Anatomy Study :-




Head Study :-

Clement Sauve:

Clement Sauve:





Military Enemy Inspiration :-

Our NEW New Goal :-

After yet another rethink of our idea we found that having 4 main characters was not necissary. The plot and gameplay have change severely from the original idea:

Game Overview:

Vivi is a revolutionary not happy about the difference between the rich and the poor in Vertical City.The upper levels are planning on destroying/are destroying the lower levels(sewage, lack of food, destruction, death, mayhem, experimentation etc.)
As leader of an important gang in the lower areas she has significant influence. Vivi plans on uniting the gangs in all lower sections of the city to fight the civil war.
For years she has been experimenting with a tech that reinforces her body and makes her more powerful, which forms the basis of her attacks and the start of the plot.
Through the narrative Vivi discovers that she is pregnant, after which the game mechanics change from more beat-em-up orientated to more tactical gameplay. She must make her way through various parts of the city, winning over/defeating the different gangs and leaders to convince them to join her, but also coming across military elements to battle along the way.
Afterwards, Vivi and the gangs march on the upper levels to take down the government, starting a civil war.

Game Mechanics:

The game begins with a beat-em-up mechanic, having Vivi defeating multiple enemies at a time. Aesthetically the game would would focus more on showing the player the city, by exploring various parts of it, and creating a visual narrative.
After the pregnancy the game would switch to a more stealthy and tactical style. With more ranged combat and the player having to be more thoughtful on how they deal with the enemies in the level.

The breakdown for this would be in the two levels:

The first being a high camera adventure level with fighting and the second another level later in the game with a more pregnant character with the mechanics changed to match the characters more defensive nature due to the pregnancy.

Work Distribution:

Jack Hamilton - Vivi pregnant, Vivi normal, 1 gang boss, 1 gang member. (4 models)

Daniel Francis - 2 gang leaders, 2 gang members. (4 models)

Hannah Andrews - 3 militia types, civilian. ( 4 models)

(All level design concepts shared?)

Ceri Rogers - 2 levels.

Lloyd Knott - Tech, camera, animation, lighting etc.

Our New Goal :-

Our new list of creations is as follows:

Two levels with multiple critical paths for 4 characters.

Daniel Francis - Two Main Character Designs.

Jack Hamilton - Two Main Character Designs.

Hannah Andrews - Enemy Designs and Environment Concepts.

Ceri Rogers - Enviroment Artist.

Lloyd Knott - Technical Artist.

A New Direction :-

We have rethought our game idea and fit the original much-loved plot into a different genre in order to show of our artistic skills, which is the point of this project. We are now looking into creating a story driven action/adventure game. This is for the following reasons:

- It will allow us to put our skills to the test in creating rich, original and well backgrounded characters.

- Because we want to go for a well produced and stylized look, it will give our tech artist work for his portfolio.

- Environment wise we will need multi level traversable landscapes with the ideas we have in mind, making for some unique level designs.

Its also an idea that can help put to good use a lot of skills and visible organisation needed to get a job within the industry, for example:

- We will be researching into and following a work ethic/pipeline structure similar to that of the industry.

- We will be aiming to attain a level of industry standards by looking at not only AAA games and the like, but also Indie games. In particular, indie games that have become successful.

- This is our best chance at now creating an organised project that will ultimately have us producing work we want to use in our portfolio's.

Arising Issues :-

We have recently been discussing issues that our game could come across if we plan on keeing some elements:

- If we make the game predominant multiplayer than we are alienating a large proportion of the market.

- If playable solo, how would the player be able to hold his own if its a strictly team dependant game?

- If the team element is taken away then our is diluted into becoming a regular hack 'n' slash.

We have come to realise that none of our ideas are no, but simply borrowed from other games, and fitting it to an art style that it hasn't been matched with before. It seems that we are also holding back our own game idea by fitting it into a genre that doesn't show the art style or the plots true potential.

Pre-production Document (Completed by Christmas) :-

- Placeholder for assessments 'key assets' and 'final asset'.

- Written document (at top a link to final assessment place holder).

- A scheduel with priorities, label with A (Essential elements), B (contributions to port.) and C (fun additions) priorities.

- A risk assesment.

- Level map, critical path, etc. and a block out.

- All concept art.

- Choice of platform and reasons why they were chosen.

- Research showing industry standards and then aiming to match it.

- Description of critical path.

- Methodology for documenting the process (Blog).