###### tags: `Uni work` `Games art` `Environment art` # <19096503>J5Z1019_production log (https://hackmd.io/@fd9CN8fTQKOfbEHhoj1LQQ/rJfTek5Mi) ### Game Production Pipeline (1J5Z1019_2223_9F) ### Games Art BA(HONS) L5 ### Junaid Sheikh --- # Game Production Pipeline The aim for this project was to collaborate with other members as a group to produce a theoretical game, backed by our Games Design Document. At the beginning of the production stage, we were all tasked with creating our own concept for a new game and produce a High Concept Pitch (HCP) for the idea. The concept I created was for a strategy game and the HCP can be found on the link below: [Alien meets Sid Meier's Civilisation, a survival strategy game.](https://hackmd.io/@fd9CN8fTQKOfbEHhoj1LQQ/S1h7EMVmi) --- ## HCP Development and forming groups After creating HCP's, we all exchanged our ideas, read through them all and voted on the concepts we liked the best and formed groups based on the ideas we most liked to see develop further. I voted on a project called Condemned, which was a rogue-like, dungeon based, fast paced cat and mouse game in which four players try to escape against one powerful entity trying to prevent them from doing so. I began to take notes on all of our discussions relating to the game's art style, character inspirations, environment concepts and technical features we would want to be a key part of the game, perhaps becoming the USP for our game. After meeting the rest of the group and discussing the aim for the project, I immediately began working on the GDD with Alex. We read through the GDD and started dividing it into sections, making it easier to organise group and individual tasks. --- ## Concept Development After organising, we began to develop the project, talking as a group on how we wanted the game to work, what key features the game would have and what we should begin to create concept art for. I created a title page for the game and the environment while Alex, Jack and Jannah began concepting the characters, enemies and boss concepts. Below are images of concept art that would later be used in our group presentation. --- ![](https://i.imgur.com/DjIszI8.png) *Pictured above: A Title page graphic I concepted for the game.* --- ![](https://i.imgur.com/s8MVfva.jpg) *Pictured above: A main menu graphic I concepted for the game.* --- ![](https://i.imgur.com/Ejvog1a.png) *Pictured above: Environmental stage concepts, shown as segments in an isometric grid.* --- ## Group Presentation I began to work with Jack, our team lead for the project, on the group presentation that we would use to present to potential investors and interested clients and we produced a presentation on concept art, statistical data about the market we would be tapping into and what makes our game unique compared to other potential competitors. By doing a presentation with our HCP, we were able to present information about our project to a group of people and begin with our progression into development. The group presentation HCP can be found at here: [Condemned: A rogue-like game (Presentation)](https://docs.google.com/presentation/d/1N8MRIMaQo6Ofiw_GUofUCVbMyQhI3xTGssLYfIgfduE/edit?usp=sharing) --- ## Post Presentation Development After presenting our HCP, we took on board criticism and comments about the game and began to develop the game and polish our ideas. I began to work with Alex on what tasks needed to be done and we continued to work on filling out the GDD. At this point we finalised our stage themes and began to create concept art for those stages. I continued to write up notes for the group as a reference point and to make sure everyone kept on top of tasks so that we could meet each goal and continue developing the project. The group notes consisted of research links on videos and gameplay, lists of tasks and further goals that would need to be addressed. Below is a list of tasks I divided up for the group which we would then work on individually and present to each other at the next group meeting. ``` Plan for Enemy characters & themes Everyone does a theme from the 5 mentioned: InFlux Robotics - Stationary robot Boss (Jack): - One area boss/overseer - A robot that is stationary in the middle of the map, attached to the ceiling (the robot can raise into the roof and go to various points on the map via a vent system) - 3 enemy types: A standardised unit which is the most common enemy type, A fast and small unit that is easy to kill, a tanky unit that spawns less but is harder to beat with strong abilities. - 3 miniboss designs - create your own design. Hell's Gates - Demonic Overlord Boss (Alex): - One area boss/overseer - A demon who can rotate around the final arena and attack from multiple directions - 3 enemy types: A standadised unit which is the most common enemy type, A fast and small unit that is easy to kill, a tanky unit that spawns less but is harder to beat with strong abilities. - 3 miniboss designs - create your own design. The Amalgam Lab - Mad scientist Boss (Junaid): - One area boss/overseer - A mad scientist that infects him self and is free to travel the arena as a survior - 3 enemy types: A standadised unit which is the most common enemy type, A fast and small unit that is easy to kill, a tanky unit that spawns less but is harder to beat with strong abilities. - 3 miniboss designs - create your own design. Scorched Stronghold - Hydra Boss: (Carter) - One area boss/overseer - who attacks from 3 sides at once with each head having unique attacks - 3 enemy types: A standardised unit which is the most common enemy type, A fast and small unit that is easy to kill, a tanky unit that spawns less but is harder to beat with strong abilities. - 3 miniboss designs - create your own design. Cavern - Rock Elemental Boss (Jannah) - One area boss- concept your own themed boss that will fit in with a stage design. - 3 enemy types: A standadised unit which is the most common enemy type, A fast and small unit that is easy to kill, a tanky unit that spawns less but is harder to beat with strong abilities. - 3 miniboss designs - create your own design. ``` --- ## Concept Art At our next group meeting we all presented our concept art to each other and spoke about our stage theme, what type of monsters/enemies we designed and why they fit the theme. We all created some light lore about the miniboss for the area and how our enemies exist in that environment and we all shared our feedback. By doing this we were able to clear up any misconceptions on stage themes and how the game progression works. I decided to explore the Mad Scientist theme, choosing to have the stage be influenced by biological mutations and experiments on humans and animals. The miniboss for the stage would be a mad scientist who either has enhanced their combat potential through biological or technological means and has a laboratory full of mutated experiments that roam around for the miniboss to use as data for creating the perfect weaponised specimen. Below is the concept art I produced for the Mad scientist theme. ![](https://i.imgur.com/zRILVTr.jpg) *Pictured above: Silhouettes and lineart for the Mad Scientist. ![](https://i.imgur.com/JudkRCl.png) * Pictured above: Silhouettes and lineart for the test subjects/stage enemies. --- ## Notable stage of development After concept art was created, Jack decided to steer the game from an isometric top-down dungeon roguelike to a first person dungeon roguelike as the sense of scale is easier to convey through first person cameras for the four survivors escaping the stages. This change was conveyed to the rest of the group and we all agreed on the change, as it would be more impactful on the player if they were to experience the enemies, fighting arenas and structures in the environment while in first person as opposed to a top down view where everything is already revealed. The overlord character (the singular player working against the four in a team) would continue to have a third person, over the shoulder view while they place map tiles and enemies on the map. --- ## Production - 3D Modelling Following the ZBrush workshops, I decided upon experimenting with humanoid designs by creating my own monster from the skills I learned. I created some generic human forms which I then distorted and modified in order to create some monstrous characteristics for the modelled character. ![](https://i.imgur.com/m1pUBH5.png) Pictured above: Side view of a modelled head in ZBrush. ![](https://i.imgur.com/d162yC0.png) Pictured above: Humanoid creature bust created in ZBrush. ## Production - Game UI and Technical Design I decided to focus on UI elements of the game, concepting ideas for the Title screen, pause menu, loading screens and various Settings menus. I created a variety of icons, backgrounds and text formats for the menus. --- ![](https://i.imgur.com/isgFBka.jpg) *Pictured above: Flow chart outlining every menu screen the player would interact with in the game.* --- ![](https://i.imgur.com/S0HkRnT.jpg) *Pictured above: My concept for the settings menu in game.* --- ![](https://i.imgur.com/kMGyK7Q.jpg) *Pictured above: My concept for the Game Display menu in game.* ___ ![](https://i.imgur.com/8FwI3Ct.jpg) *Pictured above: My concept for the Controls - Keyboard menu in game.* --- ![](https://i.imgur.com/URf8PUz.jpg) *Pictured above: My concept for the Controls menu - Wired Controller in game.* --- ![](https://i.imgur.com/1QL0wcH.jpg) *Pictured above: My concept for the Video Settings menu in game.* --- ![](https://i.imgur.com/OPEKjfg.jpg) *Pictured above: My concept for the Audio Settings menu in game.* --- ## Production: Game Mechanics, Stats and Calulations I began concepting all of the possible features in the game that would involve gameplay and certain conditions that might occur when playing the game. I was able to write up about all of the possible states that a player would experience in the game, the types of buffs, debuffs, skills, spells, scrolls and equipment that these players would come across. Below is all the content that relates to the game mechanics, equipment/skills/abilities I concepted and how these would be calculated in game. #### Vulnerable states - Downed Penalty When downed, the player will have 60 seconds to be picked up by their teammates. Premium currency that is earned through playthroughs or bought with funds can be used if the player wishes to keep their current playthrough. For every 3 times they are downed, there is a reduction in the downed timer, reducing it every time by 15 seconds. The downed state is calculated as follows: ``` - Downed 0-3 times: 60 seconds - Downed 4-6 times: 45 seconds - Downed 7-9 times: 30 seconds - Downed 10-12 times: 15 seconds - Downed 12+ times: Instant death ``` - Revival Penalty When revived, the player will have a reduced max hp which can be restored when reaching the next stage. The player will revive with 75% of their max hp available. Some skills will allow for overhealing, but this will not restore their health back to 100%. #### Death state Each player only has one life. Once dead, they will become a spectator and can be revived by teammates. If playing single player, the game ends and the player is shown a game over screen, with the score that they achieved up to the point of death. #### Instant death conditions Instances of death occurring where the player is instantly killed off are as follows: ``` -Falling off the map - Being crushed to death (by traps etc.) - Falling into lava (triggers a drowning animation in which the player will die) -Falling into water and having no stamina to swim (triggers a drowning animation) - Being put in the Downed state for more than 12 times in the entire playthrough. ``` --- #### Health mechanics - Health will depend on hero choice. All heroes will start off with a weapon, and 2 consumables for restoring health and mana. Some heroes start with default armor, but most are unarmoured. •Small characters: 500 base HP •Large characters: 750 base HP HP can be increased with levelling up, equipment with health bonuses or through items that increase max HP. - Armour class will allow for reduction of damage taken. • Light class armour: reduce damage taken by 10%. • Medium class armour: reduce damage taken by 20% • Heavy class armor: reduce speed by 20%, reduce damage taken by 50% --- #### List of Debuffs - Broken In the "Broken" state, the player will take twice as much damage and will be unable to attack for 10 seconds. - Frozen Renders the player immobile and a small damage over time mechanic will be applied for a short period of time. - Hellfire The enemy is burned, dealing 5% of their health as damage over time for 5 seconds. - Poisoned 2% of their current health is dealt as damage over time for 10 seconds. Some enemies are immune to poisoning. - Silenced Disables the player's special abilities, making it only possible to attack with basic equipment. - Weakened Unable to fight effectively, you deal 70% of calculated damage when attacking for a short amount of time. --- #### List of buffs - Berserk The player with the Berserk buff deal more damage the lower their health is. A maximum of 250% damage can be done in a single hit with this buff and will scale their current weapon up by 250% of the base damage. This buff lasts for 10/15/25 seconds and has a cooldown of 30 seconds. - Imbued The player with an imbued weapon with a damage amplifier such as Shadowflame, Poison, Hellfire or Purity will have a buff icon displayed. - Purity The player with Purity will deal 50% more damage against evil magic monsters. Evil monsters also are weakened, dealing 70% of their base damage. - Inspired Inspired buff grants the wielder and another player in their view reduced cooldowns of 10%/15%/20% for 10/15/20 seconds. This buff allows for some abilities that do not receive cooldown reductions to be used more frequently. On top of reducing cooldowns, this buff restores 20%/30%/50% of every players consumables (ammo/mana/projectiles) during the buff's activation and these bonuses will last until the buff ends. - Omni The "Omni" buff allows the player to shoot all their ammo/consumable weapons in one calulated hit, and it is not limited by damage multiplier constraints. Once the player has shot their weapon the "Omni" buff disappears. The player can also lose the buff if attacked while the skill is active. - Overcharged Grants the player a 3x damage bonus for 3/5/10 seconds. Once activated the player automatically releases a flurry of punches at the nearest enemy. Each successive hit on an enemy scales the damage output, meaning that the 3x damage buff is effective on high health enemies. Once the "Overcharged" buff runs out, the player is put in the "Broken" state. - Silver Tongue When visiting the shop, the player gets their first purchase at that stage free. --- ## Production: Concepting Weapon Mechanics/Ability Mechanics I began concepting all of the possible ways to combat enemies in the game, thinking about all the previous buffs, debuffs and how these would pair with specific types of weapons. Below is all the content that relates to the weapon types, abilities/skills I concepted and how these would work with the buffs and debuffs in the game. #### List of weapons Weapons available to players are in the following list: ``` •Greatswords - These are slow but powerful swords that grant a higher chance to stun enemies. Using a Greatsword also reduces the likelyhood of players being interrupted during attacks. •Katanas - These are fast and reliable weapons that can do bonus damage to enemy weak spots. Some Katanas have variations which may allow them to apply debuffs to enemies on hit. •Spellbooks - These are enchanted tomes that allow the player to shoot magic projectiles that consume their mana in exchange for damage output. Some spellbooks will enhance the potential damage output, increase size of projectiles or increase rate of fire. •Throwing Spears - These are consumable weapons that the player will have a limited inventory of but can be recollected. Some modifiers will allow the player to gain a chance to recover ammo on hit, or recover ammo on miss. When used this weapon has a high damage output. •Guns - These are common weapons that primarily are used for their rate of fire and reliability. •Bows - These are weapons that allow the player to do bonus damage in a single hit and hitting weak spots with a bow grants the player bonus crit chance for a small amount of time. ``` Slow rate of fire weapons such as the Bow, Sniper rifle and Throwing spear would benefit greatly from mechanics provided by the "Omni" due to its oneshot potential. High rate of fire weapons would benefit from buffs that reduce ammo consumption, grant boosted recovery of ammo used or reduce cooldowns for their abilities/magic projectiles. #### List of spells Weapons available to players are in the following list: - Curse: One specific target can be affected by this spell. Inflicted enemies will take twice as much damage and deal 70% of damage when attacking. - Execute: The enemy is applied with the "Silenced" debuff. These enemies cannot use secondary attacks and magic wielding enemies cannot use magic spells, resorting to attacking the player physically instead. - Venomous Bite: The enemy is applied with the "Poisoned" debuff. These enemies will take 2% of their current health as damage over time for 10 seconds. - Magic Barrage: The player will release a constant beam of magical light at an enemy as long as they have mana available. This spell will do constant damage over time and scales with the amount of max mana they have. - Meteor Storm: The player shoots a cluster of 5 meteors at an enemy doing a base of 200 damage in a single hit. Damage scales with equipment and any granted buffs/other skills. - Laser blast: The player shoots a rapid magic bullet hail at enemies and continues to fire until mana runs out. Dealing 50 damage in a single hit makes this an effective skill for rapid fire on enemies. --- #### Description of skills - Healing Grace: Grants a player in the wielder's crosshairs a regeneration buff for 5/10/15 seconds, time interval increases with upgraded levels of skill. This skill can also be used on other players as well as themself. At higher upgrade levels, this skill is capable of overhealing a player, in which the player will have higher health than normal and will take less damage for 4/6/10 seconds. - Infernal Rage: Grants the player with the "Berserk" buff, in which they deal more damage the lower their health is. A maximum of 250% damage can be done in a single hit with this buff. A loot item which will automatically activate Infernal Rage whenever the player as well as granting an even higher damage boost is available. This buff lasts for 10/15/25 seconds, in which higher upgraded levels of this skill last longer. - Harrowing Parade: Allows the player to release a burst of dark energy in a 7m/10m/15m radius, Cursing all enemies that are within range. Cursed enemies deal 70% damage instead of 100% and take twice as much damage. Cooldowns are also reduced in upgraded levels of this skill. - Bullet Punch Frenzy: The player gains the "Overcharged" buff, granting them a 3x damage bonus for 3/5/10 seconds. Once activated the player automatically releases a flurry of punches at the nearest enemy. Each successive hit on an enemy scales the damage output, meaning that the 3x damage buff is effective on high health enemies. Once the "Overcharged" buff runs out, the player is put in the "Broken" state, meaning they cannot attack and needs to recharge for 10 seconds. In the "Broken" state, the player will also take twice as much damage, meaning this skill should be used tactically. This skill can be boosted by any loot that the player receives during their playthrough. This skill cannot have its cooldown reduced from upgrading, staying locked at a cooldown of 100 seconds, but the "Combat Ready" skill used by another player can reduce it by 10%/15%/20%. - Combat Ready: The player gains the "Inspired" buff, in which they grant themselves and another player in their view reduced cooldowns of 10%/15%/20% for 10/15/20 seconds. This buff allows for some abilities that do not receive cooldown reductions to be used more frequently. On top of reducing cooldowns, this buff restores 20%/30%/50% of every players consumables (ammo/mana/projectiles) during the buff's activation and these bonuses will last until the buff ends. - Dark Talisman: The player is able to enchant their weapons with Shadowflame, granting them the ability to deal more critical hits. All hits with their current weapon are 20%/30%/50% more likely to deal critical hits, which calulates up to 3x their current weapon damage in a hit. Shadowflame will be bound to the weapon for 30 seconds, after which the 50 second cooldown for this skill triggers. - Eagle's Ace: The player using this ability will be granted the "Omni" buff, which will allow them to do massive amounts of damage in a single hit. The "Omni" buff activates once the ability is triggered and will be lost if the player takes damage while it is active or if they have used their weapon. The "Omni" buff allows the player to shoot all their ammo/consumable weapons in one calulated hit, and it is not limited by damage multiplier constraints. Once the player has shot their weapon the "Omni" buff disappears. This skill has a cooldown of 120 seconds and cannot be reduced without the "Combat Ready" skill being used on the player wielding Eagle's Ace. The player is also prohibited from picking up the "Combat Ready" skill. --- ## Future Production steps Continuing on from what our group have produced, we would work on creating all the possible assets relating to the UI, all of the interactable assets, all designs for equipment and their variations, particle effects for elemental type weapons, concepting all of these and producing 3D assets. After finalizing all of our enemy concepts, boss concepts, furnishings for the environment, the different variations of maps for each stage/area, hero concepts, weapon/ability concepts all of the effects for spells/buffs/debuffs and attack patterns, we would need to proceed by creating all the necessary 3D assets, animating all the required assets such as the enemies/Merchant NPC/heroes/bosses by attaching them to an animating rig.