Lorcan Spanyol Woods
Next gen student
Learning Outcomes
PM 1 - Understand pre and postproduction processes
PM 2 - Plan the provision of requirements for a specific production
PM 3 - Be able to co-ordinate a production process
PM 4 - Know how to complete industry standard documentation
PM 5 - Know how to organise and schedule postproduction activities
Ideas
GDD Plan - Half Blind Valley
1. Title -
2. Game overview
2.1. trapped in a French cave network called Lascaux. After a cave-in you must find keep yourself alive and find a way out
2.2. Genre – Horror
2.3. Target audience – 16+. this is because I want to keep the horror themes while reaching a larger audience than 18+ games
2.4. The game will be 100% first person with no cut screens to make a overall immersive experience and build suspense for the audience
2.5. The game will have a realistic look. It will have lots of dark parts in the game which will also be a good opportunity to build suspense adding to the horror element of my game
3. Gameplay and mechanics
3.1. Gameplay
3.1.1. You start of the game at dusk in a scenic French valley as you walk through it gets narrower and narrower leading into a cave with a lit campfire. no one is around but you hear echoed voices coming from inside the cave. while you go into the cave there is a cave inn causing the player to have no choice but to continue. while getting past hard caving manoeuvres you find a wall warning you off the horrors inside the cave. suspense builds until you find the creature and have to escape.
3.1.2. you collect clues from the environment and have to get out alive.
3.1.3. the puzzles in the game are similar to real life caving challenges such as getting stuck in narrow entrances, finding air pockets in the flooded cave or testing for lose holds while climbing up a cave shaft
3.1.4. the objectives in the game comes down to speed and lives lost
3.1.5. I plan to help the flow of the game by having no cut screens.
3.2. Mechanics
3.2.1. the physics are accurate to the real world
3.2.2. you can walk (W,A,S,D), run (double tap walk keys), pick up/punch/dig (space), crotch (tap S)/crawl (double tap S), swim (sprint in water), and climb (Q to get on wall and (W,A,S,D) to climb.
3.2.6. there is no economy in the game you can however collect items which can alter the gameplay
3.3. the game options include a score sharing system and a screen shot library. this will encourage competitiveness between players and provide free branding if they are posted online
3.4. whole game replays are available and stored if for 1 hour in their media library after the game ends if the player wants them they can download it into a zip folder. this will encourage people to post their gameplay online as free branding
3.5. some Easter eggs include hidden crawlspaces, hidden water passages leading into new caves.
4. story setting and character
4.1.
Name – Half Blind Valley
Location – Geo accurate French cave Lascaux 17,000 years ago
Story – horror game set inside a cave
Age rating – 16
Hardware Considerations
The game will be aimed at the pc market. this will allow me to use better quality graphics. I will have different settings that will be automatically changed to fit there computer or consoles requirements loading in different LODs of models, textures sizes, and changing between raytracing to direct lighting
Technical Considerations
Game engine – Unreal engine because of the more realistic graphics
Object interaction – most objects can be picked up and used to help escape
Camera – the camera will always be first person and never leave the player. the back story will be told through cave paintings on the cave walls.
Lighting – in the early stages the player will have a torch light however as the game progresses it will run out and leave the player with little to no light adding the the suspense.
Gameplay – the gameplay with be suspenseful at the start and more action packed towards the end as the player progresses through the cave
Risks
Some possible risks of the game are;
- the time limit in which we have to complete it
- realistic graphics could make game unaccusable for lower end consoles and computers
- object collisions within the cave would have to be more advanced
1. concept and testing
This is the first draft user journey plan for my game (outdated)
I decided to make the game more suspenseful by removing the other charecters to give a sense of isolation
I accomplished this in the second draft of my user journey plan for my game (outdated)
Concept Art 3D
ISIW2
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ISIW2
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Renders created with c4d, octane, and mega scans.
I wanted to capture the dry rocky environment within the renders. creating these scenes helped me visualize the game before production.
Teams
We will use Microsoft teams to host remote meetings and update shared progress documents. this is because we can work with applications such as word, PowerPoint and excel within it
Asset List
Graphs
here is a asset list for what we will need to create for our game
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Production Schedule
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This is a production schedule of what we need to complete within 20 weeks. it will help us stay on track and make sure we complete it within the time frame
Burndown Chart
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This is a burndown chart showing us how how long the game is taking. it helps us know if we need to extend our deadline if the game is taking longer or shorter than expected.