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G a m e D e s i g n 1
1 2 / 1 4 / 1 0
P r o f e s s o r L e e
Connor MillikenThe final project for Game Design 1 & 2 is called
Fatal. This is the game in which I have designed
that incorporates multiple layouts of a vast RPGincorporated shooter that will give you a thrill.
Fatal
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Table of Contents
Final Project
Introductionpg. 5-7
Titlepg. 5
Genrepg. 5
Platformpg. 6
Target Ratingpg. 6
Themepg. 7
Feature Summarypg. 7
Characterspg. 8-11
First Character: Banepg. 8-9
Second Character: Lukepg. 9-10
Third Character: Karhnpg. 10-11
Storylinepg. 11-15
Premisepg. 11-12
Backstorypg. 12-13
Synopsispg. 13-14
Challengespg. 14-15
Strategiespg. 14-15
Designpg. 15-26
Level Structurepg. 15-16
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Environmental Designpg. 16
Interface Designpg. 17
Artificial Intelligencepg. 18
Concept Artpg. 18-19
Art Style Guidepg. 19-26
a. Concept Artpg. 19-20b. Storyboardpg. 20c. Color Palettes and Texture Samplespg. 21d.
World Coordinate Systempg. 21-22
e. Asset List and Dependencies (for one scene)pg. 22-24f. Digital Photopg. 24-25g. Flash or 3Ds Max Examplepg. 25h. Video Resolution and Aspect Ratiopg. 26
Sound pg. 26-29
Audiopg. 26-27
Sound Design Documentpg. 27-29
a. Stylepg. 27-28b. Types/Assetspg. 28-29c. Transitionspg. 29
Productionpg. 29-36
a. Production Planpg. 29-36a. Staffing Plan pg. 29-31b. Milestonespg. 31-35
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c. 3 Taskspg. 35-36Marketingpg. 36-40
Target Marketpg. 36-37
Competitive Analysispg. 37-38
Marketing Planpg. 38-40
Referencespg. 41
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5
Connor Milliken
Professor Lee
Game Design 1
December 14, 2010
Fatal
Introduction
Title:
Fatal is a new game that will be offered sometime soon at the new E3 convention
being held next year. The reason this game will be called Fatal is due to the fact that this
new game will be a decision based game with the user controlling almost every decision
the character makes in the game itself. Every decision is Fatal to the end result of the
characters life and crucial to the events that occur throughout the main characters life.
Genre:
This game will be an RPG shooter, which will combine both the role-playing
aspect of the game play and being in an environment of war as it is today such as modern
warfare. Fatal will be a revolutionary game which will bring together the aspect of the
user making every decision for the character, while he also levels up and acquires
abilities and skills in a shooting game.
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Platform
The platform that we will be targeting with Fatal will be PC, Xbox 360, and PS3.
The reasoning for this is because these are the three main platforms that people play for
shooters and RPG's, so that would allow for bigger sales than if they were put on the Wii
because the Wii is more of an interactive game with moving while Fatal will be more of a
sit down and "shoot em up game". With the choice of only allowing these platforms to
play this game that gives us the freedom of only worrying about button used games,
because Wii is with a different kind of controller, but in the future if the game was a great
hit then we would possibly go with expansion and bring it to the Wii and Xbox Kinect. In
other words we will be targeting the console based platforms and not go into board games
and table games of such with this game.
Target Rating
The ESRB rating for Fatal will be a mature rating of 17+ due to its graphic
violence and some use of harsh language thrown in the game to enhance the state of
reality inside the game itself. There will also be a lot of gore and blood in the game as
well because you are killing people and we want this game to be as realistically possible
as we can get it. Even though we won't allow people less than 17 years of age to buy the
game we expect that the older group of teens and males will buy the majority of the
games because the game is targeted toward their generation, which is interested in
challenges and fantasy shooter games.
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Theme:
The theme of Fatal will include the decision of good vs. evil and also the survival
aspect of human nature. Each decision the user makes will cause the character to turn
more to either good or evil and also every fight in the game would require the user to use
everything they have just to show their ability to survive and also how much they want to
live. The reasoning for this theme is due to the story line of the game which includes in
the beginning a certain event to occur in which you make your first decision to do good
or evil against the ones you love. In essence the main theme will be good vs. evil due to
the decisions that the user will encounter and have to make.
Feature Summary -
Five features that make my game a leading competitor above the rest would be for
these reasons; Fatal allows the user to make their own choices on what missions they
should take and that deciphers the game play of the story, it also will allow for modern
technology use along with some fantasy magic moves giving the best of both worlds such
as weapons and abilities. Fatal will also give you the opportunity to go to vast areas of the
modern world such as rain forests, to the desert, to most urban cities of such. This game
is also the mix of RPG and shooters which allows for a fun fantasy game which involves
tons of special abilities and several different ways to play the game itself. Lastly, the best
feature of this game is the characters themselves, mostly because each character is unique
in their own way and you get to play with each one at every different level. This allows
for the use of different characteristics, moves, abilities, and most importantly fun.
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Characters
First Character: Bane
Background: Bane Volani is part of the royal family who rules the land of Argia
and is the youngest son of 6 siblings; he is the main character of the game. He
continuously breaks laws given by his parents, and loves to hunt in the forest and always
does. He is a strong willed character, with a good heart and a level head. He has always
been a decision maker in his group of friends and everyone looks up to him.
Physiology: Bane at the moment is very young, but will grow in age and will
become wiser and he progresses. His features include: an athletic body type, blue eyes,
unknown powers, blond hair, and white skin. He continually is very cheery and happy,
but when angered shows it in powerful rage. His health is unheard of because he was a
royal member he had all the greatest health care and coverage. The only movement
noticeably different from anyone else is how he walks with a chip on his shoulder, such
as that he is more knowledgeable than anyone else.
Sociology: Bane as a royal family member is looked up to as a powerful human
being. He holds more power than any other human while his family is missing. His
decisions also influence the peoples decisions politically, and regularly. He is not
married and is very young, but at this age he has very high respect for his friends Luke
and his newly found friend Karhn. They all have significant trust in each other and get
along with one another.
Psychology: Bane is socially intelligent and will show his knowledge whenever
he can. He generally has no weakness other than his friends and families and his strengths
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are unimaginable. He is not easily tempered and always believes that the balance of good
vs. evil rests in the hands of man kind. After the events Bane has no fears other than the
fear of never seeing his family again, but will go to any length just to save them. He is the
nearly perfect human and shows it as well. He likes challenges, his faith, and his loved
ones, but hates anyone in his path that stands to take him down.
Verbal Characteristics: Bane has a slightly deep voice, but is as easy to
understand as anybody else. He often will talk with higher intelligence than most,
however, saying quotes like, Perhaps imagination is only intelligence having fun.
Second Character: Luke
Background: Luke has always been Banes best friend since the day they were
both born on the same day. He assists Bane in his conquest after finding that Banes
family is missing. Luke is very tough and strong as a giant kid, and was always called
Big Green, because he always wore green. Along with Bane he hopes to make the right
decisions on the path of conquest.
Physiology: Luke is brave and built like the hulk. He has broad muscles and is
looked up to as a giant. With brown hair, brown eyes, and pale skin he is the body guard
for Bane and always shows it. He is very healthy because he was a friend to Bane, but his
very specific movement is that he walks slouched with a dumbfounded face at times.
Sociology: Luke has no economic power and doesnt intend to get involved into
the economy mainly because he is more of a brunt worker for his friend Bane. He gets
along with just about everyone and everything unless they harm him or a friend in any
way. Luke shows the most compassion than anyone else due to the fact he has had issues
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in the past with family issues. As for his friendship with Karhn and Bane, he fully trusts
Bane, but watches every step Karhn makes just incase he may make the wrong one.
Psychology: Lukes biggest weakness is his compassion for everything because it
allows him to be vulnerable at any point in time. His biggest strength is his own build and
ability to use his own strength against others. He is always emotionally stable and never
gets angered unless you hurt him or someone he loves. Luke isnt married as to the fact
he is very young along with Bane and as he grows older he will become wiser. He likes
his friend Bane and dislikes anyone that angers him.
Verbal Characteristics: His voice is very low and shows lack of intelligence
sometimes, but shows compassion and high speed of speech. Something he would say
might involve a lot of questions such as: why, when, where, and who.
Third Character: Karhn
Background: Karhn is the demon of the Devil himself who is one of the most
powerful demons in Hell. After serving for Satin for over four-hundred centuries Karhn
lashes out against the Devil and returns to Earth in human form. With certain abilities
Karhn gives aid to Bane to find his family in search of the truth. Karhns defiance
towards Satin shows courage and how his heart has grown since his release to Hell.
Physiology: Karhn in human form is an average human and has a high type of
anger. When angered his true form comes out and turns into the demon he really is, this
ability is the strongest aspect of Banes force. In human form he is dark skinned, with red
eyes, black hair, and an average body type. Karhn will often show no emotion and only
ever shows it when the rage comes out of his inner demon. His signature movements
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depend on his form and while in demon form his movements are not seen to the human
eye.
Sociology: Karhn does not get involved into anything dealing with economics
mainly because he isnt human. He was a working man when he lived, but committed a
crime in which he isnt happy with anymore and feels the need to aid Bane in his quest.
He gets along with Bane, but knows his trust with Luke isnt as good as it could be. He
will never trust anyone fully, but the closest to that is Bane.
Psychology: Karhn was married before he was sent to Hell years ago, but now
does not get involved with any marital related options. He is extremely intelligent and
very dark as well. His abilities give him more power than any man can imagine. He has
no feelings and no fears as well; his only goal is to help Bane is his quest to save his
family because of his decision to do well instead of evil. As for emotions, he will never
show them unless they include anger. He likes dark places and hates the light.
Verbal Characteristics: Karhn is especially low pitched and more evil or devilish
sounding due to his alter ego, but when he talks which is not often at all he shows little
compassion and is more along the lines of death or unhappiness. He might say something
like, Death is the prettiest site of the Devils Art.
Storyline
Premise:
Bane, the main character, is a strong wielded character who is not only born into a
great family, but is also born into one of most unheard of events to occur at the time. His
family, although royal, had been plotted against and is in the need of your help. Bane will
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need you to show him the path he must take to complete his tasks at hand. You decide
whether Bane will go to the dark side or stay the angel and the savior that he must be in
the rigid world of Argia. In order to complete these tasks you must control Bane and
decide his fate overall while along the way developing new skills and learning new
abilities to overpower those who stand in your way.
Backstory:
The year is 2024, in the land of Argia. Bane and his family are the royal rulers of
all the land. While Banes family controls all the land, they do not realize the plot
growing to de-thrown the family and give all the power to the people. Bane and his
friends are six years old at the time and always play outside the castle in the forests and
such. While growing up Bane had everything at his disposal including the ability to learn
about the new technology. One day Bane was playing with his group of four friends
including himself and went out to shoot some birds in the forest with the guns they
received, but when Bane returns he finds his family gone and the castle trashed. As he
searches for his family he sees a light coming from the royal chamber and so he decides
to follow it. Bane along with his friends prepare for what is behind the door. After
bursting in and seeing a sight that no one had ever seen before, Bane got on his knees and
began to pray. The Devil had come to earth to take the families souls and yet when he
tried to take Banes the Devil was shocked. God had protected Bane, thus allowing Bane
to survive this attack on his family. Bane has now woken up unconscious and unaware of
what has happened, but the feeling of something wrong fills his mind. Bane is on the
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search for his friends and family and must fight even the worst of the world and the outer
worlds demons and what powers they might entail.
Synopsis:
In this game you play, as the main character Bane, will face many decisions along
the pathway to discovering the secrets as to what happened the night that you dont
remember. Along the way you will meet new friends and find your old friends, while
always looking for your family you will encounter challenges letting you earn new
abilities, skills, or friends. Decisions will affect your game play, your enemies; youre
your challenges along the path of your conquest. You will be able to choose a
specialization between certain classes and be able to acquire certain abilities that will
give you ultimate power. Every chapter entails its own decision and in those major
decisions involves many minor decisions that will consume the user to follow a good path
or an evil path. Bane will find challenges that need to be overcome in a dramatic scene
against the Devil and will continually find the Devil chasing him, but he will never make
a final blow until the final decision. Along this way the character it self will begin
looking the way that the user has taken action upon whether it is good or evil. After
acquiring new weapons, warriors, skills, and abilities you will follow the main goal of
saving your family, or doing what your evil heart desires. This game will make you
believe about good vs. evil and how you affect the balance of the land. While going along
you must keep in mind that God has given you the gift of saving your life from the
Devils power and for this you must follow your path to aid him in his quest to balance
the power of man kind on earth or defy him and defeat him in the end to gain all power
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and take what you desire. You will go through many choices along the way, but in the
end you will decide the fate of Argia.
Challenges and Strategies
The first challenge that the user will face will be when they are drop into a vast
forest and they have no GPS and no way of finding where they are. They must find their
way back to the town or city by using clues in the forest that they have to find all while
trying to sneak around and/or kill enemies. The path that the user chooses here could
result in a different path that the user may take. For example if the user decided to go
with the sneak in approach then they will develop skills similar to a spy, but also would
make it so that the missions that the user receives later on will be more of the spy
approach rather than the shoot everything approach missions.
The second challenge will ensue when the user has just found one of the known
targets that he must kill and is in a chase scene with him. He will find it harder to catch
the killer when he flies off the side of a huge cliff in a parachute after jumping out of the
car. The user must find a way to get to get down the cliff through either grappling down
or climbing down the path, but the only problem is that some rocks are slippery and one
wrong decision could be the end of the game for them. The result of climbing down
would give you more attribute points towards being a spy or nibble while also increasing
vision because you can see some things others can't.
Lastly, the third challenge will come later towards the end of the game when the
user has been caught by the enemy and is taken into a prison cell after tunneling down the
prison to catch the enemy. The room is locked down with two people on guard at all
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times and he only has a few minutes to escape before he is killed by the boss. Giving
your surroundings you must find ways to find a way out whether you climb through the
top of the cell or pick the lock of the door and kill the two guards while trying to escape.
These challenges will be very tricky and will take some intellect to solve, but depending
on how well you solve these challenges you will level up faster or slower. In the end, the
end result depends on one of these decisions because one decision will lead toward an
undercover escape and kill, while the other will be a more up front confrontation with the
boss himself.
Design
Level Structure -
There will be multiple levels due to the choices you can make, but each level will
consist of certain jobs or contracts you have to fulfill in order to grow up, which is going
up to the next level in a way. Each contract will be targeted toward either making you
stronger, helping some citizens, helping some of your own characters, or helping uncover
a part of the story as to where the main characters family went. The beginning contracts
or jobs will involve missions that help you learn the controls with sparring (practical
fighting) to learn how to fight as you grow stronger. As you get further along the story,
however, we will throw inside events or quests that you can chose to fulfill, and those
missions could include a reward at the end of mission that gives you a special item
needed to defeat a boss later on. The levels primarily focus on the completion of levels
and the uncovering of clues pertaining toward the main character's family's
disappearance. Each level will relate to one another by adding a little bit of history or
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evidence as to why the main character's family disappeared. All the levels as you get
stronger also have stronger enemies and as you get closer to the boss you face more elite
squads of enemies that look to kill you. Along the way you will also find the stories
between each character including Karhn's past, which is filled with a lot of questions. The
background of the story as it progresses gets closer to the enemies lair, but the sequence
is that you start in training camp, then perform several duties in multiple countries, then
proceed to hunt down the tracks leading you towards the enemy lair.
Environmental Design -
The surrounding environment in this game is mostly urban and primarily on
enemy lines. It is in the setting of a small town towards the Middle East of the world,
which will allow some desert like feeling and some heat during the day. Although in one
area of the game there will be a forest expedition, in which you have to travel to Brazil to
do some missions for your journey. You will have to go in buildings in order to complete
some missions including the final mission. In some scenes the buildings will have the
corporate business look with everything trashed around the offices and such so it gives
you that urban feeling, but in the other missions you will be inside a deserted prison. This
prison will be a fifty year old deserted prison in which the enemy is keeping hostages and
you have to tunnel down the compartments just to find that the eerie swamp filled bottom
is where you must stop the enemy. It will give the player the feeling that this place is not
where you feel comfortable, because there will be animals crawling around and water
dripping with moss and mold on the pipes of the tunnels.
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Interface Design
The way the users will access information will be from mostly the start menu. As
for the controls, lets start with console buttons, the left and right trigger will be fire and
sprint. The A button will allow players to interact with everyone, such as opening doors
and talking to people. The B button will allow players to use their first magic spell they
know, and the X button will allow the user to use the second magic spell of their
choice. The Y button will allow the user to switch weapons and the right stick will
allow you to look around while the left stick will let you move. The start button will
allow you to access the start menu and all the information you would probably be looking
for, and the select button will allow the user to check their stats and if they level up then
they will press that button to add to their stats. As for the bumpers the will serve as
secondary weapon use. Controls on the computer will primarily be like any other with
W.A.S.D as move and fire and interactive buttons right around those buttons as well.
One visual interface will be the menu system that they can access when they press
start. It will include the options of saving the game, loading a game, looking at level
information, looking at map information, being able to start a new game or reset, also
being able to exit the game and go back to the original game. The other visual interface
will involve what you see on the screen as your playing which will include; health bar,
amount of ammunition left, a map in the top right corner, your level status, your mana bar
for spells, and lastly your weapon choices for primary weapons. This will allow the user
to access most of the information they are looking for right away.
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Artificial Intelligence
The AI in this game will react to all of your actions that you make in the game.
Such as if you shoot someone then they will be either happy or mad at you determining
on what that person wanted you to do. Enemy AI's will also react accordingly, an
example is when youre trying to sneak in to a place then the enemy will try and spot you
and if you make noise then they will investigate the area, and the harder level you play on
the better the AI's are on discovering that you are in the area. All friendly AI's will react
graciously and kindly to the main characters except for Karhn because of his background
and how he's been an intruder to the allied people. The enemies obviously will always
look to kill you on sight. One good example of a chase scene and how the enemy will
react is by any of the routes that you take, because if you take one path it could lead to a
different cut scene, whereas, if you took a left instead of a right before you would end up
with a completely different cut scene and future of play later on with that character.
Concept Art
As stated before the environment will be primarily hot and in the desert with the
occasional missions in urban territory and vast forest wastelands of such. Here is a map
drawn to provide some information on the difference between the Urban, Deserted, and
Forest feeling environments. This map is represented by the mission that you have to do
in the desert, it doesnt include a lot of buildings, but it has heavy enemy fire.
KEY
Blackstart, YellowPath, GreenBuildings, RedEnemy bases
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Art Style Guide
Concept Art
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Storyboard
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Color Palettes and Texture Samples
Fatal will have a multiple array of colors in the game itself due to the fact that itwill be working on a 64-bit palette as opposed to anything of lower quality. The
palette will consist of millions of colors of all differences, but the color scheme
will be as realistic as possible. This won't be a cartoon looking game, because we
want Fatal to look as real as possible especially since we are working during the
time period of right now. Since we will have a higher resolution as well we won't
worry about the older TV's bleeding out the color because even though they
probably will, we want to have a realistic feeling so that if a TV bleeds out the
color because it is older then that leaves it up to the user to get a better TV for
themselves. In all scenes the text color will be an off-white color so that it can be
readable in any nature or picture for the reader to see. Since all the characters are
new and there isn't any licensing on these characters then, while creating the
characters we will be able to create any certain palettes we want rather than
having to stick to a licensed palette for an already made up character like Homer
or Scooby Doo.
World Coordinate System
My world coordinate system will scale at, one-hundred coordinate units equals tenfeet in the real world. This way by taking an average human being and putting
them into the game they will be sixty units tall by twenty units wide. This scale
will give me an advantage of adjusting all properties easily because it is at one-
hundred which will allow me to rearrange the characteristics height and those
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aspects by changing the number and altering his height. If you were to take the
photograph of the ocean (below) done for the photograph design for this game,
then you would see that it is about a mile long in the real world distance by about
a quarter or half a mile wide. This would mean that it would be 52,800 coordinate
units x 26,400 coordinate units. This allows me know exactly how far and how
wide this level will be giving me a bigger picture and a better idea of what
objectives, missions, objects, that I can put into the level itself. With this
information the game can successfully be created with a full scale that will help
maximize the efficiency of determining how big or small levels will be. The
landscape around each area will be more open than usual and will allow the user
to wander with certain boundaries tied off by either blockades or trees of some
sort.
Asset List and Dependencies (for one scene)
SceneBane/friends Running back to see what happened at the castle, finds his family
is behind a huge set of doors (scene ends when looking at doors)
Asset ID File Description Resolution Animations Dependenci
es
1 Buildings Background
Buildings in
Town
Low 10 0
2 Castle Banes Home
Castle4
Medium 1 0
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floor
3 Bane Main
Character
High 1 0
4 Bridge In Between
Forest and
Castle
High 1 0
5 Signs Normal
Directional
Signs
Low 4 0
6 Bushes Medium Sized Low 20 0
7 Banes
Friends
Side
Characters
Medium 2 3
8 Big Oak
Tree
Giant Carved
Tree
High 1 0
9 Trees/Forest Lots of Trees Low 20 0
10 BB Gun Normal Sized
Gun
High 1 0
11 Bane
Running
Running
Sounds
Medium 1 3,13
12 Friends
Running
Running
Sounds
Low 1 3,7,13
13 Faint
Screams
Screaming in
the Distance
Low 1 14
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14 BB Gun
Firing
Shot Sounds High 1 10
15 Birds Pigeons Low 8 0
16 Birds Flying Flying Sounds Low 1 14
17 Giant Door In
Castle/Scene
End
High 1 0
18 Banes
Voice
Voice over High 1 3,7
19 Friends
Voice
Voice over High 1 3,7
20 Devil Sign Sign of Devil High 1 17
Digital Photo
These photos resemble how the terrain will look in Fatal. The top left shows alandscape of how close the castle grounds will be towards the ocean, while the top
right shows how the terrain and ground will look for the pathways in between
some areas. As for the last picture on the bottom, it will resemble an area in which
a battle scene will take place, where Bane has to take down some enemies and
throw them into the vicious rocks and waters below.
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Flash or 3DsMax Example
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Video Resolution and Aspect Ratio
With Fatal, we are going to achieve full performance to make this game lookrealistic as possible. With that in mind, our video resolution and aspect ratio will
be suited more towards the major platforms that will be able to handle the
resolution as well as the aspect ratio. Anybody with an older T.V. Or a lower
system will not be able to purchase this game because it won't be able to be
compatible with the graphics cards or the resolutions. The typical resolution we
will make for this game will be geared towards 1920 x 1080, this way the PS3, X
box 360, and some PC's will be able to support this graphically enhanced game.
With most of our scenes we will have a 16:9 aspect ratio so that we can give a
more broad spectrum of views to show the user how graphic this game really is. It
will also allow us to show the full landscape as we would like to show it, such as
the photograph of the ocean line (above). With scenes such as those, we will show
the panoramic views as much as possible, but we will also bring the ratio down to
support close visuals of the characters emotions as well as some battle scenes that
take place. Eventually, we may create the game towards the lower scale resolution
models, but for now this game will be graphically enhanced enough to only show
on certain platforms.
Sound
Audio
The audio effects are going to be realistic when it comes to the sounds of gun fire
and several weapons. As for the music in the background we will have several different
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variations depending on the mission you are doing. An example is that if you were to be
playing a mission at night and you had to sneak around some place then we would make
it so that the music would be eerie or creepy. If you were to be out in plain daylight in a
combat environment against enemies then we will put some faster/upbeat music in the
background to get your adrenaline pumping to enhance the flow of game play.
Sound Design Document
Style
The style with Fatal is going to be adaptive yet consistent at the same time. The
meaning of this style that will be in this game will change to certain aspects and certain
areas. Each area will have its own music to it and as the character moves towards
something that is of importance such as; enemies, objects, other areas of the map, the
game will adapt and change the tempo and the type of soundtrack that is playing. An
example of this is when the character is in the forest you will hear animals that live there,
hear the wind, and more as if you were right there in the forest, but as you edge out of the
forest and into a cave, for example, you will begin to hear eerie background music,
dripping water, and possibly if your close enough to some enemies, some sounds that
define the enemy character. As you fight and play regularly the tempo with either
increase or decrease depending on how you are, such that in a fight the tempo will be
fast, but as you kill enemies the tempo will slowly decrease so you feel that emotion of
almost completing the task. This will heighten the emotions towards the game because
instead of having the tempo be the same throughout the fight scene, the tempo eases in
and out of the fighting rather than jumping into it, unless its a surprise. Another way of
describing how this sound is going to flow is by looking at how the weather will affect
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the sound because in this game the weather will change constantly whether its just day to
night or day to a storm. Lightning storms will bring more eerie music into the game
rather than happy easy going music that relaxes you, which will be used when it is sunny
and nothing is going on at the moment. The sound in this game will enhance the players
ability to become locked into the game play and never want to put the game down
because of the adaptability of the sound, but also how consistent it is when doing certain
animations or being in certain areas.
Types/Assets
This game will be an adaptive audio type, which will allow for the change of the
background music to go from anywhere between happy to eerie. Being able to do this
will allow the user to feel the full experience of emotions that even the character
experiences in the game. There will be sound effects to moves, moving, fighting,
creatures in the distance, trees blowing in the wind (when wind picks up), jumping,
explosions, dripping water in caves, when weather changing occurs, all of the weapons,
and a sound for just about everything, but we will have all the sounds seem real. The way
we will do this is by recording how each object sounds in real life and bring that
recording into the game at that moment. This will give the game that sound of being real.
As far as the character voices go, we will have voiceovers for each character that has a
part in the dialogue. This will allow us the ability to be able to put a variety of different
voices and sounds into our game to make it more entertaining in the game itself. As far as
the main character goes as well, you will customize which voice you would like starting
high and getting to a lower voice as you go farther into it. This gives the user the option
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to choose the way the main character will sound giving them their own feeling of a
personal main character.
Transitions
Changes in the sound during the game occur when the user changes areas in the
map. It will also happen when the weather changes, when you go into battle the tempo
increases, as the character moves to different areas such as a cave you will hear eerie
music, and as the character moves toward enemies you will hear them get louder and
louder. Depending upon where the user is and where they want to go the music will adapt
and change to where the user is to give them that full experience of emotions that we
want them to.
Production
Production Plan
Staffing Plan
Concept Pre-Production Production
May
11
Jun
11
Jul
11
Aug
11
Sep
11
Oct
11
Nov
11
Dec
11
Jan
12
Feb
12
Mar
11
Apr
11
Producer 1 1 1 1 1 1 1 1 1 1 1 1
Assistant
Producers
1 1 1 2 2 2 2 2 3 3 3 3
Associate
Producers
1 1 1 1 1 2 2 2 2
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Design
Director
1 1 1 1 1 1 1 1 1 1 1 1
Designers 3 3 3 6 6 6 6 6 10 10 10 10
Technical
Director
1 1 1 1 1 1 1 1 1 1 1 1
Software
Engineers2 2 2 7 7 7 7 7 12 12 12 12
Art
Director
1 1 1 1 1 1 1 1 1 1 1 1
Artists 3 3 3 5 5 5 5 5 15 15 15 15
Audio
Director
1 1 1 1 1 1 1 1 1 1 1 1
Audio
Engineers
1 1 1 2 2 2 2 2 2 2 2 2
Q/A
Director,
Testers
3 3 3 3
Staff
Headcount
15 15 15 28 28 28 28 28 52 52 52 52
As for the actual roles and responsibilities of the group itself all positions willhave a set role that they will need to handle themselves and be sure to get all their
work done. The producer and management team will provide leadership by giving
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feedback to everyone, making sure were making deadlines, and making the
ultimate decisions. The design team and director will be creating the levels,
characters, models, art, and designing the layouts, levels, and what will happen in
the game. Also, the technical director and programming team will be sure to write
the program, make sure that the code is correct, and create the architecture and
foundation for the game. The art director and art team will create the art style
guide, the foundation for our game, and all of the images for the game, they will
also create the 3D imagery if need be. Sound will be managed by the audio
director and audio team and they will create the background noise, the level of the
noise, what will occur, when it will occur, and how to handle all the sounds.
Lastly, the QA testers will be sure to play the game and test it out to allow for
smooth game play and to assure the team that the game is ready for shipping.
Milestones
Regular Buildso We will have builds every day after the first two weeks of
designing and programming is done so that we can run tests and
make sure the program is running at tip-top shape. The Design
Director and the Lead Programmer will work out anything that has
problems together so that the job gets done in a manageable
fashion. After each day there will be a build saved separately so
that we can keep track to see where we were and how we are
doing.
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First Playableo After creating the demo level for one of the beginning missions
you will be able to play the game as if it was ready for shipping.
This level will be at the beginning and will deal with you finding
out the beginning towards the story of how and what happened. It
will then go into teaching you how everything works and
functions. This will allow for a full demo of the game at the
beginning to draw in the users that will want to buy this game and
to give the publishers something to go off of.
Alphao After about 6-8 weeks from the first playable the alpha version of
Fatal will be available for playability. Although in the test phase
this will give the full demo with some bugs in the game to show to
the publishers. We will have all of the functions and levels into the
game allowing the game to be fully designed, but not fully
developed.
Betao About four weeks after the alpha version comes out there will be a
beta version with the game content locked into the game. There
may still be some bugs that need to be worked out, but everything
in the game is done designing and should be fully functional for
the most part.
Release Candidate
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o With the beta finished and after a couple of weeks of refinementand tuning the game is ready and set as a release candidate. This
will allow for the game to be playable in every way, but will not be
shipped and will be rigorously tested by the QA Testers to ensure
the playability and readiness of the game.
Gold Mastero After about 3-4 weeks from the release candidate and with all the
QA testing done the gold master copy of the game will be ready
for manufacturing. Compatibility testing will be performed to
ensure readiness as well, but marketing will be done as well to get
the name of the game out there.
Localizationo As for the changing of languages, we will ensure a 6 week waiting
period to countries such as; Japan, China, Korea, Spain, Mexico,
Italy, etc. This will allow us time to change what needs to be
changed to ensure quality and exact detail in getting everything
correct with the languages.
How will you avoid feature creep and slippage and ensure that your teammeets these deadlines?
oThe way that we would avoid feature creep and slippage issues
would be by making sure everyone stays on their tasks at hand,
they are always working with a group or partner, and the producer
has enough knowledge of knowing what can be put in and what he
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has to say stop to. Producers are the whole reason why feature
creep can hurt production because they dont know how to say
no to an idea that could be added, when they should have just
stuck with the original idea and plan to keep the game on time.
Even though some feature creep ideas may make the game better,
the game was designed with good intent to lure the user in to
playing this game, so I believe that any feature creep ideas would
take the team off track and cause problems in the later stages of
production, so it is up to the producer to make sure that no feature
creep issues hurt the game production later on. Also to keep the
ideas at a minimum, if the designer or programmer want to add a
new idea while working on a portion of the game then they should
have a valid argument and excuse as to why this idea will help the
game, if the producer sees fit that it is a good idea then it would be
OK with me because the producer knows what is best. Also the
producer should have seen ideas like those coming so they should
have planned for some polishing time when they were scheduling
the whole game project, which would allow for reasonable amount
of time to work out the problems from these feature creep issues.
The way we will combat the slippage issue will be through careful
and precise planning in the concept stages. This will allow for
extra time to be allowed for when slippage may occur, but it
shouldnt due to the increased amount of planning and
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brainstorming that should have been done during the concept idea
period. We will also keep communication at a maximum forcing
people to let the producer where they are at, allowing the producer
to monitor where they are every day, making sure that the project
stays on track and in line as well.
3 Tasks
Task
Name
Description Start
Date
Due
Date
Time
Estimate
Dependencies Person(s)
Assigned
Weaponconcept
art
Design anddraw detailed
and colored
weapons thatwill be added
to the game.
Also design3D designs
for a future
layout.
May14,
2011
May28,
2011
2-3
Weeks
Weaponimages are
taken;
Bitmaps aresetup, Pre-
drawings of
weapons donein 2D.
Lead Designer,Concept Artist,
3D Artist,
Producer
DesignMain
Characters
Create 3D
images ofLuke, Karhn,
and Bane.
Asses the
major detailstowards the
body and
face makingsure they
look realistic
in the design
face.
May30,
2011
June18,
2011
3-4
Weeks
2D images are
drawn,Layouts and
sizes are
made, and all
charactershave pre-
drawn designs
for 3Drendering.
Lead Designer,
3D Artist,2D Artist,
Art Director,
Programming
Team
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DesignLevel
Layouts
Use 2D
images to
replicate the
layout of thelevels. After
that asseswhat theworld
coordinate
system willbe and
continue to
design 3D
models anddesigns of
newly
designedlevels.
Sep20,
2011
Oct10,
2011
4-5
Weeks
2D images are
drawn to
scale, world
coordinatesystem is set,
Pre-setimages of alllevels are
designed.
Art
Director/Team,
Technical
Director,Programming
Team,Lead Designer,Associate
Producer
Marketing
Target Market
The targeted market for Fatal is going to be a mix between a first person shooter
and an RPG mixed fan base. This will give us two huge groups of followers that will be
primarily older and can buy this game because it is targeted towards mature rated users.
The ideal targeted market that this game targets is the players who enjoy first person
shooters such as modern warfare, and these people will most likely be between the age of
mid teens all the way up to mid thirty's mainly because these people have a steady
income and are interested in RPG shooters. This game will be directed toward people
who love shooters with some fantasy involved, we will create a new world which will
have modernized technology with the fantasy of characters from out of this world
moves and characteristics. We will focus on the modern aspect of the shooting games
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with new guns that are featured in war today along with all the other weapons you can
have, but we will also incorporate the use of character specialty moves. This will enhance
the play of the RPG aspect of the game, giving the realistic effect from the modernized
game play aspect and the fantasy aspect with the several moves that the characters can
perform at times. A lot of the audience will be targeted toward any place near GameStop
or any video game market store. Most of their characteristics involve the age mentioned
before and most likely a person without a family who lives on their own and a person
with an older aged family with kids in the mid teens or so.
Competitive Analysis
One major competitor in our game is a game that incorporates the same concept
as a shooter/RPG game, but they are an espionage game in which you primarily have to
creep around and kill, whereas, we are primarily an open combat shoot em up, kind of
game in open land. The reason we have an advantage over this game is that we will offer
open combat with multiple characters that all have different personalities and one
character that is especially fun to use, Karhn.
Another big series that would be a huge threat would be called Fable, this game is
a huge RPG based game that incorporates all aspects of weapons, such as; bows, guns,
grenades, swords, etc. Our advantage over the competition with this game, however, is
that we offer the modern type of game play with new guns that are being used today and
the perfect combat that has the most realistic feeling of war. We enhance the game play
from Fable by bringing it to the modern use of warfare today, which will intrigue more
people than just people that are interested in RPGs.
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The third game that would be a huge competition to us would be Borderlands.
That game is very addictive and fun and it focuses on all the same aspects that Fatal will
as well. Borderlands takes place in a mercenarys world, however, which allows for fun
and destruction, but can lack on the mission sides of things. The advantage that we will
have over this game is that our missions are a big part of our storyline, and we focus on
the game being as modern as possible with some cool effects from the character Karhn.
This will give the users who love modern game play a sense of love towards the game, as
the RPG and effects and moves from the characters will also.
Marketing Plan
Marketing Summary
Although marketing a video game whether it is good or bad may be difficult,
Fatal presents a good basis to help get its name out there. The whole reason behind this is
because the name itself, it wasnt chosen randomly, but it was chosen to get the attention
of the users. It seems to be a word that jumps out at you and makes you curious of; what
does it mean? What is so fatal about this game? What is it about? It seems to keep people
interested and thats what we are going to market this game behind, is its name. Weve
come up with several ways to promote this game through marketing by advertising,
promoting, and even going far enough to set up a personal website as well.
One of the ways that we will be advertising Fatal is through magazines with Gamestop
and Gamespot. Both of these companies have outstanding game magazines to provide a
wide base of followers along with a strong background of having a good reputation. What
we will end up doing is having Fatal be the cover of the magazines so that the name gets
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out there immediately and effectively. Another way that we will have our video game get
its name out there is to conduct interviews for local gaming channels and online sites that
show how the game was made and what we expect the game to be like. These interviews
should boost our reputation for Fatal tremendously due to the fact that Gamestop itself
always has their own T.V. channel running inside every single one of their stores. One
minor way that we could also go about this promotion is to do some in-game advertising
with other companies. We can advertise our game name inside other games, especially
those that are popular and of the same genre as ours so that we can attract the same
audience that will want to pre-order or buy the game right away. Adding on the fact that
in-game advertising can be a successful way to advertise Fatal, we will ask the gaming
company to see if they would add a special features area on the main screen, which will
show a trailer of our video game giving us more of a reputation and expanding the
knowledge to everyone else that Fatal will be coming soon. Knowing that the E3
convention and other conventions of that nature bring an enormous crowd, we will do
shows and expos at those conventions. We are going to make Fatal a bigger name than
any other game by getting the name of the game out there on bigger screens and more
intriguing setups as such. We will bring demos for people to try, screen shots of the
game, and designs and layouts of the game as well giving detailed information about
what the game will be like.
One big area of the gaming world now consists of the internet. We will be building a
home site dedicated to just Fatal, where there can be mini-games to play about the game,
storylines, layouts, art designs, and a full area dedicated to the countdown of the game
itself to when it comes out. Our goal is to make Fatal such a big name game that it will
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draw in crowds up to the amount that the Fable and Call of Duty series always did. For an
added bonus to advertising our game we will also be giving away the beta versions
months before the game actually comes out just so that people can test out the game and
see what they think. It will include the first few levels which will be fully tested and bug-
free of course, and will get the user immersed into the game so badly that it will drive
them insane until the game actually comes out. The only catch to this is that the people
who want the beta version have to at least put five dollars down to reserve the game. This
will attract those players who actually want to play the game while making them put a
down payment on already wanting to buy the game, so they are more hooked than if they
hadnt already put a reserve copy aside for themselves. Lastly, we will be using the
internet to its full extent by advertising on any gaming sites that may have loads of traffic
from video game users of such. Our goal as the Fatal marketing team is to make this
game one of the biggest known and wanted games on the market today by; advertising,
building our own site, interviews, demonstrations, and handing out beta trial versions of
the game.
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References
Hight, John, and Jeannie Novak. Game Development Essentials: Game ProjectManagement. N.p.: n.p., n.d. Print.