###### tags: 'Uni Work' Games Art' # **<21382264> 1J5Z1019 journal** [Public HackMD Link](https://hackmd.io/@NBQbrjO2TcGmaFt0nODQBg/rJ7uEz4Qs) ### **Production Pipeline (1J5Z1019)** ### **Games Art BA(HONS) L5** ### **Nate Ferguson** --- ### ***<h1 style="color:lightblue;">5-slide HCP for a game idea*** --- ### <h1 style="color:lightblue;">**Elevator pitch** My idea is a competitive 4v1 horror game that puts 4 players against 1 player or AI,. You play as either god/entity or one of the survivors tying to escape the infinite, never-ending mall. you don't know if you'll ever be able to escape but the thought of escape fills you with ditermination. --- ### <font size="5"><h1 style="color:lightblue;">**Market research** ![](https://i.imgur.com/un7zlDz.png) <font size="2"> An optimum match time would consist of around 10 to 25 minutes on an average game and at the worst a drawn-out match should last 30-40 minutes. This time frame (30-40) with be used for each boss fight and the original optimum time (10-25) for mini bosses and half that time again (5-10 at most) for enemy interactions. --- <font size="5"> ### <h1 style="color:lightblue;">**Things that inspired my game idea** </h1> <font size="2"> ***SCP Foundation:*** For the idea I came up with for the environment it is based on a story I read on a website called "SCP Foundation wiki". The *SCP Foundation* is a collaborative writing site that anyone can write for that is based on the fact that essentiality magic is real, and how magic effects certain items and critters, this causes said items and critters to not "follow the rules of nature as we know them" and these are called "Anomalies" and these Anomalies are what the stories are bassed on. The specific "Anomaly" that has inspired the enviroment is called ***"SCP 3008"*** pretty much known as the Infinite IKEA. I thought it would be a fun idea to execute as it would make each level pretty much endless exploration wise and it be hard to spwan the same map twice as I want my game to have the same mechanics as ***Dead By Daylight***. The map wouldn't be based on an IKEA but something more fantasy/horror based in a simililar setting as ***Outlast*** but it goes on and on and changes and has a feel like it would never end. [SCP Wiki Link to the Infinite IKEA](https://scp-wiki.wikidot.com/scp-3008) I chose **Dead by Daylight**, **Outlast**, **Stray** and **The last of us (both parts)** as game inspiration as these games have aspects I like and that . **Dead by daylight's** aspects I want to include in my idea are the cooperative actions and how you need each other (players you know and don't know) to complete each trial. These cooperative actions include repairing generators, and how repearing them, can be sped up by iteams you can bring at the beginning of the trial, perks you can equip before the trial (in the same way as iteams but you can only have 4 perks and 1 iteam) and also doing generators with other survivors, but the progress can be reset and hindered by the killer with things like perks or "Kicking" the generators. Another aspects I would like to take inspiration from are that each map has it own individual good and bad aspects and these come into play when you chose between playing survivor and killer. The aspects I'm taking inspiration from **The Last of us (both parts)** are the way the game shows how nature is taking back and growing and becoming one with the buildings such as in **The Last of Us part two** The Courthouse is to the north of Downtown Seattle [The Courthouse is to the north of Downtown Seattle](https://www.eurogamer.net/the-last-of-us-part-2-walkthrough-guide-7033?page=13). I'm also taking inspiration in how **The Last of Us** adds in little story lines into their game without it being too much but still adding info and helping to story build some areas this is shown in areas in chapter 3 with the dead guards. [The Outskirts Chapter 3](https://www.ign.com/wikis/the-last-of-us/The_Outskirts_(Chapter_3)). This kind of covert storytelling is something I would like in my game and I think it can be such a good way to flesh out a story without it effecting the story and making the player overwhelmed with too much infomation. </font> --- ### <h1 style="color:lightblue;">**Game storyline Concept**</h1> the game starts with a wide shot of the main charater and the group of playable characters sat around a fire in the middle of a broken down cinema. It then pans to the character each player chose to play as. This is when the screen fades to black, shows the name of the game then goes to each characters "safe area" on the first map. This is where the player learns about the state of the world outside of the **"Anomaly"** and who their chosen character is. The game is set in a abandoned mall and too escape the players have to work together to find a way to get power to large mall sliding doors that go to each different area in the mall and find a way out. --- ### <h1 style="color:lightblue;">**Description of game and machanics**</h1> <font size="4"> For my game idea I have gone for a third person fantasy/horror survival/puzzle cooperative game. The game is set in a shopping mall that is infinite, this shopping mall only has one exit and the main goal is is to escape while fitting bosses, minions and mini bosses. fighting theses enemies with give you useful resources, iteams and clues as to how to defeat other enemies and where to find the exit. the way to fight these enemies is in a dead by daylight trial style. in a 1 v 4 style to get to each part of the mall. The boss of each trial can either be another play or an AI, the only way to get pass each trial area is to power up all the shutters and find which one has the exit behind it (this changes each time the same trial is played). </font> --- ### ***<h1 style="color:lightblue;">5-slide HCP for a game idea end*** --- ![](https://i.imgur.com/TCyDC5X.png) --- ## Condemned High Concept: Condemned is an FPS roguelike that goes insanely hard, boasting 1v4 multiplayer gameplay within a cat and mouse scenario. Great fun for you and your friends to engage in fast paced, online gameplay! *IGN - FAST PACED, ULTRA BASED, 7/10.* [High concept](https://docs.google.com/presentation/d/1N8MRIMaQo6OfiwGUofUCVbMyQhI3xTGssLYfIgfduE/edit?usp=sharing) --- [CONDEMNED GDD group link](https://hackmd.io/@v3Yb5OcTQ5CIYWJ-IjUjNQ/Sk_0WfvNj/edit) --- ### <h1 style="color:lightblue;"> Level design: ***The Botanist*** </h1> The dungeon level I created is called ***"The Botanist"*** which is a level set in a greenhouse/ research garden. The premise is that a botanist was doing research into how different plants mutate due to different things such as chemicals and habitat changes. Due to these experiments it caused the plants and bugs that were in the garden to become more human like. This caused the now mutated bugs and plants to become protective over their habitat/ the research lab, this lead them to kill the botanist who was doing the testing and become hostile against anyone who enters the garden. The Botanist is the overlord of this level, what is left of his body that didn't mutate when he was murdered can be seen next to his research desk in the level. But something useful can be found strewn around his corpse. --- ### <h1 style="color:lightblue;">Thumb-nail dungeon design </h1> ![](https://i.imgur.com/G0MSXJ7.png) ![](https://i.imgur.com/IgWcQL2.png) <font size="4"> I drew up thumb-nails to make it easier for me to start designing the enemies and the overlord, as well as how I was going to show the story that created the level as this story helped the playing figure out how to defeat the overlord and how to gain said items. These are more for desgning characters and seeing what works the best with the story I have created for this level and its dwellers. </font> --- ### <h1 style="color:lightblue;">Mini boss design prossess </h1> ![](https://i.imgur.com/Zk2V0wN.png) <h1 style="color:lightblue;"> These three silhouettes are my choosen ones for my levels mini bosses </h1> ![](https://i.imgur.com/mgoPnIQ.png) <font size="4"> I made the mini bosses more human like as I wanted to show a progression of how the experiments changed the plants and bugs over time. The mini bosses all work with sound so the players can sneak round picking up things from around the level such as weapons, The Botanists notes and chemicals. The mini bosses drop useful things such as weapons such as the "claws of the damned" and "The botanists" notes on which chemicals are stronger on certain enemies and which can be combined to created the concoction that kills the overlord. These chemicals can be found strewn around the level as it needed to do the final damaged on "The Botanist". </font> --- <h1 style="color:lightblue;"> Mini bosses final designs </h1> ![](https://i.imgur.com/rH4aRwR.png) --- <h1 style="color:lightblue;"> Normal enemy types final design </h1> ![](https://i.imgur.com/h8fPigW.png) <font size="4"> Theses normal enemies are smaller plants that have only had small experiments done on them so they're much weaker and don't drop anything other than xp when killed. The experiments done on these enemies are the smaller more controlled versions of what was done to the mini bosses. </font> --- <h1 style="color:lightblue;"> Overlord final design </h1> ![](https://i.imgur.com/SgCD2Na.png) <font size="4"> The overlord called "The Botanist" was the scientist who did the experiments that caused the mutations on the mini bosses and the normal enemy types. His tendrils can be seen all over the level and when all of his tendrils have been either severed or had certain chemicals compounds put onto them (which can be found in his notes that are all over the level)he is brought into play. He looks the way he does is due to the mutations that killed him doing the experiments on him while he was dying as a form of revenge, this made him immune to certain chemicals and compounds and causing him to be extremely susceptible to others. The chemical compound is called "Weed killer" and the chemicals and other things needed to create it can be for around the levelor dropped by mini bosses. How to create the compound fully and in the correct order can be found through is notes, clues written on walls and things pinned to cork boards all over the area. </font> ---