Tuesday, March 1, 2011

Worksheet - "This Side Up"

GAME TYPE

1) # of players
1-16

2) Game Type
Single player FP puzzle game; Multiplayer deathmatch/co-op

3)What game is this map for?
This Side Up


STORY

4) Why are the players there? Why is the place/environment there? What is the history of the environment?
The player is a museum curator on the trail of a time-traveling art thief. The player must follow the thief through time portals into the past in order to either a) recover the lost pieces of art, or b) find the original artist and collect the appropriate items (easels, pigments, brushes, etc.) to help them recreate the stolen pieces.

5) What is this map about?
This map is based on Relativity by M.C. Escher. The player is in a room with no clear up or down, where each wall is a floor to another perspective of the same room. Each exit leads back to the same room through another location. There is (seemingly) no way out.

PRE-PRO & GAMEPLAY

6) What is the objective of the map?
Find the exit.

7) Do I have a top-down sketch?
Yes, but since there's no real "top" to the room, it needs a sketch for each dimension.

8) Do I have a top-down player path sketch?
No.

9) How would the player move through the map? Visualize this. What experiences do I want the player to walk away with from the map?
The player will be constantly flipped around by activating switches to change the direction of "gravity" in order to find the exit. The original idea was to place gravity wells (force brushes) throughout the map, which the player would activate by pressing buttons. However, this method is impractical if there is only one static Y-axis. Alternatively, the entire environment may need to be rotated 90 degrees every time a switch is flipped. I want the player to feel disoriented and trapped by the complexity of the room.

10) How big is the map?
5120 units per side. (320 feet cubed)

11) Who is my audience? What is my demographic?
Puzzle gamers. Anyone who enjoys playing games like Portal will like the challenge this map presents. The map will also serve as an unusual deathmatch map for multiplayer purposes.

12) How will I make the map memorable?
By turning every possible surface into a "floor" surface, the room should have a disorienting and lasting psychological effect on the player.

13) Do I have location concept sketches?
Yes.

VISUALS

14) Photo reference:




15) What is the time of day?
That would depend upon which "exterior" section the player enters.

16) What do I want to portray in terms of the feel of the map and atmosphere?
A sense of confinement, confusion and panic.

17) How will I direct the player? What methods will I use? Color? Noise and sound? How will I incorporate smart design to guide the player without telling them where to go?
By using color-coded switches, the player will learn how to manipulate the gravity within certain areas of the room to explore new sections. Each newly-activated switch will lead the player toward the next.

18) What am I going to concentrate on? What do I want to learn when I am finished? What aspect of design, gameplay, fun, crazy, atmosphere?
I want to learn how to make a working 3D model of this optical illusion. The primary focus will either be on the proper balance of independent gravity wells or the correct implementation of environment manipulation effects. I want to avoid a situation where the player gets stuck in midair due to poor object placement.

19) What is the visual trademark of my level? How will the players remember the map?
The map should be memorable based on the complexity and visual effect of the illusion.

11 Day Workflow Plan

Day 1: Pre-pro
Sketch maps for each wall surface based on Escher's Relativity.
Experiment with gravity settings and force brushes in UDK to determine their effect on the player. If this method fails, determine how to rotate the environment effectively.

Day 2: Gameplay & Flow
Find a starting point for the player. Determine which doors to "pair" in order to keep player from leaving the room (one door serves as a direct path from another). Determine switch placement and fine-tune timing of gravitational effects or rotational speeds.

Day 3: Focal Point
Set guiding objects (switches, arrows, lights, etc.) along player path.

Day 4: Exterior
Design perimeter walls and "outdoor" sections located at perimeter of map.

Day 5: Terrain
Add foliage to "outdoor" sections. Set ledges and perimeter stairs.

Day 6: Interior
Set doorways and link ledges with double-sided staircases.

Day 7: Details
Add railings, cracks in walls, textures, and furniture (tables/chairs/benches).

Day 8: Outdoor Lighting
Set lights to imitate time-of-day for each outdoor section. Determine exact "overhead" point for each.

Day 9: Indoor Lighting
Set perimeter lights to lead player toward switches. Set bright light in exact center of room to cause staircases to cast shadows on both sides.

Day 10: Sound & Particle FX
Add hum for active switches, click for switch toggling, bird noise for "outdoor" areas. (Possible need to add particle effects to gravity wells when active if player can't find them easily.)

Day 11: Post-process & Release
(Possible addition of NPCs walking through room, a la Relativity.) Playtest.

Photo Reference for MC Escher's Stairs







I added some extra ideas for the stairs concept. Also, to save ourselves some grief we can take the elements of Escher's staircase drawing and move them around, as if the masterpiece is "broken" or "incomplete".

Wednesday, February 23, 2011

Grimm Fairy Tale 3D RPG



Map Creation Guidelines Worksheet

GAME TYPE

1. Single Player or Multiplayer?
Single Player, but can be Multiplayer
2. Game Type?
RPG
3. What game is this map for?
Demented Fairy Tales/Nursery Rhymes

STORY

4. Story behind the map. Why are the players there? Why is the place/environment there? Write the history of the environment.
The player sees the old lady’s house (from Hansel and Gretel) and investigates inside. Her house is in the woods, not too far from the Three Bears’ home. The Bears and Old Lady have never met because she is a recluse. She has a reputation of being a cannibal, but she is misunderstood and wrongly accused.
5. What is this map about?
This map is about exploring parts of the woods and meeting the characters who live there.

PRE-PRO & GAMEPLAY

6. What is the objective of the map?
For SP mode, the objective is to speak with the Old Lady to gain vital information to go to the next part of your quest. In MP mode, the players use it as a deathmatch arena.
7. Do I have a top down sketch?
Yes
8. Do I have a top down player path sketch?
Yes
9. How would the player to play through your map? Visualize this.
 What experiences do I want the player to walk away with from the map?

10. How big is the map?
The map is not too expansive; the player is somewhat limited when exploring the woods.
11. Who is my audience? Who is the player? What is my Demographic?
This is for a mature audience, not something for little kids due to the violence and images. The player may choose a premade avatar, but may upgrade with specific perks pertaining to the avatar’s character. The Demographic for the game is older teenagers and adults.
12. How will I make the map memorable?
The map will be made memorable by incorporating dark, whimsical style to the objects and the materials. Also, incorporating special attributes to specific characters and how NPCs will initially treat them will give the player unique gameplay.
13. Do I have location concept sketches?
Maybe

VISUALS

14. Photo Reference?
Yes
15. What is the time of day of the map? Season? Color?
Early morning, when the sky is cool to reflect the warm color of the wood and homes.
16. Feel and Atmosphere. Describe what I want to portray in terms of the feel of the map and atmosphere.

17. How will I direct the player? What methods will I use? Color? Noise and Sound? Guide the player without telling them where to go. Smart design.
Traditional weenies using light and color, also natural obstructions like thickets and rocks cliffs will guide the player to where she needs to go.
18. What am I going to concentrate on? What do I want to learn when I am finished? What aspect of design, gameplay, fun, crazy, atmosphere?
I want to concentrate more on game design implementation and I hope to learn to think outside of the box, creating fun and creative levels.
19. What is the visual trademark of your level? How will the players remember the map?
The unique art style of the game will make the level memorable.
11 Day Workflow Plan

Day 1:

Day 2:

Day 3:

Day 4:

Day 5:

Day 6:

Day 7:

Day 8:

Day 9:

Day 10:

Day 11:





Friday, February 18, 2011

Maja's Google Sketchup Exercise

















This scene is your typical Eastcoast home in a typical neighborhood. A small group of friends congregate in Jonathan Prescott's home, but as Jon was saying good-bye, an alien ship comes down and takes Frank. Jon is stupefied, and seems he is the only one who remembered. His other friends hazily remembered watching a movie and went home for the night. Soon Jon was experiencing strange encounters while trying to find out what happened to Frank. He uncovers government conspiracies linked to the location of his home and the alien activities.

This was inspired by Alan Wake and Knowing. Not many 3D games have been implemented as mystery/thrillers, and the frightening part about it is the realism of the environment and the characters, since the player is aware of the limitations of being a human. This game would be story-driven.