heat (working title)

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GAME DESIGN DOCUMENT MARK AVERSA CHRIS DELGOBBO JAMES DEWITT RYAN MICHAELS EVAN SLAUGHTER JEREMY THERRIEN Heat (Working Title)

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Heat (Working Title). Game Design Document Mark aversa Chris Delgobbo James deWitt Ryan Michaels Evan Slaughter Jeremy Therrien. Artist Statement. - PowerPoint PPT Presentation

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Page 1: Heat (Working Title)

GAME DESIGN DOCUMENT

MARK AVERSACHRIS DELGOBB O

JAMES DEWITT  RYAN MICHAELS

EVAN SLAUGHTERJEREMY THERRIEN

Heat(Working Title)

Page 2: Heat (Working Title)

Artist Statement

This game provides a new immersive experience to the player. The new 'interface' that the player will partake in will involve an innovative panoramic screen, giving the player a better view of their peripheral vision. A player would want to play this game because it offers the unique experiences and atmosphere involved in a firefighter’s job, while using technology that incorporates the creepiness offered with peripheral vision. In combination with intense audio, the game will startled and amaze the player with images and sounds surrounding their physical body.

Page 3: Heat (Working Title)

Predecessors

F.E.A.R. F.E.A.R. is famous for its intense gameplay and creepy,

scary images. Our game will focus on scaring the play just like this.

BioShock BioShock has one of the most immersive and detailed

environments of all time. We will strive to mimic these consuming environments and attention to detail.

Real Heroes: Firefighter A recently published Wii game, very similar in

gameplay to our idea. A lot of the same actions, tasks, and goals.

Page 4: Heat (Working Title)

Real Heroes:

FirefighterThis trailer shows the main aspects of the game, most of which are very similar to our ideas.

Page 5: Heat (Working Title)

Target Audience

Age: 15+This game will involve a lot of creepy

situations, extinguishing ‘fire enemies’, and other mature situations

Page 6: Heat (Working Title)

Introduction and Story

You play as a firefighter who arrives at an apartment complex which has caught fire. Your goal is to enter the building, put out the fire, and attempt to save any people you encounter. Along the way strange things may begin to affect you…

Page 7: Heat (Working Title)

Social and Cultural Impact

The peripheral technology used in this game could be used in future projects.

Firefighting will be understood more in depth; the players will feel what it is like to actually enter a burning building and fight a fire.

Possible increased fire awareness.

Page 8: Heat (Working Title)

Unreal Tournament

III

Delivery and System Requirements

Minimum System Requirements: Unreal Tournament 3 DirectX 9.0c Hard Drive Space: 8 GB Free Operating System: Windows XP/Vista Processor: Pentium 4 @ 2 GHz or Athlon

Equivalent RAM : 512 MB Video Card : (nVidia 6200/Radeon 9600)

Page 9: Heat (Working Title)

Interface

The interface for this game is the game environment itself. We are going to minimize the amount of ‘main stream’ HUD as much as possible. The fire extinguisher will have a gauge on it visible to

the player. The player will experience ‘tunnel vision’ when taking

damage or experiencing high-temperature areas. A compass will be attached the player’s arm so they

can navigate the building correctly with intercom directions.

Page 10: Heat (Working Title)

User Interaction

You explore the environment locating people to rescue. To get to them you must use a combination of the fire extinguisher (found throughout the game) and the fire hose (used like a turret at a window with unlimited water supply) against fire enemies and fire itself. You always carry an axe to chop through obstacles.

When you encounter a person, you will be able to carry them on your shoulder to the nearest exit.

Page 11: Heat (Working Title)

World Layout

4 Levels First 3 are apartment floors, where you navigate

through the rooms and hallways wherever you are not blocked by debris.

The last level in on a rooftop, where you will encounter your ‘final fight’…

Page 12: Heat (Working Title)

Initial Level Design

These are mock-ups of the level designs, along with triggers, locations of resources, people to rescue and enemies.

10th Floor 11th Floor

12th Floor Rooftop

Page 13: Heat (Working Title)

Concept Ideas

Here are images taken from the internet to show the visual intent of your game. We will mimic the creepiness of these apartments by using dimly lit hallways, cracking paint, torn wallpaper, etc…

Page 14: Heat (Working Title)

Concept Ideas

(cont.)These are images depicting burning buildings, something that will make our game more immersive and intense.

Page 15: Heat (Working Title)

Music and Sound Design

Sound consists of recorded audio edited in Audacity and Audition. Music composed in FL Studio, with Line6 software (including GearBox and Riffworks). Sound mirrors in-game events in a realistic way. Style of music TBD. Sirens, rubble, fire hose, fire (crackling, burning), axe

breaking down doors/ walls, etc.We also plan on recording voice acting for the

fire chief who will be in communication with you while you navigate the building and rescue people.

Page 16: Heat (Working Title)

Gameplay

3 Weapons to choose from: Fire extinguishers (portable) Fire hose (turret) Axe

Goal is to move throughout the game world rescuing people and putting out the fire while encountering enemies. You must keep your senses about you while doing so; there is a lot of pressure on firefighters and burning buildings can unsettle even the most stable psyche…

Page 17: Heat (Working Title)

Production Timeframe

This is our initial timeframe for the completion of all programming and art assets.

Week 1 (Oct 7) - Level Design Concept for all levels completed. Research Unreal Engine. Begin work on Prototype. Research

and finish concept art. Research all sound effects. Week 2 (Oct 14) - Continue work on prototype.

Concept art completed and approved by team. Begin modeling 3D art. Begin recording sounds.

Week 3 (Oct 21) - Prototype level up and running in Unreal Engine. Continue modeling 3D art. Continue recording, start

composing. Week 4 (Oct 28) - One level complete.

Level art complete. Start work on character/enemy models. Continue audio work.

Week 5 (Nov 4) - All levels in game, not necessarily with enemies and fire. Begin adding enemies/fire into game. Continue work on

game/art/audio. Week 6 (Nov 11) - Enemies and fire added into game levels. Completed enemy/character models. All sounds recorded.

Week 7 (Nov 18) - Enemy AI completed with full fire particle effects in game. Sounds edited.

Week 8 (Dec 2) - Completed game, with correct camera view. Possible minor bugs. (Beta) Textures for enemy/character models completed. Music

recorded. Week 9 (Dec 9) - Completed game, no bugs, all art and audio incorporated.