Shepherd Pro - Asher Rubinstein Game Design

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
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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:
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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
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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
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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
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o
o
Bells
See powerups section in objects
Each power up required a 3D symbolic representation
Environment Art
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3D meshes
Textures
Normal maps
Light maps
Menu & HUD Art
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See menus and HUD sections for a comprehensive list of the menu and HUD elements