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[Product Design] WTOS May 2016

Mar 20, 2017

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Marlin Sugama
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Page 1: [Product Design] WTOS May 2016
Page 2: [Product Design] WTOS May 2016

1. WTOS Fast Facts2. Development Team3. Game Explanation4. Narrative5. Art Assets6. Demo Features

Page 3: [Product Design] WTOS May 2016

WTOS Fast FactsOfficial Game Title Winterflame: The Other Side (WTOS)Game Genre Adventure Puzzle PlatformerPlatform Steam, PC, MacTarget Audience Young Adults (RT PG 13)Est. Playing Time (per part)

2 (two) hours

Est. Total Playing Time 6 (six) hoursRelease Version Part 1: Forest and Ruins

Part 2: Heights and WaterarcPart 3: Cradle

Page 4: [Product Design] WTOS May 2016

Development Schedule and Deliverables

Dev Stage Due Date Technical Deliverables Content Deliverables Prerequisite Requirements

First playable demo 15 Juni 2016 • Main features accessible• UI/UX fully functioning• Myuu’s Journal sample• Gauntlet- Zroot

• Complete 4 (four) playable puzzle from Forest

• 1 puzzle with Zroot (power-up gauntlet)

Part 1- Alpha November 2016

• All features accessible• Myuu’s Journal part 1 complete• Gauntlet- Zroot and Voltex

• Forest and Ruins complete puzzle set (approx. 50 puzzles)

• Additional content in Myuu’s Journal

Immediate publisher’s deal after demo

Part 1- Beta December 2016

Shippable bug part 1

Part 2- Alpha June 2017 • All features accessible• Myuu’s Journal part 2 complete• Gauntlet- Air Hole and Bobble

• Air Hole and Bobble complete puzzle set (approx. 50 puzzles)

• Additional content in Myuu’s Journal

Part 1 release on-time

Part 2- Beta July 2017 Shippable bug part 2Part 3- Alpha January 2018 • All features accessible

• Myuu’s Journal part 3 complete• Cradle complete puzzle set

(approx. 25 puzzles)• Additional content in Myuu’s

Journal

Part 2 release on-time

Part 3- Beta Febuary 2018 Shippable bug part 3Release March 2018 Part 1-3 Gold version

Page 5: [Product Design] WTOS May 2016

Costing Per Milestones

Demo Part 1 Part 2 Part 3

3 months 6 months 7 months 6 months

June 2016 Alpha: Nov 2016Beta: Dec 2016

Alpha: Jun 2017Beta: Jul 2017

Alpha: Dec 2017Beta: Jan 2018

Total Development Cost: USD 562,500

Cost Breakdown:Demo USD 86,250Part 1 USD 157,500Part 2 USD 183,750Part 3 USD 105,000Hexany USD 30,000

Page 6: [Product Design] WTOS May 2016

DEVELOPMENTTEAM

Page 7: [Product Design] WTOS May 2016

Team Structure

Vito Budiman Jr.

Game Designer

Marlin SugamaHead of Creative

Jovian Gozali Line Producer

Anton BudionoExecutive Producer

Indra Gunawan Executive Producer

Denny Widjaya

Head of 3DMarshellina

M. 3D Artist

Yohan PowerHead of 2D

Staven Andersen

Concept ArtistHerwin

Arkiando3D Artist

Alexander ReiAnimator

Valensia Irene

3D Artist

Burhan Dewantara

Head of Technical

William SalimSenior

Programmer

Kevin ChandraProgrammer

Michael Desmond

ProgrammerTimotius Prihadi

Programmer

Michael ElwinHead of QA

Robert Tan2D Artist

Dyelinn Syam2D Artist

Ricky Benjamin T.

2D Artist

Jennifer Cai2D Artist

Marissa Anastasia2D Artist

Andy Forsberg

Music Director

Juan CortezComposer

Richard Ludlow

Audio Director

Matthew EarlSound Designer

David ObediantoComposer

Page 8: [Product Design] WTOS May 2016

Team SizeRole Demo Part 1 Part 2 Part 3

Producers 1 1 1 1Writers 1 1 1 1Designers 1 1 1 12D Artists 4 4 4 43D Artists 3 3 3 3Animators 1 1 1 1Technical Artists 2 2 2 2Programmers 5 5 5 5Voice Actor 2 4 4 4Music Composer 1 2 2 2Sound Engineer 1 2 2 2QA 3 3 3 3

TOTAL 25 29 29 29

Page 9: [Product Design] WTOS May 2016

GAME EXPLANATION

Page 10: [Product Design] WTOS May 2016

Tag Lines

“Epic puzzle adventure game that combines magic with physique based puzzle game”

“Story based journey presented with beautifully-disturbed environment”

Page 11: [Product Design] WTOS May 2016

Game Summary• Winterflame- The Other Side is a story-driven puzzle platformer game, with all the mechanic

designed by harnessing computer physics

• By following the main character story, player will enter the world of Winterflame and a journey of a boy finding his love one and become more than a man he ever wished for.

• Area by area unveiled different immersive experience;• Forest will heighten sight sense through beauty and illusions• Ruins will heighten motoric reflex through increasing sense of urgency• Heights will heighten hearing sense through whistling wind • Water Arc will give sense of relief and peace• And Cradle will required all the concentration player can give in playing the game

• Divergent power-ups in form of magical gauntlet, will be given to help player solve puzzles and complete their journey

• Replaying the game will reward player with additional alternative story line other than the main plot, giving more information about the characters and the world, in form of collectible ancient magical journal’s items

Page 12: [Product Design] WTOS May 2016

Technical SpecificationDevelop using Unity 5.3.4Target File Size TBDScreen Ratio 16:9Resolution 1920 x 1080Audio 7.1Supported Input Hardware Primary: Keyboard + Mouse

Secondary: Controller (XBOX 360)Language English

Page 13: [Product Design] WTOS May 2016

Game Basic Cycle

PART 1 PART 2 PART 3

MYUU’S JOURNALPART 1

FOREST

RUINS

HEIGHTS

WATER ARC

CRADLE

MYUU’S JOURNALPART 2

MYUU’S JOURNALPART 3

Main plot lineReplay line

**Hidden stories presented on Myuu’s Journal motivates player to replay the game

Page 14: [Product Design] WTOS May 2016

Puzzles• A part contains of 2 (two) areas, one area consists of maximum 15 puzzles• Each area has different variable to enhance and increase game-play varieties

Part Area Mood Puzzle Type

Part 1

Forest Determination Environmental- solve with the right sequence

Ruins Over-Confident Electricity and Mechanic- solve with the right sequence within given time

Part 2Heights Despair Movements- solve by

listening the right set of sounds

Water Arc Revelation TBCPart 3 Cradle New beginning TBC

Page 15: [Product Design] WTOS May 2016

Game Mechanic- General Game progressing system: player can only go-

forward (puzzles are design with point-of-no-return)

Sequential-Environmental puzzle: player have to use their surrounding environment in correct sequence to solve the problem

Mechanic dualism: true to the original philosophy of the game, the mechanics can be turned upside down to create more variance in the puzzle

Page 16: [Product Design] WTOS May 2016

Game Mechanic- GauntletPower-ups in form of magical gauntlet that can shoot various ammo to help Lev on his journey

Zroot- is a root that can be used to reach items that is too far for Lev’s natural and only hand. It can pull items to Lev or pull Lev and perform a swing to cross gaps. It also capable of triggering use function of certain items.Player has to aim directly to the item that they want to interact with Zroot.

Voltex- Voltex visualized as torrent of lightning shooting out from Lev’s gauntlet. The lightning capable of delivering electricity to conductors or turning on machinery that runs of electricity. Voltex also capable of stunning smaller creatures. Player use Voltex as a channeling power by holding down the use button as long as they need.

Page 17: [Product Design] WTOS May 2016

Game Mechanic- GauntletPower-ups in form of magical gauntlet that can shoot various ammo to help Lev on his journey

Bobble- liquid based element that can launched and filled with air. When first launched the bobble has soft- wobbly surface and after a while the surface harden and can protect Lev from other objects.

Air Hole- a void hole with a powerful suction force that can help Lev dodge around the monsters and avoid difficult obstacles

Page 18: [Product Design] WTOS May 2016

Game Add-OnsSeamless TransitionsThe game intuitively flow from scene-to-scene, indulging player to naturally enjoy the flow of the game without interruption

Cinematic ApproachMovie-like presentation of the game’s story, allowing player to engage easily to the world of Winterflame.

Page 19: [Product Design] WTOS May 2016

Game Add-OnsKinetic TypographyDialog system is built in the game world; position is used to show “who” is talking, font size is used to show “how loud” the speaker talk, text type and animated font is used to show subject’s feeling and emotions.

Smart Dynamic Camera SystemThe game shows what needs to be seen by players. In-game camera move according to pre-determined interest points interpolation, showing important bits while building dynamic viewing experience.

Page 20: [Product Design] WTOS May 2016

Game Add-OnsSubtletyThe game have abundant number of subtle clues for player to solve the puzzle. That can be treated as “Easter-eggs”

High Replay-ability ValueMyuu’s Journal, a magical journal with collectible items as keys to open more stories of the game, which can be obtained by replaying certain puzzles in the game. The more player replay the game, the deeper story-line will be revealed.

Page 21: [Product Design] WTOS May 2016

CharactersLev

“If you know how things work, you’ll be fine”.

Despite his grievous past, Lev never fails to greet people with smile. His

Curious and daring nature sometimes leads him into

trouble, but he always finds his way out. His tinkering

skill earns him acceptance among the Frameless.

Lev only vaguely remembers his life before the war. For him now, the

word “family” means Raina.

Raina“I know too much about, life, and too little about

death”.

Raised as a healer, she dedicates herself to help any creature who is in pain.She was fascinated by Lev’s resilience during treatment and his adaptation to a new community. From Lev, she understands the difference of life and being alive.

Page 22: [Product Design] WTOS May 2016

Characters

Forest Myuu

Page 23: [Product Design] WTOS May 2016

Controller Mapping- Keyboard and Mouse

Keyboard: QWERTY

A DS

Esc

Space

FE

1 2 3 4

Pause Menu

Zroot Voltex

Gauntlet

CrouchMove Left Move Right

Jump

Use

Pick/Drop

Mouse

Gauntlet Shoot Aim

Page 24: [Product Design] WTOS May 2016

Controller Mapping- Controller

Left Right

Crouch

Charge Gauntlet

Pick/Drop

Jump

Use Item

Aim

R2 : Use Gauntlet

Page 25: [Product Design] WTOS May 2016

UI Flow- Main GameSplash Screen

1.Artoncode Logo2.Vandaria Logo3.Kickstarter/ Steam Greenlit

Title Screen1.WTOS Logo

Quit Game Settings

Myuu’s Journal

New Game/ Continue In-Game

Pause

Esc

Game Over

Myuu’s Journal UI Flow Credit

Out of the game

Yes

No

Main Menu

Page 26: [Product Design] WTOS May 2016

Myuu’s Journal

• Myuu's journal is an "add-on bonus features" that will significantly increase the game replay-ability value

• Bonus items will be rewarded in random sequence (based on player's completion progress) and will be automatically collected in a book call "Myuu's Journal"

• All bonus items will grant players additional story about the game (origins stories, characters and world background stories, other perspective of existing stories, etc)

• Bonus items are presented as: photo/stickers/stamps/scribble notes/drawings/piece of paper/other mementos gathered by Myuus

• Each will content a piece of additional story in form of: image/music/cutscenes/cinematic/puzzle

Page 27: [Product Design] WTOS May 2016

UI Flow- Myuu’s JournalMain Menu

Part completed?

Myuu’s Journal

Transitions:1. animation- book fall on Lev’s head2. Animation- book fly to Lev right side

Transitions:1. Animation- Lev tries to grab

book, but book fly away to in-front of camera

2. Animation- book fly down to bottom of the screen

3. Change model4. Animation- new book fly in from

the bottom of the screen (open)

Navigation Page

Intended Page

Transitions:1. Selected point glow (or other

indicator)2. Animation- book flips

Choose Content

Transitions:Animated texture- ink slowly seep from under the page, showing intended page content

Content

Transitions:1. Intended page art fade-out2. Content first scene fade-in (scene

= content is already animated/moving when fading in)

Type of content:- Comic- Cutscene- Cinematic- Mini-games- others

Yes

No

Pause

Esc

Page 28: [Product Design] WTOS May 2016

NARRATIVE

Page 29: [Product Design] WTOS May 2016

Synopsis

Page 30: [Product Design] WTOS May 2016

Area Synopsis- Forest

Page 31: [Product Design] WTOS May 2016

Area Synopsis- Old Ruins

Page 32: [Product Design] WTOS May 2016

Area Synopsis- Heights

Page 33: [Product Design] WTOS May 2016

Area Synopsis- Water Arc

Page 34: [Product Design] WTOS May 2016

Area Synopsis- Cradle

Page 35: [Product Design] WTOS May 2016

ART ASSETS

Page 36: [Product Design] WTOS May 2016

Concept Art- Worlds

Page 37: [Product Design] WTOS May 2016

Concept Art- Worlds

Page 38: [Product Design] WTOS May 2016

Concept Art- Puzzles

Page 39: [Product Design] WTOS May 2016

Concept Art- Puzzles

Page 40: [Product Design] WTOS May 2016

Concept Art- Puzzles

Page 41: [Product Design] WTOS May 2016

Concept Art- Lev

Page 42: [Product Design] WTOS May 2016

Concept Art- Gauntlet

Page 43: [Product Design] WTOS May 2016

Screen Shots

Page 44: [Product Design] WTOS May 2016

Screen Shots

Page 45: [Product Design] WTOS May 2016

DEMO FEATURES

Page 46: [Product Design] WTOS May 2016

Demo Structure

Main Menu

Cutscene 1

Puzzle 1:Bridge of Faith

Cinematic 1

Puzzle 2: Puzzle 3

Cinematic 2

Puzzle 4:Progress is not always Forward

Cutscene 1

Main Menu

Myuu’s Journal

WTOS demo version has: 4 puzzles 2 cutscenes 2 cinematics All main features of the game

Page 47: [Product Design] WTOS May 2016

Demo Features1. UI/UX:

1. Seamless transition from main menu (new game, continue, setting, exit game.

2. Pause- Resume Menu3. Dynamic key-frame bound camera

movement

2. Contents: 1. Basic movement (puzzle no.2)2. Puzzle 5 (to show seamless transition)3. Puzzle 7 (to show seamless transition)4. Intro to Zroot (puzzle no.16)5. Myuu’s Journal + Parallax journal’s content

3. Visual:1. Zroot 2. Kinetic typography for dialogs3. Depth of Field environment + Motion Blur4. Seamless transition between puzzles

4. Cinematic and cut-scenes:1. 2 cinematics2. 4 cut-scenes3. 3 death animations + random text variations4. 1 background animations (for subtle hints)

Page 48: [Product Design] WTOS May 2016

Mechanics- NaiviDescription Looms beautifully in the darkest part of the forest, Naivis are signs for adventurers that

they delve too deep in the forest. While they are not extremely rare, most of the times no adventurer live long enough to tell the tale. The Naivis themself are not a predator, so they are practically harmless, yet their habitat is one of the most dangerous place in Vandaria, and don't forget that most beautiful things in the jungle are poisonous.Male naivi often visit female naivi, an ugly bud that live in the deep part of the forest and together bloom under the right circumstance: enough light. The male Naivi bloom in place of their females. They spread their wings and blooms as long as their tail still rooted to the ground. When their root is removed they either flee to other female Naivi or simply curl and retract their wings.Naivis tail often look for wet soil or water source.Naivis fly by blooms and float magically.It still unclear whether the male Naivi simply 'protecting' their female counterpart or absorbing the light.One of the most beautiful phenomenon is their migration. As male Naivis migrate across the planet

Function Block or allow light to shine in through its wingsCreate spotlight

Trigger Pulling the rootAnimation Active:

Close and open wingsIdle:Move tail for hintMove feet on flowers

Parameters Initial State, Delay Time, Light angle, Light width, Flag to trigger auto-close petal (can be turned on without auto-close)

Page 49: [Product Design] WTOS May 2016

Mechanics- PocaDescription Poca is inspired from Raflesia Arnoldi, a beautiful yet deadly plant. The name itself is

derived from Russian, meaning 'dew'. Because it appears like the center of Poca is collection of dew, sparkling to the light. However, the reflection comes from high concentration of mercury, deadly if one stare too long or too close to it.Lots of animals come to see their reflection in Poca, amused. Their bodies usually can be found near it, lifeless from the poison the mercury emit. From their rotting body, Poca absorbs its prey nutrient that died near it.Some said that deep in the jungle lived a colony of Poca and a creature, last of its kind. The creature is strong enough to resist Poca's poisonous nature and it spends its day just staring at his reflections around for years after years.

Function Reflect the light from Naivis. The light will perform the same behavior as Naivis light itselfIt can be arranged in maximum of 5 angles. The output of the light angle can be manually changed.

Trigger Move the petalsAnimation Active:

Up to 5 angles tiltsIdle:-none

Parameters Initial state angle, 5 angle options, 5 angle light output directions

Page 50: [Product Design] WTOS May 2016

Mechanics- MoluvushaDescription Moluvusha is a plant that lives in other trees trunk as a parasite. However, the nutrient from one tree is not

enough for it. It lures other creatures to its mouth by creating a 'lightbulb' underneath it. If something stay near the lightbulb for too long, the claws will strike and Moluvusha will close up, eating anything underneath it.It has its own food-chain with the Lighteater. The Lighteater survives by eating Moluvusha's lightbulb and don't mind parts of its own body eaten away. The lightbulb is made from Mana that Moluvusha conjure. Moluvusha is inspired from the Venus Flytrap. While the name is Russian derivation from Snare.

Function • Produce a light source called “Lightbulb” that Lev can carry around• Lightbulb can attract nearby Lighteater• Lightbulb can close shadow hole• Lightbulb will regenerate after respawn delay. The lightbulb can be used to close shadow hole by shining on it.• It will close down and eat anything below it that stays after the eating delay.

Trigger Pluck the light bulbAnimation Active:

Eat its prey Idle:Produce increasingly glowing light bulb

Parameters Initial state (lightbulb or no lightbulb), Delay eat, Delay respawn lightbulb, Lightbulb lifetime, Range lightbulb shine

Page 51: [Product Design] WTOS May 2016

Mechanics- Light EaterDescription Light eater is a frameless creature live by consuming light. Its actually consist of a lot of

micro-organism stay in one nest. Together the micro-organisms work together and build a structure to survive.

Function • Create a solid structure that Lev can stand on• Bringing object at the end of the structure back to its nest• Covering light (creating shadow)

Trigger Automatically approach to light sourceAnimation Active:

Approaching light sourceIdle:-none

Parameters Detect range, Movement speed, Eating speed

Page 52: [Product Design] WTOS May 2016

Mechanics- Shadow HoleDescription Shadowholes are actually teleportation gate, which can be used to move from one point

to another that is not achievable by basic movement nor Zroot. The challenge is to find the right shadowhole that connects to the another right one. Wrong shadowhole will cause death.

Function • Create a hole that will kills Lev• Teleport to the other side of the shadow hole • Can be created by casting a shadow with Naivis• Disappear if hit by light from Naivis or Moluvusha’s Lightbulb

Trigger Can be created like normal shadow Animation Active:

Disperse when cast light on Idle:-none

Parameters Flag – kill or teleport hole, Connecting hole (if teleport hole)

Page 53: [Product Design] WTOS May 2016

Mechanics- TushkaDescription Tushka is a spring like plant. Lev can use this to wind his Zroot and use the bounce

movement to make his jump higherFunction • Can be used by Lev to attach Zroot and swing. 

• Can be destroyed after several use.Trigger Can be created like normal shadow Animation Active:

-none Idle:-none

Parameters Number of use

Page 54: [Product Design] WTOS May 2016

Mechanics- KopaDescription Kopa is a plant grows on deep forest walls, it holds up water in under ground or inside walls

Function • Water source• Absorb water slowly if empty• Have to be destroyed using Zroot, Lev is too weak to destroy it. The Copa will have a weak point that can

be visually identified easily by the player

Trigger Crack by zrootAnimation Active:

Pour waterIdle:Absorb water

Parameters Volume of the water, Flow rate, Absorb rate