GAME DESIGN DOCUMENT STEAMPOWERED STILLNESS HENRI MUSTONEN ADULTA LUOVAT ALAT/Keuda PELIKOULUTUS Core Idea ..........................................................................................................................3 Alternative....................................................................................................................3 Failsafe plan .....................................................................................................................3 Theme ..............................................................................................................................4 Interactivity & Level Design ...............................................................................................4 Storyboard & Plot ................................................................................................................5 Scheduling............................................................................................................................8 Postmortem ..........................................................................................................................9 Gameplay .....................................................................................................................9 Planning .......................................................................................................................9 Scope ............................................................................................................................9 5 Good things .............................................................................................................10 5 things to Improve ....................................................................................................10 5 things Learnt ...........................................................................................................10 Personal principals of this project ......................................................................................10 2 Original Plan The goal is to make a Gothic steam punk church. The player is directed challenges and events according to the storyboard. The player must fight ether demons with his/hers illuminating weapon that shoots light and lights the environment. Player model would be nice although not compulsory Production emphasis: 3D assets Particle effects Level design Small puzzles The play area isn’t big although the church might be. Core Idea Goal: Create an interactive steampunk church with Level design elements. Half Life style puzzles inside a church, shooting demons. The church keeps changing form as the player proceeds forward. Alternative No brainer single player map. Painkiller and Serious Sam as a reference. Failsafe plan If issues arise to get these working properly, we will create a Myst type adventure that lets the player wonder around and see what happens. Perhaps in the footprints of BitSpace, the previous school project in Adulta(by me, Antti & Sami). If everything else fails, we will bring everything produced and create a showcasing “gallery” within the church. This is the current state. 3 Theme Gothic steam punk cathedral that changes as the player proceeds in it with the help of strings, dampers and cylinders. Different levels of the church maneuver when certain events are triggered. This all takes place as a colosseum styled massive church with gothic construction hints. The level is build in a way that makes the player feel small and the church massive. This kind of approach works well on World of Warcraft. Interactivity & Level Design Player will start from the rightmost corner. The walls are scaling away from each other to create the feeling of space and awe. 4 Storyboard & Plot The player is cyborg designed to protect the church. He awakens from the security room after seeing a vision of the main villain who is attacking the church. After that he finds clues what is happening as he repairs the church and chases away the demons. Player will be given subtle hints to solve the puzzles. We do not have resources for a grand finale, so the game will result in a bell tolling and a flash, which vacuums all the demons. 5 A gameplay blueprint can be seen on the following page. The player is elevated from the security room to the altar. Camera control: demon will drop a chandelier to the metal fan on the center. There the player will hear a scream and a demon dragging a monk to the crematorium. Camera control return: The door is blocked and the player needs to take an elevator. In the crematorium there is a level that unlocks other layers of the church. Once the player goes back up, this time using the stairs, there is a ray of light casting to the metal fan. Once the player stands on it, pillars will activate and one by one they will create stairs. During the elevation, player will see demons destroying the church. This will keep him occupied and looking at the visuals. At the top there is a set of organs with a sign that informs if the organ is damaged, an alarm will be triggered. There are maintenance bots flying in the air. Near it is a sign that shows how maintenance bots explode if handled improperly. The player shoots down a bot and places it near the organ the blast doors open as a result. The player will then travel to the highest peak of the church and ring the bell. 6 7 Scheduling We will complete the most essential tasks first and see how they fit and what kind of mix can be created with them. This is the place where scaling and re-evaluation of the project is done. (How much more is needed, is it profitable to start that kind of version etc.) More complete version can be found on Aikataulu.xls Aikataulu_late.xls 8 Postmortem Theme stayed somewhat the same. Perhaps more of steampunk elements could have been added to all assets. Gameplay Gameplay had to make way to a more polished big picture. Planning Plans went through enormous shifts during the way and I found it compulsory to map the progress and possibilities regularly. Scope Scope was altered many times. It resulted in Failsafe –mentioned before: “If everything else fails, we will bring everything produced and create a showcasing “gallery” within the church.” 9 5 Good things There was space and room in the deadlines Good image reference archive is essential. Loads of images were gathered during the way and they resulted as a large and inspiring library. The plan was good enough to stick to, changes were naturally made. The scope had enough space for change Platform was familiar 5 things to Improve Allocating mental and physical resources for work and school Improvement in the visual side, design and the use of space Technical improvement (More practice with highpoly ao + normal baking) Finding the emphasis where the focus is enjoying what you’re doing and the actual doing is secondary. Limiting the project to an even smaller whole that is more easily controllable and where the best skill can be shown. Too big of a piece was taken with this project perhaps. 5 things Learnt The most important thing is to give plans space to change as well as yourself to change with them It is important to map the project regularly investigate where you are at Concepts and reference images are essential in any project Valuing spare time to maintain creativity and clear decision making skills It is vital to find the balance between thinking and doing Personal principals of this project I wished to be employed by as a environment artist I wanted to create a polished production I wanted to concentrate in improving and showing my current skills I wanted to be sure the production is right I wanted to be sure the production works I wanted the production to be the best I can produce I wanted to try new things 10
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