Fatal - Game Design Concept

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This was a game concept that was developed completely by myself as a year long project during my sophomore year of college. The game concept was an RPG based storyline with strong characters and gameplay.

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Fatal
Connor Milliken
The final project for Game Design 1 & 2 is called Fatal. This is the game in which I have designed that incorporates multiple layouts of a vast RPG incorporated shooter that will give you a thrill.

Game Design 1 12/14/10 Professor Lee

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Table of Contents
Final Project
Introduction – pg. 5-7 Title – pg. 5 Genre – pg. 5 Platform – pg. 6 Target Rating – pg. 6 Theme – pg. 7 Feature Summary – pg. 7 Characters – pg. 8-11 First Character: Bane – pg. 8-9 Second Character: Luke – pg. 9-10 Third Character: Karhn – pg. 10-11 Storyline – pg. 11-15 Premise – pg. 11-12 Backstory – pg. 12-13 Synopsis – pg. 13-14 Challenges – pg. 14-15 Strategies – pg. 14-15 Design – pg. 15-26 Level Structure – pg. 15-16

3 Environmental Design – pg. 16 Interface Design – pg. 17 Artificial Intelligence – pg. 18 Concept Art – pg. 18-19 Art Style Guide – pg. 19-26 a. Concept Art – pg. 19-20 b. Storyboard – pg. 20 c. Color Palettes and Texture Samples – pg. 21 d. World Coordinate System – pg. 21-22 e. Asset List and Dependencies (for one scene) – pg. 22-24 f. Digital Photo – pg. 24-25 g. Flash or 3Ds Max Example – pg. 25 h. Video Resolution and Aspect Ratio – pg. 26 Sound – pg. 26-29 Audio – pg. 26-27 Sound Design Document – pg. 27-29 a. Style – pg. 27-28 b. Types/Assets – pg. 28-29 c. Transitions – pg. 29 Production – pg. 29-36 a. Production Plan – pg. 29-36 a. Staffing Plan – pg. 29-31

b. Milestones – pg. 31-35

4 c. 3 Tasks – pg. 35-36 Marketing – pg. 36-40 Target Market – pg. 36-37 Competitive Analysis – pg. 37-38 Marketing Plan – pg. 38-40 References – pg. 41

5 Connor Milliken Professor Lee Game Design 1 December 14, 2010 Fatal

Introduction
Title: Fatal is a new game that will be offered sometime soon at the new E3 convention being held next year. The reason this game will be called Fatal is due to the fact that this new game will be a decision based game with the user controlling almost every decision the character makes in the game itself. Every decision is Fatal to the end result of the characters life and crucial to the events that occur throughout the main characters life.

Genre: This game will be an RPG shooter, which will combine both the role-playing aspect of the game play and being in an environment of war as it is today such as modern warfare. Fatal will be a revolutionary game which will bring together the aspect of the user making every decision for the character, while he also levels up and acquires abilities and skills in a shooting game.

6 Platform – The platform that we will be targeting with Fatal will be PC, Xbox 360, and PS3. The reasoning for this is because these are the three main platforms that people play for shooters and RPG's, so that would allow for bigger sales than if they were put on the Wii because the Wii is more of an interactive game with moving while Fatal will be more of a sit down and "shoot em up game". With the choice of only allowing these platforms to play this game that gives us the freedom of only worrying about button used games, because Wii is with a different kind of controller, but in the future if the game was a great hit then we would possibly go with expansion and bring it to the Wii and Xbox Kinect. In other words we will be targeting the console based platforms and not go into board games and table games of such with this game.

Target Rating – The ESRB rating for Fatal will be a mature rating of 17+ due to its graphic violence and some use of harsh language thrown in the game to enhance the state of reality inside the game itself. There will also be a lot of gore and blood in the game as well because you are killing people and we want this game to be as realistically possible as we can get it. Even though we won't allow people less than 17 years of age to buy the game we expect that the older group of teens and males will buy the majority of the games because the game is targeted toward their generation, which is interested in challenges and fantasy shooter games.

7 Theme: The theme of Fatal will include the decision of good vs. evil and also the survival aspect of human nature. Each decision the user makes will cause the character to turn more to either good or evil and also every fight in the game would require the user to use everything they have just to show their ability to survive and also how much they want to live. The reasoning for this theme is due to the story line of the game which includes in the beginning a certain event to occur in which you make your first decision to do good or evil against the ones you love. In essence the main theme will be good vs. evil due to the decisions that the user will encounter and have to make.

Feature Summary Five features that make my game a leading competitor above the rest would be for these reasons; Fatal allows the user to make their own choices on what missions they should take and that deciphers the game play of the story, it also will allow for modern technology use along with some fantasy magic moves giving the best of both worlds such as weapons and abilities. Fatal will also give you the opportunity to go to vast areas of the modern world such as rain forests, to the desert, to most urban cities of such. This game is also the mix of RPG and shooters which allows for a fun fantasy game which involves tons of special abilities and several different ways to play the game itself. Lastly, the best feature of this game is the characters themselves, mostly because each character is unique in their own way and you get to play with each one at every different level. This allows for the use of different characteristics, moves, abilities, and most importantly fun.

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Characters
First Character: Bane Background: Bane Volani is part of the royal family who rules the land of Argia and is the youngest son of 6 siblings; he is the main character of the game. He continuously breaks laws given by his parents, and loves to hunt in the forest and always does. He is a strong willed character, with a good heart and a level head. He has always been a decision maker in his group of friends and everyone looks up to him. Physiology: Bane at the moment is very young, but will grow in age and will become wiser and he progresses. His features include: an athletic body type, blue eyes, unknown powers, blond hair, and white skin. He continually is very cheery and happy, but when angered shows it in powerful rage. His health is unheard of because he was a royal member he had all the greatest health care and coverage. The only movement noticeably different from anyone else is how he walks with a chip on his shoulder, such as that he is more knowledgeable than anyone else. Sociology: Bane as a royal family member is looked up to as a powerful human being. He holds more power than any other human while his family is missing. His decisions also influence the people’s decisions politically, and regularly. He is not married and is very young, but at this age he has very high respect for his friends Luke and his newly found friend Karhn. They all have significant trust in each other and get along with one another. Psychology: Bane is socially intelligent and will show his knowledge whenever he can. He generally has no weakness other than his friends and families and his strengths

9 are unimaginable. He is not easily tempered and always believes that the balance of good vs. evil rests in the hands of man kind. After the events Bane has no fears other than the fear of never seeing his family again, but will go to any length just to save them. He is the nearly perfect human and shows it as well. He likes challenges, his faith, and his loved ones, but hates anyone in his path that stands to take him down. Verbal Characteristics: Bane has a slightly deep voice, but is as easy to understand as anybody else. He often will talk with higher intelligence than most, however, saying quotes like, “Perhaps imagination is only intelligence having fun.”

Second Character: Luke Background: Luke has always been Bane’s best friend since the day they were both born on the same day. He assists Bane in his conquest after finding that Bane’s family is missing. Luke is very tough and strong as a giant kid, and was always called “Big Green”, because he always wore green. Along with Bane he hopes to make the right decisions on the path of conquest. Physiology: Luke is brave and built like the hulk. He has broad muscles and is looked up to as a giant. With brown hair, brown eyes, and pale skin he is the body guard for Bane and always shows it. He is very healthy because he was a friend to Bane, but his very specific movement is that he walks slouched with a dumbfounded face at times. Sociology: Luke has no economic power and doesn’t intend to get involved into the economy mainly because he is more of a brunt worker for his friend Bane. He gets along with just about everyone and everything unless they harm him or a friend in any way. Luke shows the most compassion than anyone else due to the fact he has had issues

10 in the past with family issues. As for his friendship with Karhn and Bane, he fully trusts Bane, but watches every step Karhn makes just incase he may make the wrong one. Psychology: Luke’s biggest weakness is his compassion for everything because it allows him to be vulnerable at any point in time. His biggest strength is his own build and ability to use his own strength against others. He is always emotionally stable and never gets angered unless you hurt him or someone he loves. Luke isn’t married as to the fact he is very young along with Bane and as he grows older he will become wiser. He likes his friend Bane and dislikes anyone that angers him. Verbal Characteristics: His voice is very low and shows lack of intelligence sometimes, but shows compassion and high speed of speech. Something he would say might involve a lot of questions such as: why, when, where, and who.

Third Character: Karhn Background: Karhn is the demon of the Devil himself who is one of the most powerful demons in Hell. After serving for Satin for over four-hundred centuries Karhn lashes out against the Devil and returns to Earth in human form. With certain abilities Karhn gives aid to Bane to find his family in search of the truth. Karhn’s defiance towards Satin shows courage and how his heart has grown since his release to Hell. Physiology: Karhn in human form is an average human and has a high type of anger. When angered his true form comes out and turns into the demon he really is, this ability is the strongest aspect of Bane’s force. In human form he is dark skinned, with red eyes, black hair, and an average body type. Karhn will often show no emotion and only ever shows it when the rage comes out of his inner demon. His signature movements

11 depend on his form and while in demon form his movements are not seen to the human eye. Sociology: Karhn does not get involved into anything dealing with economics mainly because he isn’t human. He was a working man when he lived, but committed a crime in which he isn’t happy with anymore and feels the need to aid Bane in his quest. He gets along with Bane, but knows his trust with Luke isn’t as good as it could be. He will never trust anyone fully, but the closest to that is Bane. Psychology: Karhn was married before he was sent to Hell years ago, but now does not get involved with any marital related options. He is extremely intelligent and very dark as well. His abilities give him more power than any man can imagine. He has no feelings and no fears as well; his only goal is to help Bane is his quest to save his family because of his decision to do well instead of evil. As for emotions, he will never show them unless they include anger. He likes dark places and hates the light. Verbal Characteristics: Karhn is especially low pitched and more evil or devilish sounding due to his alter ego, but when he talks which is not often at all he shows little compassion and is more along the lines of death or unhappiness. He might say something like, “Death is the prettiest site of the Devil’s Art.”

Storyline
Premise: Bane, the main character, is a strong wielded character who is not only born into a great family, but is also born into one of most unheard of events to occur at the time. His family, although royal, had been plotted against and is in the need of your help. Bane will

12 need you to show him the path he must take to complete his tasks at hand. You decide whether Bane will go to the dark side or stay the angel and the savior that he must be in the rigid world of Argia. In order to complete these tasks you must control Bane and decide his fate overall while along the way developing new skills and learning new abilities to overpower those who stand in your way.

Backstory: The year is 2024, in the land of Argia. Bane and his family are the royal rulers of all the land. While Bane’s family controls all the land, they do not realize the plot growing to de-thrown the family and give all the power to the people. Bane and his friends are six years old at the time and always play outside the castle in the forests and such. While growing up Bane had everything at his disposal including the ability to learn about the new technology. One day Bane was playing with his group of four friends including himself and went out to shoot some birds in the forest with the guns they received, but when Bane returns he finds his family gone and the castle trashed. As he searches for his family he sees a light coming from the royal chamber and so he decides to follow it. Bane along with his friends prepare for what is behind the door. After bursting in and seeing a sight that no one had ever seen before, Bane got on his knees and began to pray. The Devil had come to earth to take the families souls and yet when he tried to take Bane’s the Devil was shocked. God had protected Bane, thus allowing Bane to survive this attack on his family. Bane has now woken up unconscious and unaware of what has happened, but the feeling of something wrong fills his mind. Bane is on the

13 search for his friends and family and must fight even the worst of the world and the outer world’s demons and what powers they might entail.

Synopsis: In this game you play, as the main character Bane, will face many decisions along the pathway to discovering the secrets as to what happened the night that you don’t remember. Along the way you will meet new friends and find your old friends, while always looking for your family you will encounter challenges letting you earn new abilities, skills, or friends. Decisions will affect your game play, your enemies; you’re your challenges along the path of your conquest. You will be able to choose a specialization between certain classes and be able to acquire certain abilities that will give you ultimate power. Every chapter entails its own decision and in those major decisions involves many minor decisions that will consume the user to follow a good path or an evil path. Bane will find challenges that need to be overcome in a dramatic scene against the Devil and will continually find the Devil chasing him, but he will never make a final blow until the final decision. Along this way the character it self will begin looking the way that the user has taken action upon whether it is good or evil. After acquiring new weapons, warriors, skills, and abilities you will follow the main goal of saving your family, or doing what your evil heart desires. This game will make you believe about good vs. evil and how you affect the balance of the land. While going along you must keep in mind that God has given you the gift of saving your life from the Devil’s power and for this you must follow your path to aid him in his quest to balance the power of man kind on earth or defy him and defeat him in the end to gain all power

14 and take what you desire. You will go through many choices along the way, but in the end you will decide the fate of Argia.

Challenges and Strategies – The first challenge that the user will face will be when they are drop into a vast forest and they have no GPS and no way of finding where they are. They must find their way back to the town or city by using clues in the forest that they have to find all while trying to sneak around and/or kill enemies. The path that the user chooses here could result in a different path that the user may take. For example if the user decided to go with the sneak in approach then they will develop skills similar to a spy, but also would make it so that the missions that the user receives later on will be more of the spy approach rather than the shoot everything approach missions. The second challenge will ensue when the user has just found one of the known targets that he must kill and is in a chase scene with him. He will find it harder to catch the killer when he flies off the side of a huge cliff in a parachute after jumping out of the car. The user must find a way to get to get down the cliff through either grappling down or climbing down the path, but the only problem is that some rocks are slippery and one wrong decision could be the end of the game for them. The result of climbing down would give you more attribute points towards being a spy or nibble while also increasing vision because you can see some things others can't. Lastly, the third challenge will come later towards the end of the game when the user has been caught by the enemy and is taken into a prison cell after tunneling down the prison to catch the enemy. The room is locked down with two people on guard at all

15 times and he only has a few minutes to escape before he is killed by the boss. Giving your surroundings you must find ways to find a way out whether you climb through the top of the cell or pick the lock of the door and kill the two guards while trying to escape. These challenges will be very tricky and will take some intellect to solve, but depending on how well you solve these challenges you will level up faster or slower. In the end, the end result depends on one of these decisions because one decision will lead toward an undercover escape and kill, while the other will be a more up front confrontation with the boss himself.

Design
Level Structure There will be multiple levels due to the choices you can make, but each level will consist of certain jobs or contracts you have to fulfill in order to grow up, which is going up to the next level in a way. Each contract will be targeted toward either making you stronger, helping some citizens, helping some of your own characters, or helping uncover a part of the story as to where the main characters family went. The beginning contracts or jobs will involve missions that help you learn the controls with sparring (practical fighting) to learn how to fight as you grow stronger. As you get further along the story, however, we will throw inside events or quests that you can chose to fulfill, and those missions could include a reward at the end of mission that gives you a special item needed to defeat a boss later on. The levels primarily focus on the completion of levels and the uncovering of clues pertaining toward the main character's family's disappearance. Each level will relate to one another by adding a little bit of history or

16 evidence as to why the main character's family disappeared. All the levels as you get stronger also have stronger enemies and as you get closer to the boss you face more elite squads of enemies that look to kill you. Along the way you will also find the stories between each character including Karhn's past, which is filled with a lot of questions. The background of the story as it progresses gets closer to the enemies lair, but the sequence is that you start in training camp, then perform several duties in multiple countries, then proceed to hunt down the tracks leading you towards the enemy lair.

Environmental Design The surrounding environment in this game is mostly urban and primarily on enemy lines. It is in the setting of a small town towards the Middle East of the world, which will allow some desert like feeling and some heat during the day. Although in one area of the game there will be a forest expedition, in which you have to travel to Brazil to do some missions for your journey. You will have to go in buildings in order to complete some missions including the final mission. In some scenes the buildings will have the corporate business look with everything trashed around the offices and such so it gives you that urban feeling, but in the other missions you will be inside a deserted prison. This prison will be a fifty year old deserted prison in which the enemy is keeping hostages and you have to tunnel down the compartments just to find that the eerie swamp filled bottom is where you must stop the enemy. It will give the player the feeling that this place is not where you feel comfortable, because there will be animals crawling around and water dripping with moss and mold on the pipes of the tunnels.

17 Interface Design – The way the users will access information will be from mostly the start menu. As for the controls, let’s start with console buttons, the left and right trigger will be fire and sprint. The “A” button will allow players to interact with everyone, such as opening doors and talking to people. The “B” button will allow players to use their first magic spell they know, and the “X” button will allow the user to use the second magic spell of their choice. The “Y” button will allow the user to switch weapons and the right stick will allow you to look around while the left stick will let you move. The start button will allow you to access the start menu and all the information you would probably be looking for, and the select button will allow the user to check their stats and if they level up then they will press that button to add to their stats. As for the bumpers the will serve as secondary weapon use. Controls on the computer will primarily be like any other with W.A.S.D as move and fire and interactive buttons right around those buttons as well. One visual interface will be the menu system that they can access when they press start. It will include the options of saving the game, loading a game, looking at level information, looking at map information, being able to start a new game or reset, also being able to exit the game and go back to the original game. The other visual interface will involve what you see on the screen as your playing which will include; health bar, amount of ammunition left, a map in the top right corner, your level status, your mana bar for spells, and lastly your weapon choices for primary weapons. This will allow the user to access most of the information they are looking for right away.

18 Artificial Intelligence – The AI in this game will react to all of your actions that you make in the game. Such as if you shoot someone then they will be either happy or mad at you determining on what that person wanted you to do. Enemy AI's will also react accordingly, an example is when you’re trying to sneak in to a place then the enemy will try and spot you and if you make noise then they will investigate the area, and the harder level you play on the better the AI's are on discovering that you are in the area. All friendly AI's will react graciously and kindly to the main characters except for Karhn because of his background and how he's been an intruder to the allied people. The enemies obviously will always look to kill you on sight. One good example of a chase scene and how the enemy will react is by any of the routes that you take, because if you take one path it could lead to a different cut scene, whereas, if you took a left instead of a right before you would end up with a completely different cut scene and future of play later on with that character.

Concept Art – As stated before the environment will be primarily hot and in the desert with the occasional missions in urban territory and vast forest wastelands of such. Here is a map drawn to provide some information on the difference between the Urban, Deserted, and Forest feeling environments. This map is represented by the mission that you have to do in the desert, it doesn’t include a lot of buildings, but it has heavy enemy fire. KEY Black – start, Yellow – Path, Green – Buildings, Red – Enemy bases

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Art Style Guide Concept Art

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Storyboard

21 Color Palettes and Texture Samples  Fatal will have a multiple array of colors in the game itself due to the fact that it will be working on a 64-bit palette as opposed to anything of lower quality. The palette will consist of millions of colors of all differences, but the color scheme will be as realistic as possible. This won't be a cartoon looking game, because we want Fatal to look as real as possible especially since we are working during the time period of right now. Since we will have a higher resolution as well we won't worry about the older TV's bleeding out the color because even though they probably will, we want to have a realistic feeling so that if a TV bleeds out the color because it is older then that leaves it up to the user to get a better TV for themselves. In all scenes the text color will be an off-white color so that it can be readable in any nature or picture for the reader to see. Since all the characters are new and there isn't any licensing on these characters then, while creating the characters we will be able to create any certain palettes we want rather than having to stick to a licensed palette for an already made up character like Homer or Scooby Doo.

World Coordinate System  My world coordinate system will scale at, one-hundred coordinate units equals ten feet in the real world. This way by taking an average human being and putting them into the game they will be sixty units tall by twenty units wide. This scale will give me an advantage of adjusting all properties easily because it is at onehundred which will allow me to rearrange the characteristics height and those

22 aspects by changing the number and altering his height. If you were to take the photograph of the ocean (below) done for the photograph design for this game, then you would see that it is about a mile long in the real world distance by about a quarter or half a mile wide. This would mean that it would be 52,800 coordinate units x 26,400 coordinate units. This allows me know exactly how far and how wide this level will be giving me a bigger picture and a better idea of what objectives, missions, objects, that I can put into the level itself. With this information the game can successfully be created with a full scale that will help maximize the efficiency of determining how big or small levels will be. The landscape around each area will be more open than usual and will allow the user to wander with certain boundaries tied off by either blockades or trees of some sort.

Asset List and Dependencies (for one scene) Scene – Bane/friends Running back to see what happened at the castle, finds his family is behind a huge set of doors (scene ends when looking at doors) Asset ID File Description Resolution Animations Dependenci es 1 Buildings Background Buildings in Town 2 Castle Bane’s Home Castle – 4 Medium 1 0 Low 10 0

23 floor 3 Bane Main Character 4 Bridge In Between Forest and Castle 5 Signs Normal Directional Signs 6 7 Bushes Bane’s Friends 8 Big Oak Tree 9 10 Trees/Forest BB Gun Medium Sized Low Side Characters Giant Carved Tree Lots of Trees Normal Sized Gun 11 Bane Running 12 Friends Running 13 Faint Screams Running Sounds Running Sounds Screaming in the Distance Low 1 14 Low 1 3,7,13 Medium 1 3,13 Low High 20 1 0 0 High 1 0 Medium 20 2 0 3 Low 4 0 High 1 0 High 1 0

24 14 BB Gun Firing 15 16 17 Birds Birds Flying Giant Door Pigeons Flying Sounds In Castle/Scene End 18 Bane’s Voice 19 Friend’s Voice 20 Devil Sign Sign of Devil High 1 17 Voice over High 1 3,7 Voice over High 1 3,7 Low Low High 8 1 1 0 14 0 Shot Sounds High 1 10

Digital Photo  These photos resemble how the terrain will look in Fatal. The top left shows a landscape of how close the castle grounds will be towards the ocean, while the top right shows how the terrain and ground will look for the pathways in between some areas. As for the last picture on the bottom, it will resemble an area in which a battle scene will take place, where Bane has to take down some enemies and throw them into the vicious rocks and waters below.

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Flash or 3DsMax Example

26 Video Resolution and Aspect Ratio  With Fatal, we are going to achieve full performance to make this game look realistic as possible. With that in mind, our video resolution and aspect ratio will be suited more towards the major platforms that will be able to handle the resolution as well as the aspect ratio. Anybody with an older T.V. Or a lower system will not be able to purchase this game because it won't be able to be compatible with the graphics cards or the resolutions. The typical resolution we will make for this game will be geared towards 1920 x 1080, this way the PS3, X box 360, and some PC's will be able to support this graphically enhanced game. With most of our scenes we will have a 16:9 aspect ratio so that we can give a more broad spectrum of views to show the user how graphic this game really is. It will also allow us to show the full landscape as we would like to show it, such as the photograph of the ocean line (above). With scenes such as those, we will show the panoramic views as much as possible, but we will also bring the ratio down to support close visuals of the characters emotions as well as some battle scenes that take place. Eventually, we may create the game towards the lower scale resolution models, but for now this game will be graphically enhanced enough to only show on certain platforms.

Sound
Audio – The audio effects are going to be realistic when it comes to the sounds of gun fire and several weapons. As for the music in the background we will have several different

27 variations depending on the mission you are doing. An example is that if you were to be playing a mission at night and you had to sneak around some place then we would make it so that the music would be eerie or creepy. If you were to be out in plain daylight in a combat environment against enemies then we will put some faster/upbeat music in the background to get your adrenaline pumping to enhance the flow of game play.

Sound Design Document

Style
The style with Fatal is going to be adaptive yet consistent at the same time. The meaning of this style that will be in this game will change to certain aspects and certain areas. Each area will have its own music to it and as the character moves towards something that is of importance such as; enemies, objects, other areas of the map, the game will adapt and change the tempo and the type of soundtrack that is playing. An example of this is when the character is in the forest you will hear animals that live there, hear the wind, and more as if you were right there in the forest, but as you edge out of the forest and into a cave, for example, you will begin to hear eerie background music, dripping water, and possibly if your close enough to some enemies, some sounds that define the enemy character. As you fight and play regularly the tempo with either increase or decrease depending on how you are, such that in a fight the tempo will be fast, but as you kill enemies the tempo will slowly decrease so you feel that emotion of almost completing the task. This will heighten the emotions towards the game because instead of having the tempo be the same throughout the fight scene, the tempo eases in and out of the fighting rather than jumping into it, unless it’s a surprise. Another way of describing how this sound is going to flow is by looking at how the weather will affect

28 the sound because in this game the weather will change constantly whether it’s just day to night or day to a storm. Lightning storms will bring more eerie music into the game rather than happy easy going music that relaxes you, which will be used when it is sunny and nothing is going on at the moment. The sound in this game will enhance the player’s ability to become locked into the game play and never want to put the game down because of the adaptability of the sound, but also how consistent it is when doing certain animations or being in certain areas.

Types/Assets
This game will be an adaptive audio type, which will allow for the change of the background music to go from anywhere between happy to eerie. Being able to do this will allow the user to feel the full experience of emotions that even the character experiences in the game. There will be sound effects to moves, moving, fighting, creatures in the distance, trees blowing in the wind (when wind picks up), jumping, explosions, dripping water in caves, when weather changing occurs, all of the weapons, and a sound for just about everything, but we will have all the sounds seem real. The way we will do this is by recording how each object sounds in real life and bring that recording into the game at that moment. This will give the game that sound of being real. As far as the character voices go, we will have voiceovers for each character that has a part in the dialogue. This will allow us the ability to be able to put a variety of different voices and sounds into our game to make it more entertaining in the game itself. As far as the main character goes as well, you will customize which voice you would like starting high and getting to a lower voice as you go farther into it. This gives the user the option

29 to choose the way the main character will sound giving them their own feeling of a personal main character.

Transitions Changes in the sound during the game occur when the user changes areas in the map. It will also happen when the weather changes, when you go into battle the tempo increases, as the character moves to different areas such as a cave you will hear eerie music, and as the character moves toward enemies you will hear them get louder and louder. Depending upon where the user is and where they want to go the music will adapt and change to where the user is to give them that full experience of emotions that we want them to.

Production
Production Plan Staffing Plan – Concept May Jun Jul 11 Producer Assistant 1 Producers Associate 1 Producers 1 1 1 1 2 2 2 2 1 1 2 2 2 2 2 3 3 3 3 1 11 1 11 1 Pre-Production Aug 11 1 Sep 11 1 Oct 11 1 Nov 11 1 Dec 11 1 Production Jan 12 1 Feb 12 1 Mar 11 1 Apr 11 1

30 Design 1 Director Designers Technical 1 Director Software 2 Engineers Art 1 Director Artists Audio 1 Director Audio 1 Engineers Q/A Director, Testers Staff 15 Headcount 15 15 28 28 28 28 28 52 52 52 52 3 3 3 3 1 1 2 2 2 2 2 2 2 2 2 1 1 1 1 1 1 1 1 1 1 1 3 3 3 5 5 5 5 5 15 15 15 15 1 1 1 1 1 1 1 1 1 1 1 2 2 7 7 7 7 7 12 12 12 12 1 1 1 1 1 1 1 1 1 1 1 3 3 3 6 6 6 6 6 10 10 10 10 1 1 1 1 1 1 1 1 1 1 1



As for the actual roles and responsibilities of the group itself all positions will have a set role that they will need to handle themselves and be sure to get all their work done. The producer and management team will provide leadership by giving

31 feedback to everyone, making sure were making deadlines, and making the ultimate decisions. The design team and director will be creating the levels, characters, models, art, and designing the layouts, levels, and what will happen in the game. Also, the technical director and programming team will be sure to write the program, make sure that the code is correct, and create the architecture and foundation for the game. The art director and art team will create the art style guide, the foundation for our game, and all of the images for the game, they will also create the 3D imagery if need be. Sound will be managed by the audio director and audio team and they will create the background noise, the level of the noise, what will occur, when it will occur, and how to handle all the sounds. Lastly, the QA testers will be sure to play the game and test it out to allow for smooth game play and to assure the team that the game is ready for shipping.

Milestones –  Regular Builds o We will have builds every day after the first two weeks of designing and programming is done so that we can run tests and make sure the program is running at tip-top shape. The Design Director and the Lead Programmer will work out anything that has problems together so that the job gets done in a manageable fashion. After each day there will be a build saved separately so that we can keep track to see where we were and how we are doing.

32  First Playable o After creating the demo level for one of the beginning missions you will be able to play the game as if it was ready for shipping. This level will be at the beginning and will deal with you finding out the beginning towards the story of how and what happened. It will then go into teaching you how everything works and functions. This will allow for a full demo of the game at the beginning to draw in the users that will want to buy this game and to give the publishers something to go off of.  Alpha o After about 6-8 weeks from the first playable the alpha version of Fatal will be available for playability. Although in the test phase this will give the full demo with some bugs in the game to show to the publishers. We will have all of the functions and levels into the game allowing the game to be fully designed, but not fully developed.  Beta o About four weeks after the alpha version comes out there will be a beta version with the game content locked into the game. There may still be some bugs that need to be worked out, but everything in the game is done designing and should be fully functional for the most part.  Release Candidate

33 o With the beta finished and after a couple of weeks of refinement and tuning the game is ready and set as a release candidate. This will allow for the game to be playable in every way, but will not be shipped and will be rigorously tested by the QA Testers to ensure the playability and readiness of the game.  Gold Master o After about 3-4 weeks from the release candidate and with all the QA testing done the gold master copy of the game will be ready for manufacturing. Compatibility testing will be performed to ensure readiness as well, but marketing will be done as well to get the name of the game out there.  Localization o As for the changing of languages, we will ensure a 6 week waiting period to countries such as; Japan, China, Korea, Spain, Mexico, Italy, etc. This will allow us time to change what needs to be changed to ensure quality and exact detail in getting everything correct with the languages.  How will you avoid feature creep and slippage and ensure that your team meets these deadlines? o The way that we would avoid feature creep and slippage issues would be by making sure everyone stays on their tasks at hand, they are always working with a group or partner, and the producer has enough knowledge of knowing what can be put in and what he

34 has to say “stop” to. Producers are the whole reason why feature creep can hurt production because they don’t know how to say “no” to an idea that could be added, when they should have just stuck with the original idea and plan to keep the game on time. Even though some feature creep ideas may make the game better, the game was designed with good intent to lure the user in to playing this game, so I believe that any feature creep ideas would take the team off track and cause problems in the later stages of production, so it is up to the producer to make sure that no feature creep issues hurt the game production later on. Also to keep the ideas at a minimum, if the designer or programmer want to add a new idea while working on a portion of the game then they should have a valid argument and excuse as to why this idea will help the game, if the producer sees fit that it is a good idea then it would be OK with me because the producer knows what is best. Also the producer should have seen ideas like those coming so they should have planned for some polishing time when they were scheduling the whole game project, which would allow for reasonable amount of time to work out the problems from these feature creep issues. The way we will combat the slippage issue will be through careful and precise planning in the concept stages. This will allow for extra time to be allowed for when slippage may occur, but it shouldn’t due to the increased amount of planning and

35 brainstorming that should have been done during the concept idea period. We will also keep communication at a maximum forcing people to let the producer where they are at, allowing the producer to monitor where they are every day, making sure that the project stays on track and in line as well.

3 Tasks – Task Name Description Start Date Due Date Time Dependencies Person(s) Estimate Assigned Weapon Lead Designer, images are Concept Artist, taken; 3D Artist, Bitmaps are Producer 2-3 setup, PreWeeks drawings of weapons done in 2D.

Design and draw detailed and colored weapons that Weapon will be added concept to the game. art Also design 3D designs for a future layout. Create 3D images of Luke, Karhn, and Bane. Asses the Design major details Main towards the Characters body and face making sure they look realistic in the design face.

May 14, 2011

May 28, 2011

May 30, 2011

June 18, 2011

3-4 Weeks

2D images are drawn, Layouts and sizes are made, and all characters have predrawn designs for 3D rendering.

Lead Designer, 3D Artist, 2D Artist, Art Director, Programming Team

36 Use 2D images to replicate the layout of the levels. After that asses what the world coordinate system will be and continue to design 3D models and designs of newly designed levels. 2D images are drawn to scale, world coordinate system is set, Pre-set images of all levels are designed. Art Director/Team, Technical Director, Programming Team, Lead Designer, Associate Producer

Design Level Layouts

Sep 20, 2011

Oct 10, 2011

4-5 Weeks

Marketing
Target Market – The targeted market for Fatal is going to be a mix between a first person shooter and an RPG mixed fan base. This will give us two huge groups of followers that will be primarily older and can buy this game because it is targeted towards mature rated users. The ideal targeted market that this game targets is the players who enjoy first person shooters such as modern warfare, and these people will most likely be between the age of mid teens all the way up to mid thirty's mainly because these people have a steady income and are interested in RPG shooters. This game will be directed toward people who love shooters with some fantasy involved, we will create a new world which will have modernized technology with the fantasy of characters from “out of this world” moves and characteristics. We will focus on the modern aspect of the shooting games

37 with new guns that are featured in war today along with all the other weapons you can have, but we will also incorporate the use of character specialty moves. This will enhance the play of the RPG aspect of the game, giving the realistic effect from the modernized game play aspect and the fantasy aspect with the several moves that the characters can perform at times. A lot of the audience will be targeted toward any place near GameStop or any video game market store. Most of their characteristics involve the age mentioned before and most likely a person without a family who lives on their own and a person with an older aged family with kids in the mid teens or so.

Competitive Analysis – One major competitor in our game is a game that incorporates the same concept as a shooter/RPG game, but they are an espionage game in which you primarily have to creep around and kill, whereas, we are primarily an open combat “shoot em up”, kind of game in open land. The reason we have an advantage over this game is that we will offer open combat with multiple characters that all have different personalities and one character that is especially fun to use, Karhn. Another big series that would be a huge threat would be called Fable, this game is a huge RPG based game that incorporates all aspects of weapons, such as; bows, guns, grenades, swords, etc. Our advantage over the competition with this game, however, is that we offer the modern type of game play with new guns that are being used today and the perfect combat that has the most realistic feeling of war. We enhance the game play from Fable by bringing it to the modern use of warfare today, which will intrigue more people than just people that are interested in RPG’s.

38 The third game that would be a huge competition to us would be Borderlands. That game is very addictive and fun and it focuses on all the same aspects that Fatal will as well. Borderlands takes place in a mercenary’s world, however, which allows for fun and destruction, but can lack on the mission sides of things. The advantage that we will have over this game is that our missions are a big part of our storyline, and we focus on the game being as modern as possible with some cool effects from the character Karhn. This will give the users who love modern game play a sense of love towards the game, as the RPG and effects and moves from the characters will also.

Marketing Plan Marketing Summary Although marketing a video game whether it is good or bad may be difficult, Fatal presents a good basis to help get its name out there. The whole reason behind this is because the name itself, it wasn’t chosen randomly, but it was chosen to get the attention of the users. It seems to be a word that jumps out at you and makes you curious of; what does it mean? What is so fatal about this game? What is it about? It seems to keep people interested and that’s what we are going to market this game behind, is its name. We’ve come up with several ways to promote this game through marketing by advertising, promoting, and even going far enough to set up a personal website as well. One of the ways that we will be advertising Fatal is through magazines with Gamestop and Gamespot. Both of these companies have outstanding game magazines to provide a wide base of followers along with a strong background of having a good reputation. What we will end up doing is having Fatal be the cover of the magazines so that the name gets

39 out there immediately and effectively. Another way that we will have our video game get its name out there is to conduct interviews for local gaming channels and online sites that show how the game was made and what we expect the game to be like. These interviews should boost our reputation for Fatal tremendously due to the fact that Gamestop itself always has their own T.V. channel running inside every single one of their stores. One minor way that we could also go about this promotion is to do some in-game advertising with other companies. We can advertise our game name inside other games, especially those that are popular and of the same genre as ours so that we can attract the same audience that will want to pre-order or buy the game right away. Adding on the fact that in-game advertising can be a successful way to advertise Fatal, we will ask the gaming company to see if they would add a special features area on the main screen, which will show a trailer of our video game giving us more of a reputation and expanding the knowledge to everyone else that Fatal will be coming soon. Knowing that the E3 convention and other conventions of that nature bring an enormous crowd, we will do shows and expos at those conventions. We are going to make Fatal a bigger name than any other game by getting the name of the game out there on bigger screens and more intriguing setups as such. We will bring demos for people to try, screen shots of the game, and designs and layouts of the game as well giving detailed information about what the game will be like. One big area of the gaming world now consists of the internet. We will be building a home site dedicated to just Fatal, where there can be mini-games to play about the game, storylines, layouts, art designs, and a full area dedicated to the countdown of the game itself to when it comes out. Our goal is to make Fatal such a big name game that it will

40 draw in crowds up to the amount that the Fable and Call of Duty series always did. For an added bonus to advertising our game we will also be giving away the beta versions months before the game actually comes out just so that people can test out the game and see what they think. It will include the first few levels which will be fully tested and bugfree of course, and will get the user immersed into the game so badly that it will drive them insane until the game actually comes out. The only catch to this is that the people who want the beta version have to at least put five dollars down to reserve the game. This will attract those players who actually want to play the game while making them put a down payment on already wanting to buy the game, so they are more hooked than if they hadn’t already put a reserve copy aside for themselves. Lastly, we will be using the internet to its full extent by advertising on any gaming sites that may have loads of traffic from video game users of such. Our goal as the Fatal marketing team is to make this game one of the biggest known and wanted games on the market today by; advertising, building our own site, interviews, demonstrations, and handing out beta trial versions of the game.

41 References  Hight, John, and Jeannie Novak. Game Development Essentials: Game Project Management. N.p.: n.p., n.d. Print.

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