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).

Transferable skills :-

- Organize work, set up deadlines and meet those deadlines.

- Get crit. with the course leader.

Learning Outcomes :-

In order to do right by our game idea and to do well at the end of the year, we must be able to fulfill our courses Learning Outcomes. When simplified and related to our own work, they are cut down into simple tasks:

-Show that you know how to make a video game. (Show knowledge of industry level technology and techniques used.)

- Identify the skills and techniques needed to create a game at industry standard.

- Compare and analyse like-minded games.

- Develop and tailor artwork, 3d models and environments to logical software/hardware specs.

- Show a knowledge of limitations and possibilities when it comes to gaming platforms.

- Justify statements made. For example, if stating your work is industry standard, make a visual comparison between your work and industry work.

What needs to be done :-

We have been looking to closely at what we want as our final project, without realising if it would be achiveable or not. That said, we are now looking into creating:

- 4 playable characters.

- 2 enemies.

- 1/2 levels, depending on their size.

These do not necisarily need to put into a working demo, but we will be getting them into a game engine to show how each element works together.

USP (Unique Selling Point) :-

Multiplayer combat in which the players must work together to get through each area. This can also be seen in games such as 'Left 4 Dead' but whilst the players must work along side each other to succeed, in our idea they most utilise each others abilities in order to win. For example, Two players could be playing a ranged defenceless character and a slow tank character. In order to succeed the players must use each other, so the ranged character would hide behind the tank and fire at far off enemies whilst the tank would defend the ranged character and beat off enemies that got too close.

Art that has inspired me specifically for this project :-

Re'Jean DuBois



John Staub



These artists show that they are able to develope a piece from intitial sketch to final character design. By the end of the year, I plan to have character designs to match their quality.

Art that has inspired this project :-

Games with similar art styles to that which we plan to achieve are:

- 'Borderlands'.



- 'Okami'.


- 'Tiny and Big'.



We are predominantly looking into cell shaded games. These are the styles we find the most aesthetically pleasing and visually impressive in gaming, next to severe realism. It is also the most achieveable in the time that we have to complete a working prototype. All of our artists' styles are very similar, but as each artist is working on a specific area, we hope that this will also add a unique twist to each of the characters, whilst still working in harmony with one another.

Games that have inspired this project :-

Arena based combat similar to:

- 'Spartan: Total Warrior'.



- 'Heavenly Sword'.



- 'Dynasty warriors'.



Finishing moves similar to:

- 'Naruto: Ultimate Ninja Storm'.



- 'Enslaved: Odyssey to the West'.



- 'God of War'.

Games that have inspired this project :-

Arena based combat such as 'Spartan: Total Warrior', 'Heavenly Sword' and 'Dynasty warriors'.

Finishing moves such as 'Naruto: Ultimate Ninja Storm', 'Enslaved: Odyssey to the West', and 'God of War'.

Demographic:-

Demographic is one of the hardest things to define, as I would automatically think of an age range for this game. There would be no graphic violence, with impact shots shown with special effects rather than blood, and there would be visible injuries to the characters, only perhaps to thier defences. It will be aimed at people that enjoy playing arena based combat, and also enjoy playing with other people. The gameplay would not be mentally exurting, but closer to a button masher in which players must work together. In this case the game would be aimed at casual to hardcore gamers who are looking to have a quick challenge with friends or alone.

Gameplay features: - Written in the words of world creator, Jack Hamilton:

"- Arena Hack n Slash: 3rd person survival.

- 1-4 players.

- Fend off waves of enemies, followed by bosses. Increased difficulty.

- Ragdoll destruction.

- The end of each wave give you time to recover.

- Individual score system.

- Choose from 9 set playable characters (debatable).

- Each character has his/her own role, similar to an RPG. Tank, Damage and Crowd Control (no healers).

- Spectators can throw you items based on performance, useful items or duds are possible.

- Rewards such as abilities, useful items and powerups can be purchased through scores.

- Notable outfits for high rankers (e.g a victors jacket infused with a power-up ability has a timer).

- Various arenas, each with their own theme/location around the city.

- Each arena contains obstacles/structures, these are tailored to help with strategic positioning and add interest to the fights.

- 3rd person survival beat-em-up, play solo or with up-to 3 friends, where you set up your position where ever you want in the arena, be it: in, on top of, under or against the surrounding scenery."

The Idea :- Written in the words of world creator, Jack Hamilton:

"Set in the year 3177, the Sun's violent activity and increased solar flares have reduced Earth to a chaotic state.

Humanities disregard for the Earth's well being and their lust for wealth and power eventually caught up with them and the planet is now damaged beyond repair.

The polar caps have melted, the tectonic plates have shifted into unrecognisable formations, continents sundered forever and electric storms ravage the skies.

The only remnants of life that remain are those quick enough to adapt, mainly the human race and creatures of the sea.

The humans only chance for survival was to build up, above the rising sea level. Only the major cities had the money and resources to achieve such demanding feats and joined together to make one mega city.

Built up over countless generations, the mega city is influenced by numerous cultures design wise and the technology is more advanced the higher you go. Around 2/3 of the vertical city is submerged showing a radical change in generations as you climb the city.

With the sea now at its highest and showing no signs of continued rising, the humans are left exhausted of resources and have reached their limit for any kind of further expansion. They now focus on maintaining order within a tightly over populated space.

Fuel comes from oil rigs that were built up alongside the city like giant straws and resources come from dangerous expeditions that find pockets of remaining resources buried still within the sunken world below.

This project see's the city in a time where its at its most cut throat. The Government hosts arena matches for money and to keep an eye on any possible threats, to then later monitor and perhaps eliminate. The populace see's the matches as entertainment, something to do in a city stranded in a hostile world.

The cities gangs and people who want to make a name for themselves or those who have even given up on life, participate in the arenas. For the gangs its not only a way of earning cash and respect, it also acts as a way of scouting out talent for possible recruitments. Not to mention they get to bash up some government lackey's who think they can dominate the arena."

What do I hope to achieve by the end of this project:

What I hope to achieve by the end of the year is realise a small prototype like game based on party arena. Our team consists of five people:

- Daniel Francis - Character Concept/Modeller

- Jack Hamilton - Character Concept/Modeller

- Hannah Andrews - Concept/Modeller

- Ceri Rogers - Enviroment Artist

- Lloyd Knott - Technical Artist

We realise that there are many problems that could arise from having so many artists on one team, but as we are all allocating ourselves specific areas to work on, and we are all modelling our own areas as well, we hope to overcome these issues as they arise, which we know they will.