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DSKSIGA2 FINAL YEAR PROJECT ‘ 09 Assets Creation Brief Goo Fu Version 1 …and the three form technique 

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DSKSIGA2 FINAL YEAR PROJECT ‘09 

Assets Creation Brief

Goo Fu

Version

1

…and the three form technique 

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Table of Contents

Introduction .............................................................................. 1 

Universe .......................................................................................... 1 

Premise and Characters ................................................................. 2 

A general brief on creating 3d assets .............................................. 3 

The Main Character and his animations.......................................... 5 

Normal Form ................................................................................... 6 Inflated Form ................................................................................... 7 

Goo Form ........................................................................................ 8 

Hard Ball Form ................................................................................ 9 

Enemies ................................................................................. 10 

Plants ............................................................................................ 10 

Animals ......................................................................................... 11 

Level Elements ....................................................................... 12 

Platforms ....................................................................................... 12 

Obstacles/Hazards ........................................................................ 13 

Props ............................................................................................. 14 

Random Concept Art .............................................................. 15 

Technical overview ................................................................. 16 

Target System Requirement ......................................................... 16 

Tools ............................................................................................. 16 

Team Structure ...................................................................... 17 

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G O O F U G A M E D E S I G N

1

Introduction

Goo Fu is a platform game where you control a cute, ball-shaped creature, Coop, whouse his two limbs and three special forms to overcome obstacles, kill enemies and solvepuzzles.

Universe The Goo-Fu universe has strange and varied landscapes and creatures. There aremany different species of intelligent to semi-intelligent creatures on Coop’s planet. The part where Coop’s people live is a Goo-swamp, and the creatures are mademainly of goo, like humans are made mainly of water. However, the geography of the planet changes drastically and also includes molten lava-filled landscapes,tropical forests, icy mountains and deserts 

G A M E S T A T S

Genre Plat former

Players Single

 View  Side View, 3D

Platform PC

Engine UNITY  Ages 8+

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2

Premise and Characters  This game is set in planet Sludge, which is inhabited by various creatures,including an intelligent race of cute little beings called Goo-Balls. The protagonist,Coop, is a regular teenage Goo-Ball that loses his family to an enslavement raid by 

the Evil Master. Coop manages to escape to the most isolated and desolate cornerof his planet where, on the verge of death, he is rescued by an old, eccentric Goo-Ball who sympathizes with his plight and teaches him the secret art of Goo-Fu andthe Three Form Technique, so that Coop can avenge his family and save the Goo-Balls.

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3

A general brief on creating 3d assets  The 3d assets created to integrate in the game have certain constraints. Theseconstraints should be followed so that the assets made in 3d software packages

can imported directly into the game engine without any technical problems.

 The engine:  The engine that we are implementing for our game is Unity game engine. Thisengine is very user friendly when it comes to importing external assets. Any 2d or3d software package file can be directly imported into the engine which isautomatically implemented in the engine assets hierarchy.

 The software: The software that are used to create 3d assets for unity engine are 3dsmax; AliasMaya and cinema 4D .All of these are standard 3d software packages used from 3d

and animation purposes in movies and games. Since creating 3d assets in Unity engine is not possible we have to create all the graphic assets with the use of external software.

Importing the assets: While importing the assets from the 3d software package to the Engine a certainprocedure has to be followed:

The most efficient importing format for an asset from any 3d software

package to Unity engine is .FBX.

The created assets should be of maximum 522 polygons if we have toattach collision and other virtual aspects to it after importing in the

engine.try to make the assets as low poly as possible.

The asset’s pivot point should be staged at the middle of the three axis

(x=0, y=0 and z=0).

The animations applied to the asset should be baked before importing;

this is quite simple as you have to mark the option bake animations in

the importing window.

The textures should be applied to the asset perfectly in the3d software

package and mark the option convert images to portable format in the

importing window, if not done the textures will not be imported in the

unity engine. 

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4

Visual style of Goo Fu

The graphics in the game will have a naïve feel, since the target audience is casual

so the graphics should have feel good look instead of a rigid hardcore realistic one.

Below I have explained the visual style with examples which will help you to get aclear cut idea of what I am talking about.

The ambience: 

The ambience in the game is created by the structure of the 3d assets and the

color schemes used for texturing and background. So we kept this in mind and

created a color scheme template to help us to design the assets.

Here are some examples of the graphic stylization that we are going to use in the

game, this examples will help you while creating the assets to give them the

proper structural design: 

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5

Note:

 A detailed list of assets in excel is attached with this package So please read thebelow details of assets after looking at that list .

The Main Character and his animations The main protagonist Coop is a funny and humorous character. His structure isgluey, soft and round. Throughout the game Coop uses it’s unique stretchy arms and four different forms to help him combat any given situation.

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6

 A detailed explanation about each form and its features is given below:

Normal Form This is the form Coop starts with and is in by default. It has two limbs that can be

controlled independently to grab, pull, shock, etc. In this form, Coop has excellentmaneuverability, as he can pull himself towards platforms, swing from platform toplatform, shock enemies, pull and drag objects and even pull himself towardssome enemies that he has grabbed.  

Here is an illustration of the character displaying his normal form abilities:

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7

Inflated FormCoop becomes like an inflated balloon  –  he is very light and delicate, with theability to bounce (jump) and float around. When falling in this form, he floats

down slowly, avoiding taking damage.

Here is an illustration of the character displaying his inflated form abilities:

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8

Goo FormCoop collapses into a living puddle of jelly-like goo. In this versatile form, bulletsgo through Coop’s liquid body and he can push himself through the narrowest of gaps, going places otherwise impossible to get to. He can also rise up like a wave

and devour an enemy, slowly assimilating him over time for a health boost!

Here is an illustration of the character displaying his goo form abilities:

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9

Hard Ball Form The ultimate Goo-Fu fighting technique, this form lets Coop turn into a rock-hardmass that is almost invulnerable to ordinary damage, with the ability to bulldozethrough opponents like they were mere bowling pins.

Here is an illustration of the character displaying his normal form abilities:

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10

Enemies

nemies in Goo Fu follow paths, have timed attacks (e.g. swinging pendulum), aimed attacks, looped or random attacks. Some come after

the player and others just patrol their area like the turtles in Mario.

Plants

Sucker PlantsPlants that are like vacuum cleaners, sucking things

that come too close and then grinding them with theirmulti-layered, oppositely spinning teeth. (If they suck 

up a rock, etc, they get jammed)

Random Pea Shooter A plant that slowly inflates and then implodes. Thebuilt up air, when released, shoots small seeds inrandom directions.

Aimed Pea Shooter A plant that aims at the player and shoots seeds (bullets)

at him. It has a part that inflates and deflates like aballoon to shoot the seeds.

Eater Plant A plant that pops out and swallows things that come

close.

E

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11

Animals

Camo

 A creature that camouflages itself by digging into theground and then jumps up to attack.

Spiky blow random A plant that inflates by taking in air, and then releases, flying around like a balloon, causing damage with it’s spikes. 

Spiky blow aimed A small, deflated-balloon-like creature that

inflates itself when it senses danger aims at theintruder and then propels itself spike-first at it.

Fireflies These files are at certain places in the game moving about along certain paths. They are constantly on fire so they can damage theplayer, especially in inflated form.

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12

Level Elements

PlatformsPlatforms are of various types in this game, including ground, trees, rocks, etc.

Grabbing tree platforms Tree-structures that can be used as platforms,these are on the top side of the scenario so Coophas to grab them with his limbs to cross them

Turtle leaf moving Platform This flat leaf form turtle that move

in a constant loop from one point toanother in horizontal manner.

Flying bird moving Platform This a flying alien bird platform that move in a constant

loop from one point to another in a vertical manner

Metallic moving Platform This is a metallic platform in the evil master research center moving in a constant

loop.

Directional Fan platformPlayers can achieve much higher jumps with thesedirectional fans which are equivalent to jump pads.

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13

Obstacles/HazardsElements that can harm the player or stop him from progressing.

Lava Will kill the players that fall into it, can also spout lava balls.

Acid PoolPool of acid, if player falls in this pool it will kill it slowly so player has the time tosave himself till he completely drowns in the pool.

Note: The above two come in the FX category and will be directly modeled in softwarepackages. The fluid effect can be achieved in the engine

Rocks

 These help contribute to puzzle elements and can be used by the player to killenemies 

Thorns Thorns are placed in the middle of the path. Inflated form is especially vulnerableto these.

Conveyor beltsPlatforms that act like conveyor belts, pulling the players in a certain direction if they are standing on them

Blocking Walls and Planks These are blockages in the path. The walls and planks can be smashed by the hardball form to help the player to pass through them

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15

Random Concept Art

 These are some of the initial sketches of Coop and his forms:

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16

Technical overview

 The following is a brief about the technical requirements and tools of the project

Target System RequirementGoo-Fu based on the Unity Engine, will be developed for PC distributions of the game.Epic lists the following system requirements on the retail box:

Operating System: Windows 98 / Me / 2000 / XPProcessor: Pentium IV 3.0 GHz or higherMemory: 1 GB RAM minimum (2 GB RAM

recommended)Hard Disk Space: 10 GB free space  Video: NVIDIA GEFORCE 9100 M G Minimum

or higherSound: XP/Vista compatible sound cardDirectX: DirectX version 9.0b (included) or higher

Tools All members of the development staff will have access to development computer with standard office programs such as Microsoft Word and Excel. In addition, allmembers will have access to the basic tools that accompany Unity . 

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17

Team Structure

Blue : Core TeamGreen : Outsourced

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 THE END!