- 1. You are required to design your own game, it must be your
own individual IP and not someone elses work Artist Pathway = An
interactive element from a game. Produce part of an environment for
your games design using a combination of 3D Studio Max, and a games
engine, either UDK, CryEngine or Unity to allow user
exploration
2. Genre Crysis Ghost recon: FS Metal gear solid Splinter cell
Assassins creed Mirrors edge Adult Kids Casual gamers Hardcore
gamers Teenager COD Amnesia Puzzle solver 3. Target audience -Core
gamers -18+ years old -people who own consoles and gaming PCs and
are regular players, people who show an interest in events such as
gamescon and Eurogamer - It will mostly appeal to the male audience
although there will be females that will enjoy this if they enjoyed
metal gear solid and splinter cell. - People who tend to follow a
series such as Halo, Call of duty etc. My main demographic that I
am aiming for Is the O section of the mosaic chart. More along the
lines of 066 aka the student. This type of demographic tend to
follow gaming trends and a franchise. Also the fact that students
tend to get student loans and will more than likely spend most of
their money on entertainment (Games). In terms of the gaming
community. The community I am aiming for is the assassins creed
audience. This is because they are following a franchise and prefer
stealth games, They are core gamers and usually play on consoles
which suits the fact that I am aiming for a mostly console release.
4. Summery of content The game content that will be put into the
final version of the game will be based around a major stealth
system. The game will take a large inspiration from Tom Clancys
Splinter cell when you are in stealth mode, turning off lights and
staying in the darkness is the best way to progress. When it comes
to combat however the combat system is best compared to the game
Assassins creed. The fighting system requires a number of different
controls for different actions in combat. One of the buttons will
initiate a parry when an enemy attacks; from there the player is
prompted to then press a random button in order to then follow up
with an execution. The story, will follow two main characters, the
first is Exo. A genetically modified soldier who uses stealth to
get around the level. The second character is Michael who uses
third person shooting small amounts of Freerunning to complete his
tasks. 5. Platforms The different types of platforms that it will
run on will be PCs and next generation consoles such as the ps4 and
xbox one, this is because the engine I would use would be very
graphics and memory intensive, it would be a 3d photorealistic
graphics, the character models would be best relatable to the
quantic dream engine. It would also have a large amount of content
within the game and so would require a good amount of memory. 6.
Core gameplay mechanics The core gameplay mechanics for my game
will focus on two different styles of gameplay, the first will be
stealth during the missions with Exo, so this will be most of the
time, other times there will be a third person shooting mechanic
not only with Exo but with Michael as well as he comes into contact
with enemy forces he will be forced to fight. Stealth is the
biggest mechanic in the game and Exo will be the main character in
the game so will have the largest role to play, the stealth
mechanic within the game will be similar to that of splinter cell
where the darkness will be Exos greatest ally as he stalks his way
through the level. Overall Exo will carry out his task with
efficiency and without mercy, if he is given a target he will kill
it, this means he isnt afraid to get his hands dirty is necessary,
there will be a number of different types of stealth kill animation
so as not to make it feel recycled and become boring, as well as
that Exo has a number of face to face combat options, Exo can
utilize a number of weapons, including heavy weapons, I want the
game to have that killzone feel, where you can pick up some of the
most ridiculous sized guns and shoot everything with massive
explosions. Michaels gameplay mechanics will focus on the whole
puzzle solving and 3rd person shooting mechanic, the puzzle solving
mechanic will takes inspiration from batman and heavy rain, and the
third person shooting will take inspiration from Ghost recon: FS
with the whole cover to cover systems with different animation
types for each. Overall the game will have two different types of
gameplay offering a variety of different missions and appeal, this
also makes Exo and Michael stand apart from each other and seem
very different from themselves. 7. Unique selling point My games
unique selling point is the two types of game genre in my game for
two different characters. The game will switch between the two
characters during different missions and different points of the
game, the game will also use different types of game mechanics; the
crime scene investigating with Michael and the stealth based system
with Exo. I have taken inspiration from games such as Assassins
creed; Splinter cell and other types of stealth based game. In
terms of Michaels mechanic the third person shooting will be based
off of games such as ghost recon future soldier. The main unique
selling point is how the game I shown through the two different
perspectives of the characters, Exos story will be more about
revenge, whereas Michaels side will be about discovery. Exo will
use his superior stealth skills and combat to go through any level
he wishes, the player has the choice to completely stealth the
level, this will make Michaels mission harder but Exo's becoming
more easy, but Exo can instead go through the level destroying
everything in his path, this will make Michaels levels easier but
Exo's missions and overall goal will become harder to reach seeing
as he is not only facing the enemies he sent himself to kill but he
will also find that MI7 will try to hunt him down. 8. Mood boards
Visual style The visual style that I am aiming for in my game is to
have a photorealistic game that has a light green hue over the
gameplay. Much like battlefield uses a blue hue I believe that
using the colour green will create a good Connection to the game.
When you ask people about what colour relates to battlefield 3 they
will answer blue. I hope to have this reaction with my game and
associate green with Shinobi. This means that as I go through with
my artwork I will need to focus on green colours and Hues when
Focusing on my art style. 9. Audio Audio is a incredibly effective
and powerful way of making a good game. I want to have a powerful
soundtrack that people will remember. The type of game that I want
to tale inspiration from in terms of audio is Halo. Halo had a full
orchestra of sound and this gave the player a sense of awe before
even playing. This type of music means that the player is getting a
sense of undertaking a journey or quest, maybe even a hardship
before they are even playing. While the player is playing however I
want music that when being played creates an atmosphere like COD:
WAW This atmospheric music creates a sense of excitement and
urgency. 10. Surveys Next on the agenda is to find out how popular
stealth and action games are, both from an overall perspective and
also a personal survey I did myself. Q1. How often do you play
stealth games a. Very often 2 b. Every now and then 3 c. Not at all
1 Q2. Do you believe that a story is important in games a. Yes 6 b.
No 0 Q3. Do you like games that just focus on one character a. Yes
2 b. No I like multiple character stories 4 11. Market research The
Games that are currently on the market that I have to compete with
are games such as Splinter cell, Assassins creed and even games
such as heavy rain. Splinter cell and assassins creed all have a
stealth and combat based game. They also all have a series that
loyal fans follow. They are also the two leading games in the
market in terms of the stealth based genre. Next is heavy rain
which may be a competitor in terms of the crime scene investigation
mechanic. Seeing as Michael's main role is to solve the scene and
find out where Exo has gone as well as the third person shooting
mechanic, Hopefully my game would make this superior to heavy rain.
Assassins creed is currently in a franchise. And the overall
Franchise has shifted massive sales; Although the recently released
AC 4 sales have gone done 60% with only 1,313,813 sales on all
platforms. Compared to AC3 which had a much larger sales. Although
this is a good thing as it frees up more space in the market for a
new game aka. Mine. There is still a large following of the
franchise and will be hard to win them over. Splinter cell has also
recently released Black list which made an overall sale of 2
million, this has also been a large decrease in sales than before.
Which means that both of the main competitors are loosing a
foothold on the market. This says to me that the market is waiting
for a new stealth and combat game to come along with a new story.
However another competitor heavy rain may although a couple of
years old now still poses a problem. Heavy rains sales rocketed in
the massive 100 million dollars which still is an amazing sales,
this can be quite worrying as if I try to compete with these sales
I can see myself fall short. Overall I can see my game doing very
well in the market. Its a new fresh story and idea. It has an
original storyline which has two unique storylines, the graphics
will be of very good quality and the game mechanics will be well
made. I believe a market and following will grow for this game. I
can imagine the overall game sales reaching over 5 million
sales.