Game Proposal - Digital Artistry & Design

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Transcript Game Proposal - Digital Artistry & Design

Production Plan
Jim Williams III
GD430
Game Proposal
High Concept
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Travel on a bloody quest for vengeance
through feudal Japan as a lone Ronin.
Unique Selling Points
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Dynamic dismemberment and
disembowelment engine.
Truly realistic animal AI. Watch
the crows pick apart the corpses
of your fallen foes.
Brutal stylized violence in line
with Anime and old Japanese
cinema.
“Yo Jimbo Sword system” allows
the player to be the greatest
swordsman in the land with ease.
Game Features
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Red Zen fighting mode allows you to dance around targets and tear
them apart.
Fully dynamic environment's. Destroy, climb, jump from and cut
through.
Dynamic AI for civilians and enemies. Don’t misbehave to much or
you may have to dishonor yourself.
Beautiful branching story line, with multiple endings.
Sword fighting system based on bating, countering and then quickly
finishing your foes but flexible enough for more aggressive players.
Genres
Action
 Adventure
 Historical
 Stylized Violence
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Target Platform
XBOX 360
 Playstation 3
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Target Customer
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Young Adults and Up
This is a mature game.
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Japanese Samurai Movie
enthusiasts
The feudal Japan setting is evidence of
this.
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Anime Fans
The stylized action and gore will appeal
to many anime fans especially fans of
ninja scroll or Samurai 7.
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Action Fans
The high adrenaline output of this game
will appeal to many action gamers.
Competitive Analysis
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Assassin’s Creed
Similar exploration and
fighting system.
Tenchu Series
This is the fan base we
would most want to tap. It
is also set in Japan and
include similar game
elements except it is more
stealth oriented an
includes ninjas.
Financial Analysis
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Projecting the success of similar titles such
as assassins Creed we can surmise the 17
Million we place in this project will more
than double due to the current action
gamer fan base. If the game really
becomes a hit it can only go higher.
Team
Project Lead: Jim Williams III
 Lead Designer: Me
 Lead Technical: My Self
 Lead Artist: Irene
 QA Manager: Bun Master Ghoda
 Coffee Boy: Paco Diego
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TDD GD430
Architecture
Object Oriented Design
Coding Standard
We will be using the C++ system for our
coding standard.
 We believe that the more well known the
language the better we can master our
engine.
 This decision is tentative should problems
arise early on.
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Tools
SN Systems ProDG
 Autodesk Maya and Max
 Adobe Photoshop
 Adobe Premier
 ZBrush
 Digidesign Pro Tool
 Microsoft Project
 OpenGL
 RAD Game Tools Bink
 RAD Game Tools Miles Sound System
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Game Engine
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We will be striving to create our own unique game
engine
We believe this is the only logical choice be cause of the
unique aesthetic fell to the game and the beyond
gruesome maiming feature we are banking for.
This will entail everything from animal AI to particle
effects, the unique cel shading to the splitting open of
enemies.
Risks and Contingences
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Hurricanes and Data Loss
– All electronic equipment above flood level.
– Back up drive for back up drive, off site.
– Storm Shutters
– Weekly backup of assets and codes
Schedule Slips
If a major change should occur it is procedure to
re-evaluate all other tasks to find if the release
date can still be meet. If not, time must be
taken to see what can be cut from the game.
 Our workers are humans, not machines.
 The task list must be properly prioritized as to
increase efficiency.
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Security
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We will be employing
– Asset Classification
– Asset Protection
– Access Control
– Compliance
– And coversheets….THERE! ;P
Revision Control
Since this will be our début game we will
be using Perforce Software’s Perforce.
 We probably couldn’t afford Alienbrain.
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Artificial Intelligence
Behaviors
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Coordinated attacks
Fleeing in terror/ tactical retreat
Suicide after becoming disabled
Defending
Flanking
Crows-Eating carrion and corpses
Hostile
Neutral
Friendly
Sneak attacks
Switch fighting styles
NPC on NPC violence
AI
Pathfinding
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We will be using a simple path finding system as a base
however we will be dedicating a entire department to
creating as many options for the AI to pursue and
possibly flee the PC through the dynamic environments.
Were are shooting for lifelike bordering on creepy.
Were going to be playtesting and nagging these guys
like crazy!
Physics
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Types of Physics Factors
– Cloth and Hair simulation
– Real time Solid Material Severing
– Water/ fluid Physics for water… and blood.
– Collision Detection
– Finite-Element Fracturing
– Rigid Body Dynamics
– Soft Body Dynamics
– “Mammary Kinematics”
Input/Output
Media Formats and Streaming
DVD-XBOX 360
 Blue-Ray Disc-PS3
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We will be adopting a Live Streaming
Format due to the size of some of the
levels.
I/O
Multiprocessor
Our game will benefit from both systems
from both a graphical standpoint and a
content standpoint.
 Since we are using cel shading we will be
saving processing power and thus be
allowing more content in the game and
faster refresh rates.
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Internet
We are planning exclusive online content
for the Xbox 360 version as well as a add
on multiplayer patch that will be available
for both systems.
 Multiplayer will entail Duels, Two Player
Survival against a thousand enemies, and
a co-op boss survival mode.
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Multiplayer continued…
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4 players max, plus bots
Matchmaking made by invitation or lobby.
Game only ends if host leaves.
Cheater’s will have their character commit hari
kiri in the in game lobby for all to see and will
then be banned. Player unplugging or ending
game will not stop this. This depends on the
severity of the offense.
Support for Clans, observers and tournaments.
Graphics
3D Pipeline
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Scene Setup
– Database traversal
– Movement of object and camera
– Scene Description
– Occlusion culling
– Level of Detail
Transformation
-Transform (rotation, transformation, scaling)
-Transformation from model to world coordinates
-View projections
-Trivial rejection and back face culling
-Lighting
-Clipping
-Transform to screen
Graphics
3D Pipeline Cont.
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Triangle Setup
– Delta Calculation
– Scan-Line Conversion
Rendering
-Shading
-Texturing
-Fog
-Alpha Translucency
-Depth Buffering
-Anti Aliasing
-Display
User Interface
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Controller
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A=Dodge/Jump, wall jump
X=Counter\Attack
B=healing item
Y=Red Zen
RS=Item Cycle
LS=Sprint
RB=Sling back
LB=Guard
Start=Pause
Select=Menus
Thumsticks=Movement/ Press Right to crouch
Sound
Architecture DirectSound
 Encoding
MP3
 Quality THX
 Sample rate 1.14Mbps
 Stereo
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Localization
US
 Canada
 Europe?
 Japan if they want it.
 Screw the Aussies!
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R&D
Unique Gore Features
 Unique Cel Shading application to make it
look like a anime Example (Ninja Scrolls)
 Animal AI
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ASG & SDD
Level: Shogun Palace, Final Boss
Stage
Mood
Palette
#FF4500 & #FFFF00 / Orange red &
yellow for flames
 #D3D3D3 & #778899 / Light grey & Light
slate gray for stone structures.
 #BDB76B , #FFF5EE & #000000/ Dark
khaki, Black , Sea shell for wooden
structures.
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Attire
Environment and Objects
Icons
Menus
Art Production Pipeline
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Description
Concept art
Storyboard
Place Holder Art
Modeling And Animation Rigging
Texturing
Shading
Lighting
Animation
Effects
Concept Art
Storyboards
Level Aspects and Construction
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Modeling will only be intricate enough to portray a believable anime
character and fluid dynamic environments.
Rigging and animation will be standard and will coincide with mocap. We will not strive for a totally parallel movement scheme to
characters in actual animes except for the fight scenes. They will be
hand animated and highly exaggerated.
Texturing will serve more of a purpose in this game because we
have so much processing power simply going for a Viewtiful Joe
look would just be asinine.
As stated previously we will be using cel shading. However we will
be using advance texturing methods to bring a sense of grit and
character to this world.
Lighting sources for this particular scene will be the burning city
below, the burning palace and the full moon above to give this
stage a sense of finality and doom.
Special effects will include everything from blood fountains to fire
embers. The goals is not to make it detract from the game play or
grow old so the more ways you can do something, like killing
someone the better.
Video Resolution & Aspect Ratio
Resolution PS3 & XBOX 360 1920 x 1080
 Aspect Ratio 16:9
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Sound Effects/ VO/ Soundtrack
http://www.joystiq.com/2008/10/11/tgs-08-street-fighter-iv-trailer
http://payplay.fm/taikodrums/mp3/1
Staff
Concept Dec 08 - Jun 09
Pre-ProJuly 09-Dec '10
Production Jan '11 - Nov '11
Producer
1
1
1
Assistant Producer
1
2
3
Associate Producers
2
Design Director
1
1
1
Designers
2
5
8
Technical Directors
1
1
1
Software Engineers
2
8
10
Art Directors
1
1
1
Artists
3
6
15
Audio Director
1
1
1
1
2
Audio Engineers
Q/A Director, Testers
Staff Head Count
1
11
27
46
Staff Budget
Concept Dec 08
- Jun 09
Pre-ProJuly
09-Dec
'10
Production Jan
'11 - Nov '11
Salary/Monthly
Total
Producer
1
1
1
20,000
$700,000
Assistant
Producer
1
2
3
15,000
$1,575,000
2
8,000
$560,000
Associate
Producers
Design Director
1
1
1
15,000
$525,000
Designers
2
5
8
9,000
$2,835,000
Technical
Directors
1
1
1
15,000
$525,000
Software
Engineers
2
8
10
8,000
$2,800,000
Art Directors
1
1
1
15,000
$525,000
Artists
3
6
15
8,000
$4,200,000
Audio Director
1
1
1
15,000
$525,000
1
2
8,000
$560,000
1
8,000
$280,000
Audio Engineers
Q/A Director,
Testers
Staff Head Count
11
27
46
$12,586,000
Total Budget
Staff Net
Salaries
$12,586,000
Licensing
$150,000
Furniture&Eqipt
ment
$500,000
Taxes and
benefits
$2,500,000
Voice Talent
$150,000
Emergency
Keggers
$5,000
Mo-Cap
$250,000
Insurance
80,000
Shipping
10,000
Software
$100,000
TOTAL Budget +
TAX------------>
$17,474,170
Project Schedule
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Project1 jimw.mpp
Retail Price
Financial Analysis
Average Wholesale Price
Hardware Manufacture Licenses
Distribution Fees
COGs
49.99
32
7
0.5
2.75
Net Revenue Per Unit
21.75
Units Sold
3000
600,000
1,200,000
2,400,000
6,525,000
13,050,000
26100000
52200000
($17,474,170)
($17,474,170)
($17,474,170)
($17,474,170)
($652,500)
($130,500)
($261,000)
($522,000)
($10,949,170)
($4,424,170)
$8,625,830
$34,725,830
Licensor Royalties 3%
0
0
($2,587,749)
($10,417,749)
Dev Royalties Net of Advances 12%
0
0
($1,035,099.90)
($4,167,099.90)
($1,000,000)
($2,000,000)
($5,000,000)
($9,000,000)
($326,250)
($652,500)
($1,305,000)
($2,610,000)
Net Revenue
0
0
0
$8,530,981.10
ROI
0
0
0
50.04%
504571
195043
396590
1596590
Gross Receipts
Development Costs
Return Reserves 10%
Net Receipts
Marketing
MDF, Commissions 5%
Break Even
Risks and Contingences
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The risks that threat this project are stated in this document as well
as possible contingencies, probabilities of the event happening and cost of
implementation.
Hurricane, flooding and data lose are very likely problems for our Florida office.
I propose we keep and off site back up and keep all hardware off the ground. Should
we be in a second story office or higher, storm shutters would be an acceptable
solution. Every backup should have a backup! $1,500
Leakage and piracy; all builds will be under lock and key and anyone handling
the build discs must sign it out and can not pass it on to another employee with out
that employee receiving consent from the producer. Burning devices will be locked
down on the premises until needed and only the producer or team lead can handle
the procedure of copying additional builds. $1,000
Burnouts can be avoided by simply stopping a work day should things grind to
a halt or moral drops. Further more the occasional party at the end of a great work
stretch would do wonders. Also scheduling as much free time into the month as
possible without forfeiting the needs of the project would help moral also. $600$1000
Slippage, always assume we are not operating at 100% efficiently. Keep a time buffer
in place in place for all milestones whenever possible. Should this occur we would
have sometime to still make our deadline. However nothing is better than efficient
schedule keeping. PRICELESS
Cite Page
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Japan.Smitana.ru
http://the.animearchive.org/ninjascroll/movies/
Encarta
Yahoo
http://www.joystiq.com
GameSpot.com