved Professionals Only!

User Interface

Overview

Multi-player, WASD, mouse and keyboard game

Map & Screen Layout


The map will consist of squares dictating the rooms on the floor currently on. The
room that the player is in will be white. Discovered rooms will have defined outlines and
have icons for what (if anything) was discovered in the room (faith, special items, etc).
Undiscovered rooms will be black on the map.
There will be a combination of screen elements used. Map will be displayed with
an opaque overlay on the top right of the screen. Map opacity will be something that the
player can adjust so that it is more or less opaque based on personal preference. All other
major screen elements will be displayed as a semitransparent overlay in the top left
corner and along the far left of the screen.

Doors, Locks, and Keys


Doors will lock once a player enters them and remain so until they have defeated
the enemy within. Locked doors will be blocked off whereas open/unlocked doors will be
simply an empty doorway. Any doors that need a key to be opened will have a padlock
on the outside of the door where the player can visibly see.

14
ConfidentialPage 6/19/17
Copyright (C) 2015
No Horsing Around Inc. All rights reserved Professionals Only!

Weapons

Overview

Each character will have a main weapon. The Priests main weapon will be a
Crucifix that turns into a sword while the Criminals main weapon will be a Pen and it
will be used as a knife.

Unique Ammo System


Faith will be the main system of stamina. Using your weapon will use up your
Faith. However, Faith also acts as the health system for the game so when you take
damage it deducts from your Faith as well. The Faith system will require much balance
and thought on the players part.

Color as a Skills Mechanic


Characters will be able to utilize color to activate different skill sets that can be
used to different effects. Color will be utilized in different characters in different ways
however at least one character will utilize a weapon modification based upon color as
their skill set.
The Priest will be able to drink wine and the color of the wine will determine the
skill used. Pick up required will be a flask, bottle of wine, or wine glass. Skills for the
Priest include:
Healing (More Faith) Rose Wine
Damage up Red Wine
Faith up (Increase of Faith Level) White Wine

Eustus Flask as Inspiration for Wine Skill Mechanic

The Criminal will have a set list of Inks to use in his Pen knife and the different
colors of Ink will determine the skill used. The default Ink color for the Criminal will be

15
ConfidentialPage 6/19/17
Copyright (C) 2015
No Horsing Around Inc. All rights reserved Professionals Only!

Black. Any other color will constitute a skill color. Pick up required will be a standard
pen ink refill container, ink well, or bottle of ink. Skills for the Criminal include:
Healing (More Faith) Green Ink
Damage up Red Ink
Faith Up (Increase of Faith Level) Blue Ink

Ink Refill Reference Image

Each skill will require a pick up to be able to activate and will only last for a short
amount of time. A bar will appear at the bottom of the screen to make the player aware of
how long they have left of that particular skill. Leaving a room immediately deactivates a
skill. Different pick-ups will have different amounts of time.

Large Blue Bar as Reference for Skills countdown Bars

16
ConfidentialPage 6/19/17
Copyright (C) 2015
No Horsing Around Inc. All rights reserved Professionals Only!

Musical Scores and Sound Effects


Overview

Music will have an ominous and dark sound while being childish and extremely
disturbing (think credit soundtrack to DOOM). Sounds will enhance dark atmosphere.
Sound will support the dark, disturbing, scary, dungeon aesthetic. Sound Effects for
dripping water, fires, torches mounted on the wall, etc., will be included.

Sound Design
Some of my creatures may have sounds attached to them, depending on their
attack pattern and the way they move, etc. Music would correspond with attacks and floor
(circle of hell). As pretty much all creatures in the game will be enemies for the Priest to
fight, the sounds and music will definitely correspond to the way the player is supposed
to feel about them.

17
ConfidentialPage 6/19/17
Copyright (C) 2015
No Horsing Around Inc. All rights reserved Professionals Only!

Multi-Player Game

Overview
Players role is as one of two characters, either a Priest or a Criminal, both who
have been sent directly to hell to pay for their sins.

Difficultly and Player Progression


Each player starts at one end of the world and is met in the first room with a
morality question. Each player must answer on their own. Their individual answer will
affect the path on their side of the floor. They will meet in the middle of the floor and
must work together to defeat the boss. Players cannot communicate or help each other in
any way until AFTER they have made their moral choices and entered into their
respective sides of the floor. Once they have started their floor, all communication ability
(text and voice chat) will be enabled and players will be able to help each other and
determine will what they each need to effectively defeat the boss.
As the levels progress, the challenges increase steadily as well. However, over the
level the only point where the difficultly will peak is during a boss fight. Different paths
will have different challenge progressions in the level. Players will get more powerful
and better able to meet the more difficult challenges are the game goes on. Players
perception of difficulty will go up as the game progresses.

Narrative and Cut Scenes


Narrative will mainly be cut-scenes. There will be a couple short movies
(intro/prologue and endings/conclusions). Other narrative that allows player to make a
decision will most likely be done a monologue by the soul of a ghost who didnt make it
through all 9 circles of hell with the actual decisions written over the doors (i.e. the door
to the avatars right has A over the top of it and by going through that door, you will
have chosen decision path A and the door the left will have B). The monologue will
likely have flavor text attached to it so that the player can see and visualize what is being
said.
Prologue will give backstory leading up to when the game actually begins (when
the characters+ die and ends up in Hell). Narrative will be used for Prologue Introduction
prior to gameplay beginning, will be used as transitional cut scenes between levels, and
finally will be used to show to conclusion ending of the game.
Narrative Cut scenes will also be used to show you what boss or mini boss you
are fighting. These will pop up as soon as you enter that room. They will give you a
picture and name of boss/mini boss and a descriptive tag line / catch phrase for boss (i.e.
Shia LeBouf mini boss will have a picture of actual cannibal Shia lebouf, his name, and
have Shia surprise as his tag line as the brief pop up cut scene before you actually fight
him).

18
ConfidentialPage 6/19/17
Copyright (C) 2015
No Horsing Around Inc. All rights reserved Professionals Only!

Reference Borderlands Style for Cutscene: Character Profile, Name, and Tagline

Story
Father Ken OHeath must work through the 9 Circles of Hell and face his
demons, attempted to gain the forgiveness of those he has wronged and hurt in his life as
a child molesting Catholic Priest. If he can keep his faith strong and gain forgiveness
while facing his demons through all 9 Circles, he will be rewarded with an eternity of
orgasms and a peaceful life in Limbo.
Jeremy Langston was a white collar criminal in his life and worked for one of the
most crooked men on Wall Street. After taking the fall for his boss, who he is completely
in love with, he kills himself in order to avoid jail. Due to a death by suicide and lifetime
spent as a criminal, Jeremy Langston is sent to Hell to work through the 9 Circles of Hell.
If he can keep his faith strong and gain forgiveness while facing his demons through all 9
Circles, he will be rewarded with a peaceful life in Limbo.

Hours of Gameplay

As the game is a rouge like and includes perma-death with no save mechanism, I
am predicting that the game will end up taking a decent amount of time to complete and
offer several hours of good play time. The other factor included in hours of gameplay for
this game is the different paths possible with the different morality choices. Different
paths mean different ways to play through the game and offer more gameplay hours
possible to the player.

Victory Conditions

Upon successful game completion, characters will be condemned to spending the


rest of eternity in the first circle of hell, Limbo. However, they will be granted a peaceful

19
ConfidentialPage 6/19/17
Copyright (C) 2015
No Horsing Around Inc. All rights reserved Professionals Only!

eternity in Hell with all the article of faith that they have collected throughout their
journey.
Rewards: Faith pick-ups, key and coin drops, shop availability, Faith expansion
items.
Punishments: Harder bosses/ mini-boss, less pick-ups available, no shop, no
special item drops
Level win: Clear all rooms leading to boss and then defeat level boss
Level Lose: Faith reaches 0 at any point in the level prior to defeating the level
boss.

20
ConfidentialPage 6/19/17
Copyright (C) 2015
No Horsing Around Inc. All rights reserved Professionals Only!

Character Rendering

Overview
Characters will be rendered in Maya and possibly Z-Brush as well. Early mock-
ups will be done in Photoshop.

Character Design & Art Style


Characters will mainly be art-based. Story-based characters will likely be main
character and some of the bosses/mini-bosses. Art style will be generally realistic will a
very cartoony undertone.
I want to have some characters that rely on visual stereotypes (like spiders and
fires) however I also want subtle characters that make the player look at them go
WTF?! when they first step into the room. As it is hell, who knows what kind of
creatures lurk there? I really want the characters, enemies and creatures that I have in the
game to support this and to really make the player feel like they are in hell.
About half of the characters behaviors are predictable by looking at them and
half of them arent. That way the player never truly knows what to expect and can always
sorta be on their toes.

Main Character Descriptions


Father Ken OHeath, 69, 59, 200lbs, white hair, slightly balding, an Irish
Catholic priest.

Reference Image for Father Ken, the Priest

21
ConfidentialPage 6/19/17
Copyright (C) 2015
No Horsing Around Inc. All rights reserved Professionals Only!

Jeremy Langston, ugly brown suit, 45, 63, 190lbs, dark brown hair, blue eyes,
broad shoulder, business man.

Reference Image for Jeremy Langston, the Criminal

22
ConfidentialPage 6/19/17

Das könnte Ihnen auch gefallen