Home Close

Close

Unit 3 - Second Year Academic Project 2016-2017 - GDD

Unit 3 - Second Year Academic Project 2016-2017 - GDD

Created by Nicholas Moore

Game Introduction

Genre
Third-Person Action/Adventure
GamePlay
Point A to B level progression, with confrontation between the two. Third-Person melee combat with the potential for shooting mechanics to be added.
Target audience & platforms
16+ PC and console players.
Look and Feel
An off planet, multiple galaxy styles bounty hunter, travelling from planet to planet to capture targets and bounties.

Story

After being dishonourably discharged from the military, the protagonist turns to bounty hunting for fame and monetary gain. Argon is a planet overrun, with bustling cities all over and crime in each one, the protagonist is drawn to a small settlement after receiving intel on a high value target. The level begins with the protagonist arriving at the entrance to the settlement at dusk.

How to Play

This is a third person, action/adventure type title. The intention is to implement RPG type conversation elements also. The player will navigate the settlement, following leads on a high value target for capture, this proceeds throughout the level until the boss is encountered. Once the player has bested the boss in combat the level is finished, though the next stage would be to turn the target in to receive the bounty.

System Requirements

System Requirements pre-determined at this time by unreal engine quality settings.

Game architecture

Game architecture defined by unreal engine 4.

User Interface (Controls)

Both keyboard and mouse & controller input controls available, compatible with Xbox 360, Xbox One and Playstation 4 controllers.

Artwork (design)

The boundaries of the provided map will be confined to the physical boundaries of the settlement, with the settlement being surrounded by rocky terrain.

Technical Requirements

Art will take place following initial blockout (with any paintovers as and where necessary), Any textures will likely be exported in .TGA file format. Texturing completed with possible use of Quixel suite 2.0


Current highest system specifications available to me.

Windows 10-64bit
Intel i7-4790k
Asus Strix Nvidia GTX1080 8gb
32gb RAM

With my current hardware specs, development will not be an issue.

Heads Up Display (HUD)

Heads-up display will stay fairly simplistic, containing a health bar and energy bar, with potential for some other functionality.

Characters

Character to be created in Adobe Fuse, exported into Mixamo and rigged in Maya.

Level Design

Below is a basic top-down view of my planned map, with a level flow route shown alongside annotations, this will give me a clear plan of development going forward.


Global Elements

Boundaries dictated by the physical rocky terrain boundary of the map itself.

Camera will be locked to third-person to start with, a possible potential to add a first person perspective at a later date.

I am aiming for a realistic, human scale environment.

Development

I will be using my recent experiences in blueprinting and my previous knowledge in UE4 to make this level as functional as possible, whilst aiming to make it visually appealing also.

Functions like Matinees, particle effects and atmospheric lighting will hopefully go hand in hand at a further point in development and my map will truly take shape. As many elements of Unreal Engine 4 as possible will be utilised at one point or another.

Audio & Sound F/x

All audio and sound effects will be a secondary addition to core gameplay functionality (weapon attacks, jump, dive roll etc).