SHEPHERD PRO Art Bible Contents Document History ............................................................................................................................................................. 2 Introduction ...................................................................................................................................................................... 3 Game World ...................................................................................................................................................................... 3 Level Design................................................................................................................................................................... 3 Level Reference Images ................................................................................................................................................ 3 Camera .......................................................................................................................................................................... 4 Objects .......................................................................................................................................................................... 5 Characters ......................................................................................................................................................................... 6 Overview ........................................................................................................................ Error! Bookmark not defined. Art Assets .......................................................................................................................................................................... 7 Character Art ................................................................................................................................................................. 7 Environment Art ............................................................................................................................................................ 8 Menu & HUD Art ........................................................................................................................................................... 8 Document History Document History Version 1 (24/07/15) Document construction Art Bible Introduction Critters is a casual multiplayer competitive shepherding game. This 2 – 4 person game pits friends against each other in the battle to shepherd the most creatures into their territory, set in a world class professional shepherding stadium. Game World Level Design The level should be designed according to the following specifications: The game is set in a shepherding arena, surrounded by cheering audience filling the bleachers. Based on traditional sporting arenas (eg. soccer pitch) but with shepherding-related features The game is set on a uniquely designed shepherding field (see image) o Yellow circle = bell o Large coloured square = large pen (where the player’s critters meander by default) o Small coloured square = small pen (where captured opponent critters should be placed for points) Coloured grass (like on a tennis court) to represent different pen colours The field should include obstacles (eg. fences) that make game play more interesting and create room for strategy The field includes visual indicator as to why the critters don’t leave their fields unless they are shepherded (eg. very small fences). There is a design/rationale behind the placement of power ups on the field (eg. randomly placed within specific constraints, placed on pillars or platforms) There is visual representation of the crowd in the bleachers surrounding the field If viable, some terrain variation (eg. small rises and falls in ground height) Level Reference Images Mario Strikers charged – Cartoon sport vibe. Simple characters and bold on-field animations. Bleachers filled with cheering crowds. This is the sort of low poly crowds that should appear in Shepherd Pro. Mario & Sonic at 2012 Olympics (http://metro.co.uk/2011/11/18/mario-sonic-at-the-london-2012-olympic-gamesreview-gold-medal-224869/) Camera The screen will be divided into 2 – 4 sections for split-screen multi-player gameplay. Each section of the screen will display an over-the-shoulder third-person perspective of a different character. The camera will be zoomed out sufficiently to show the character model and the player’s actions. Split screen camera view should appear as follows, with one minimap in the middle of the screen for all players Goldeneye 007 reloaded (http://bulk2.destructoid.com/ul/213525-hands-on-with-goldeneye-007-reloaded-smultiplayer/GoldenEye%20007%20Reloaded_Splitscreen%2003-noscale.jpg) Objects The following objects will appear in the game: Bell – Each player has a bell in his quadrant. Power ups – power ups will be placed randomly in the level, enabling players to acquire useful abilities. o Speed power up o Strike power up o Bell power up Player bell - http://mrnecturus.com/store/image/cache/ data/Products/Props/Bell/bell_pre view-600x600.jpg Speed power up 3D Object https://imagegr.s3.envato.com/files/43445384 /shoe%20with%20wings_preview .jpg Strike power up 3D Object http://previewcf.turbosquid.com/ Preview/2014/05/24__09_28_44/ boxing.jpg5219e913-40ad-456dbdb8-21f5fe43eed0Larger.jpg Bell power up 3D Object http://previewcf.turbosquid .com/Preview/2014/07/03_ _22_40_07/bell16.jpg7c6e4 228-518e-4f48-b860afe30ee52d3fLarger.jpg Playable Characters Shepherd The Shepherd characters each wear a cloak and carry a staff with an orb on it. The cloak represents the player’s colour. The orb changes colour when the player acquires a power up. The shepherds look like wizards, but they are not wizards. The Shepherds look to be aged 30 – 50. They look experienced, but not so old that they cannot engage in strenuous physical activity. Shepherd cloak - Shepherd cloak - Shepherd cloak - https://theblogofbaphome t.files.wordpress.com/2012 /08/cloak.jpg https://theblogofbaphome t.files.wordpress.com/2012 /08/cloak.jpg https://www.cgstud.io/img d/l/541dadc81e43f6d40e4 a37d3/8389.jpg Shepherd cloak - Staffs with orbs - Staff with orb - https://www.cgstud.io/3dmodel/wizard-28525 http://i.istockimg.com/file_thumbv iew_approve/36143468/3/stockphoto-36143468-wizards-staffs.jpg https://i.warosu.org/data/tg/ img/0375/69/142203665837 9.gif Non-playable Characters Critters The critters are small docile creatures that populate the game field. They are typical farm animals, so they should appear to be bred for their meat and/or wool/fur. They do not need to be real animals. They can be mythical creatures. However, they should have the features of sheep, cows, and other herd animals. These include wide set eyes, non-threatening appearance, herbivore/non-predatory features, bulky bodies and short legs. They should appear as if they can move quickly when escaping predators. They are docile and wonder around aimlessly in their pens until they are shepherded The critters’ fur will be coloured differently depending on which shepherd they belong to. Sheep - http://www.rustyduck.net/wpcontent/uploads/2013/08/Sheep-002-Wm.jpg Thick wool, short legs, non-threatening, passive looking Cow - http://cdn.arstechnica.net/wpcontent/uploads/2015/04/1024px-Cow-IMG_2050640x480.jpg Large body and thin legs. Looks like it is bred for meat. Eyes on sides of face = non-carnivorous. Bufallo - http://www.hdwallpapersos.com/wpcontent/uploads/2014/11/cape-african-buffalo.jpg Docile looking face. Looks mellow and lazy but can move quickly if necessary. Art Assets Character Art Players o A unique player model for 4 players (same model but with different hair, eye, and skin colour o Modelling, animation, and texturing o Animations: walk, run, jump, strike, strike while walking, strike while running Critters o A single creature, modelled in each of the colours (red, blue, green, yellow) Different creature model for each player (stretch goal) o Modelling, animation, and texturing o Animations: Walk, run, jump Power ups o o Bells See powerups section in objects Each power up required a 3D symbolic representation Environment Art 3D meshes Textures Normal maps Light maps Menu & HUD Art See menus and HUD sections for a comprehensive list of the menu and HUD elements
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