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DESIGN HISTORY. CUT SCENES. BACKGROUND STORY. CONTROLS. GAME LAYOUT CHART. OBJECTS. CONCEPTS. ASSET REVEAL TBL/MAPS. CHARACTERS. SYSTEM REQUIREMENTS. GAME SCREENS. COMMON QUESTIONS/FAQ. INTERFACE. AUDIO TESTERS. MAP STORYBOARDS. QUICKSTART GUIDE. MAPS. USER FEEDBACK. GAMEPLAY. - PowerPoint PPT Presentation

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Page 1: CONCEPTS
Page 2: CONCEPTS

CONCEPTS

CUT SCENES

USER FEEDBACK

CHARACTERS

DESIGN HISTORY

BACKGROUND STORY

GAME LAYOUT CHART

GAME SCREENS

INTERFACE

MAPS

CONTROLS

AUDIO TESTERS

OBJECTS

QUICKSTART GUIDE

REFERENCESGAMEPLAY

ASSET REVEAL TBL/MAPS

COMMON QUESTIONS/FAQ

SYSTEM REQUIREMENTS

MAP STORYBOARDS

Page 3: CONCEPTS

DESIGN HISTORY

Enviroman Version 1.0Created basic game ideas. Decided on just Single Player; Multiplayer not needed for a game of this specification.

Enviroman Version 1.1Tweaked many areas of the game including: more different types of objects, reduced objects appearing due to realising first/second level seemed too easy.

Enviroman Version 1.2Increased overall difficulty curve as some of my feedback given illustrated to me my game was too easy after the first and second levels.

Enviroman Version 1.3 (Final)Produced standard system requirements (these will be adequate for school computers). Added FAQ/Common Questions. Added Lock N’ Load’s website link to game screens.

Page 4: CONCEPTS

THE STORY BEHIND THE GAME

“Due to extensive research and testing the government has declared that the world has just 50 years to survive before global warming is increased so much that the world will be under water. It is your job, as Enviroman to help people to start saving energy, reduce CO2 emissions, recycle and save the earth before it’s too late.”

Page 5: CONCEPTS

GAME LAYOUT CHARTMAIN SCREEN

NEW GAMENEW GAME POPUPLOADING POPUPPLAY NEW GAME

SAVE GAMEGAME OVER/NEXT

LEVELLOAD GAME

LOAD GAME POPUPLOADING POPUP

PLAY LOADED GAMESAVE GAME

GAME OVER/NEXT LEVEL

OPTIONSOPTIONS POPUP

QUITY/N

For example…

Page 6: CONCEPTS

BRACKNELL 3D CONCEPT ARTWORK

City3.mov

Page 7: CONCEPTS

ASCOT 3D CONCEPT ARTWORK

Page 8: CONCEPTS

CONCEPT CHARACTERSENVIROMAN JOHN JENNY

Page 9: CONCEPTS

CHARACTER DESIGNS (ENVIROMAN)

Enviroman (Main Character):

Enviroman is a being brought onto Earth to save humans from themselves. He is human on the outside but alien within.

He has unique powers which you will fully reveal throughout the game as it progresses by collecting the special powers objects on each level.

Enviroman is very intelligent and has an awful lot of knowledge behind him.

Page 10: CONCEPTS

NON-PLAYING CHARACTER DESIGNS (JOHN)

John (Non-Playing Character):

John is a representation of a typical human man within my game. All of the others characters within my game will be similar to him in terms of they will be human yet vectored to be slightly cartoon like.

Page 11: CONCEPTS

NON-PLAYING CHARACTER DESIGNS (JENNY)

Laura (Non-Playing Character):

Laura is a representation of a typical human women within my game. Just like the men within my game who have been vectored to look much more like a cartoon, the women have been too.

Page 12: CONCEPTS

GAME SCREENS (MAIN SCREEN)

Game logo

Menu options

Producer’s logo (linked to their website)

Page 13: CONCEPTS

GAME SCREENS (NEW GAME)

Allows for a name to be typed

Drop down to select weapon

Drop down to select game difficulty

Starts the game with selected options

Clears the form to have default values

Page 14: CONCEPTS

GAME SCREENS (LOADING)

Loading bars showing how much loading has been completed

Loading popup, stating the game is loading

Page 15: CONCEPTS

GAME SCREENS (LOAD GAME)

Contains saved games from past (showing their dates)

Load Game popup

The game which is selected can either be deleted or loaded

Page 16: CONCEPTS

GAME SCREENS (OPTIONS)

Popup options block

Different types of options tabs

Close button to exit options and return to main menu

Page 17: CONCEPTS

GAME SCREENS (QUIT)

Popup quit menu

Confirmation of quitting

Original screen behind

Page 18: CONCEPTS

GAME SCREENS (SAVE GAME)

Popup Save Game menu

Clear name

Original game screen behind (paused)

Save current game with associated name

Page 19: CONCEPTS

INTERFACE

Interface around Main game area

Other features such as weapon power, current level etc

Character health

Enviroman logo

Page 20: CONCEPTS

MAP STORYBOARDS (BRACKNELL)

Page 21: CONCEPTS

MAP STORYBOARDS (ASCOT)

Page 22: CONCEPTS

LEVELS AND MAPPING (BRACKNELL)

Page 23: CONCEPTS

LEVELS AND MAPPING (ASCOT)

Page 24: CONCEPTS

MAP DIAGRAM

Level 1Bracknell

Level 2Ascot Level 3 Level 4 Level 5 > Level 25

Linear structure map diagram:

Page 25: CONCEPTS

GAMEPLAY

Interface around Main game area

Main character

Main game play area

Other features such as weapon power, current level etc

Character health

Page 26: CONCEPTS

GAMEPLAY PT 2Gameplay Elements:• Weapons,• Objects,• Doors,• Enemies,• Buildings,• Special powers,

Weapons:Enviroman will have access to many different types of weapons throughout many different levels within the game. These weapons will all have different good/bad properties about them in certain situations. The following are the weapons available to Enviroman:

Level 1 – Litter PickLevel 6 – Trash CanLevel 12– Black BagLevel 21 – Recycling Box

Page 27: CONCEPTS

GAMEPLAY PT 3Objects:During the game you (as Enviroman) must go around and collect energy, this energy will help you to get through to the next level. As well as collecting energy you must also complete the associated tasks given to you at the start of each level. As well as being able to collect energy you will also be able to collect health to ensure you stay alive and then ammo for your weapons and powers.

• Health,• Energy,• Ammo,• Super powers.

Doors:Enviroman will be able to open selected doors to enter buildings or rooms. If some doors are locked then he may need to find the key within the level.

Enemies:Enemies within the game will be people who are non believers of the global warming effect theory even though there has been a release in evidence.

Page 28: CONCEPTS

GAMEPLAY PT 4Buildings:Enviroman may be able to enter some buildings depending on what they are, if they cannot be accessed then he may be able to use some of his special powers.

Special powers:As the levels progress Enviroman will start to learn new special powers by collecting special power objects within certain areas of the maps. These special powers are powers such as flying and slight invisibility.

Page 29: CONCEPTS

CUT SCENES (MAIN CUT SCENE)Beginning Cut Scene:

Once a New Game has been loaded a short video will be executed. To give you an idea of the video that would be shown I have created 3 images to illustrate Enviroman fading into the room.

On his arrival Enviroman wakes to be confused by his surroundings; he then activates his powers and vanishes through the wall into the real world; starting in Bracknell.

The audio to be used will be Enviroman mumbling in confusion and high tech music which fades in and gets faster as he leaves the room.

Page 30: CONCEPTS

CONTROLS (KEYBOARD)

WASD used for movement. Spacebar used

for jumping.CTRL used for crouching.

Numbers used for selecting items and weapons.

E used for action.

ESC used for main menu.

Print screen used for taking a screenshot within the game.

Arrows can also be used for movement.

Shift used for walking.

Page 31: CONCEPTS

CONTROLS (MOUSE)

Left click used for attacking.

Right click used for zooming in.

Side buttons are all used for increasing/decreasing sensitivity. (Only if applicable)

Mouse wheel used for scrolling of weapons/items.

Page 32: CONCEPTS

OBJECTSEnergy object – This object is required within each level, it is what Enviroman needs to collect to progress. The increase in energy he stores will mean that less energy can be used by humans.

Health object – Enviroman needs health at certain points within the game, these objects will keep him alive.

Ammo object –This object is needed so that Enviroman can use his weapons more efficiently. Without any ammo the weapons will not be able to be used.

Special powers – Certain special powers can be revealed over certain levels in the game, these special powers will help him to achieve his goals and objectives.

Page 33: CONCEPTS

ASSET REVEAL SCHEDULE

Level

1 20 12 75 3

2 30 10 125 4

3 40 7 150 4

4 45 6 175 3

5 60 4 200 3

6 75 3 205 2

7 85 3 250 1

8 90 3 300 2

9 95 2 320 3

10 100 1 350 3

Total > 640 51 2150 28

Page 34: CONCEPTS

ASSET REVEAL MAPS

Energy object

Health object

Ammo object

BRACKNELL

ASCOT

Key:

S Powers object

Page 35: CONCEPTS

SYSTEM REQUIREMENTS

The minimum requirements that the user must have to run Enviroman are:

128MB of RAM,1.4GB or more Processing Power,A Hard Disk with at least 1 or 2 GB to allow for the installation of the game,Windows 98 / XP/Vista Operating System,32MB graphics card (preferably 64MB),Suitable sound card,Mouse/Keyboard/Monitor.Direct X 6/7+

Note: The above are only recommended, if you exceed these the game play and performance may be improved.

Page 36: CONCEPTS

FAQ/COMMON QUESTIONSWhat is the overall idea of the game?The idea of the game is you have to go through each of the different levels located over different areas of England. You must collect energy objects to get through each level, face bosses which you come across, fight against CO2 emissions and in general save the world before it is too late.

Where does the game take place?Over 25 different locations within England, the first two I have illustrated within this presentation located on the levels slide. These places will include: Manchester, Wales, London…

Why produce this game?School’s need to get across to children that sustainability is a big issue within the community. This game would be an interesting way for children to understand a bit about what is happening.

What can I do within the game?You shoot different weapons, move around 25 different levels, solve problems that occur, collect energy objects.

Page 37: CONCEPTS

FAQ/COMMON QUESTIONS PT 2How many characters can I play with?Only the one, the main character within the game is Enviroman himself.

How do I finish the game?You must get through all of the 25 levels to reach the end of the game. Each level will become progressively harder as they get higher.

How do I start the game?To play the game you must use the link on the school’s website to open the file containing the game. The game will then show a main menu. After entering the main menu you can then start a new game or change options before doing so. For a more detailed approach view the Quickstart Guide.

Will amateur games be able to play this game easily?The game is created for children so wont be overly hard in general. The idea is that the game starts of quite easy then gets harder as you go through all of the levels, so you might just get stuck on higher levels.

Page 38: CONCEPTS

AUDIO TESTERS

Reloading Gun shot

Explosion Ascot Bar

Storm Rain

Bracknell Train Stn

Page 39: CONCEPTS

QUICKSTART INSTRUCTIONSGetting started.Before you can start playing Enviroman you will need to complete setup and installation so that Enviroman can be played on your computer. Once you have visited the school website which you can see a screenshot of below, click on the Play Enviroman Now button.

A dialog box will appear which will allow you to save the file, choose save.

Once the file has been downloaded follow the instructions to install the game, once the installer has finished click Play Enviroman Now and the game should start up.

Page 40: CONCEPTS

QUICKSTART INSTRUCTIONS PT 2Basic controls.The controls to play Enviroman are very easy and very similar to most games elsewhere within the gaming market. Below is a table of the most useful buttons and there actions. Start practising using these to get used to the game, or change some of these within the Options popup within the Main Menu.

Control ActionMouse1 AttackingMouse2 ZoomMouse3 Scrolling of items/weapons

ESC Main MenuWASD/Arrow keys MovementShift Walking

CTRL CrouchingSpacebar JumpingE Action (opening doors etc)

Page 41: CONCEPTS

USER FEEDBACK“By simply going through each of the slides in the presentation I can get a feel for what the game is about very easily. I am impressed with the visual elements within the presentation but feel the textual content could be improved. The gameplay section could be a bit more specific as to what happens with the character and what he actually does. Overall it’s a very good design concept.”

Gabriella Kemp (2008)

“I like the game idea and the fact that you can do tasks whilst collecting the energy, it makes it more interesting rather than just collecting energy or just doing specific tasks. I think Aaron could have spent more time on the character designs but other than that, I like it.”

Rebecca Palmer (2008)

Page 42: CONCEPTS

REFERENCESIMAGE REFERENCES:Grass Image iLounge [Online Image]. Available from: <http://www.ilounge.com/gallery/wallpaper_contest/ilounge_grass_nano.jpg> [Accessed 08/11/08]

Tarmac [Online Image]. Available from: <http://www.premierdriveways.net/images/tarmac2large.jpg> [Accessed 21/10/08]

Earth [Online Image]. Available from: <http://www.3dnworld.com/users/1/images/UltimateEarth.jpg> [Accessed 05/12/08]

Mouse [Online Image]. Available from: <http://www.germes-online.com/direct/dbimage/50141477/Computer_Mouse.jpg> [Accessed 06/12/08]

BACKGROUND READING REFERENCES:Pardew, L. (2004) Creating Character Illustrations [Online] CoursePTR. Available from: <http://www.courseptr.com/downloads/chapterpreview/004954_9.pdf> [Accessed 07/12/08] Ryan, T. (1999) Beginning Level Design Part 2: Rules to Design By and Parting Advice [Online] Gamasutra. Available at: <http://www.gamasutra.com/features/19990423/level_design_03.htm> [Accessed 07/12/08] Warne, P. (2001) Three Inspirations for Creative Level Design [Online] Gamasutra. Available at: <http://www.gamasutra.com/resource_guide/20010716/warne_01.htm> [Accessed 07/12/08]

Page 43: CONCEPTS

REFERENCES PT 2

Pagán, T. (2001) Where's the Design in Level Design? Part One [Online] Gamasutra. Available at: <http://www.gamasutra.com/resource_guide/20010716/pagan_01.htm> [Accessed 07/12/08] Pagán, T. (2001) Where's the Design in Level Design? Part Two [Online] Gamasutra. Available at: <http://www.gamasutra.com/resource_guide/20010716/pagan_04.htm> [Accessed 07/12/08] Bleszinski, C. (2000) The Art and Science of Level Design [Online] Cliff Bleszinski. Available at: <http://www.cliffyb.com/art-sci-ld.html> [Accessed 07/12/08]

(2005) Beginning Illustration and Storyboarding for Games [Online]. Thomson Course Technology PTR. Available from: <http://proquest.safaribooksonline.com/1592004954/ch02lev1sec2> [Accessed 07/12/08]

Dungeons and Dragons Quick Start Guide [Online]. Turbine, Atari, Hasbro INC. Available from: <http://www.ddo.com/index.php?page_id=71> [Accessed 07/12/08]

AUDIO REFERENCES:G Media Audio Page [Online]. University of Gloucestershire. Available from: <http://gmedia.glos.ac.uk/audio.html> [Accessed 05/12/08]