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Oliver: The Thief Maryam AlSaegh 201700250

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Oliver: The Thief Maryam AlSaegh 201700250

TABLE OF CONTENTS
Table Of Figures ............................................................................................................................................ 3
Research ........................................................................................................................................................ 4
fall guys ..................................................................................................................................................... 4
Design Elements .................................................................................................................................... 4
Interactive Elements ............................................................................................................................. 4
User Experience .................................................................................................................................... 5
deadpoly ................................................................................................................................................... 6
Design Elements .................................................................................................................................... 6
Interactive Elements ............................................................................................................................. 6
User Experience .................................................................................................................................... 6
Aron's Adventure ...................................................................................................................................... 8
Design Elements .................................................................................................................................... 8
Interactive Elements ............................................................................................................................. 8
User Experience .................................................................................................................................... 8
Unturned ................................................................................................................................................. 10
Design Elements .................................................................................................................................. 10
Interactive Elements ........................................................................................................................... 10
User Experience .................................................................................................................................. 10
Idea Generation .......................................................................................................................................... 11
Levels Mind Map ..................................................................................................................................... 11
Game Environment Mind Map ............................................................................................................... 12
Interactivity Mind Map ........................................................................................................................... 13
Characters Mind Map ............................................................................................................................. 14
Concept Development ................................................................................................................................ 15
Oliver character....................................................................................................................................... 15
Level 1 Design map ................................................................................................................................. 16
Level 2 Design Map ................................................................................................................................. 17
Level 3 Design Map ................................................................................................................................. 18
Asset Lists .................................................................................................................................................... 19
3D Models that will be created by me .................................................................................................... 19

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Oliver: The Thief Maryam AlSaegh 201700250

3D Models that will be from online sources ........................................................................................... 20


Interactive Elements ................................................................................................................................... 22
Level 1 ..................................................................................................................................................... 22
Level 2 ..................................................................................................................................................... 22
Level 3 ..................................................................................................................................................... 22
Summary ..................................................................................................................................................... 23
Aims ........................................................................................................................................................ 23
Mission Statement .................................................................................................................................. 23
User experience ...................................................................................................................................... 23
References .................................................................................................................................................. 24

TABLE OF FIGURES
Figure 1 Fall Guys Game Environment .......................................................................................................... 4
Figure 2 Fall Guys controllers Layout ............................................................................................................ 5
Figure 3 Fall Guys Instructions ...................................................................................................................... 5
Figure 4 DeadPoly Game Environment ......................................................................................................... 6
Figure 5 DeadPoly Home Screen ................................................................................................................... 7
Figure 6 Aron's Adventure Game Environment ............................................................................................ 8
Figure 7 Aron's Adventure Home Screen ...................................................................................................... 9
Figure 8 Unturned Game Environment....................................................................................................... 10
Figure 9 Mind Map of the Levels ................................................................................................................ 11
Figure 10 Mind Map of the Game Environment ......................................................................................... 12
Figure 11 Mind Map of Interactivity ........................................................................................................... 13
Figure 12 Mind Map of the Characters ....................................................................................................... 14
Figure 13 A sketch of the Character Oliver ................................................................................................. 15
Figure 14 Level One Design ........................................................................................................................ 16
Figure 15 Level Two Design......................................................................................................................... 17
Figure 16 Level Three Design ...................................................................................................................... 18

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Oliver: The Thief Maryam AlSaegh 201700250

RESEARCH

FALL GUYS

Figure 1 Fall Guys Game Environment

https://www.youtube.com/watch?v=N6Tb3DP2yvg

According to Groeneveld (2020), Fall Guys is a platform battle with multi-players (birds and beans) on a
quest for the gold crown. Each level has a new set of challenges and you should attempt to avoid being
eliminated.

DESIGN ELEMENTS
The level design of the fall guys inspired me as it is visually appealing. They used multiple colors in the
level, but all of them are consistent together. Although the level design seems like they are using high-
quality assets, they designed basic and simple meshes. Then, they only added colors or textures.

INTERACTIVE ELEMENTS
The majority of the interactive components in this game are obstacles that users must avoid, such as:

• Balls roll over the players when they reach a specific area.
• Discs that are moving in a specific direction when the players are standing above it.
• Floor parts fall away/disappear when the players stand on them.
• When the player approached the moving fan, it threw him away.
• A cylinder that keeps rotating when the player stands on it.

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Oliver: The Thief Maryam AlSaegh 201700250

USER EXPERIENCE

Figure 3 Fall Guys Instructions Figure 2 Fall Guys controllers Layout

Sharma (2020) stated that the UX in this game is simple and easy. The controller is similar to most
games. Also, before each level, they show you some images of what the level will be featuring. They also
mention what you should do to survive.

There are several elements that I liked in this game and I want to implement them in my game such as
the vibrant colors, the different types of challenges that can face the users and the variety of interactive
elements in each level.

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Oliver: The Thief Maryam AlSaegh 201700250

DEADPOLY

Figure 4 DeadPoly Game Environment

https://www.youtube.com/watch?v=1_MezccY5vk&ab_channel=paulsoaresjr

DeadPoly is a polygon zombie survival looter shooter featuring base building and crafting. Your only goal
is to survive; everything else is optional (“DeadPoly”, n.d.).

DESIGN ELEMENTS
Although this is a low poly game, all of the assets, including the character are beautifully designed. The
environment is huge and well-designed, and even if the player has played the game several times, he
will discover new things each time. The only thing that I did not like is colors because they are dull and
dark.

INTERACTIVE ELEMENTS
There are some interactivities in this game. To begin with, the character can open doors and collect
tools that can help him to survive. Moreover, he can interact with other characters. For example, using
his tools, he can kill other characters. Additionally, he can hit the trees to collect woods.

USER EXPERIENCE
The user experience is easy to play and the game provided the users with the instructions on the home
screen. The game also gave the users variety if they want to play it alone or with multiplayer.

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Oliver: The Thief Maryam AlSaegh 201700250

Figure 5 DeadPoly Home Screen

The only thing that I am planning to implement from this game is the well-designed low poly assets such
as the character and the environment assets.

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Oliver: The Thief Maryam AlSaegh 201700250

ARON'S ADVENTURE

Figure 6 Aron's Adventure Game Environment

https://www.youtube.com/watch?v=if5RD4O5-Q4&ab_channel=AlphaBetaGamer

Aron's Adventure is placed in the fantasy world of Elor. An ancient evil reawakens, and Aron's fate is
thrust into his hands. Aron must bring the people together while learning how to use his new skills.
(Aron's Adventure, n.d.)

DESIGN ELEMENTS
Each level in this game has a completely different mood from the previous level, which keep users
interested. The low poly environment is executed beautifully. Some assets are animated such as the fire
and grass which adds an aesthetic dimension to the environment of the game. There is a map to show
the users their current location.

INTERACTIVE ELEMENTS
In this game, the enemies are moving and fighting the player, so the player has to kill them.
Furthermore, the player engaged with the PCR, and the game provided certain response options for
users to pick from. In one of the levels, the player interacted with water and he was swimming in it.

USER EXPERIENCE
While designing this game, the user experience was given special attention. Due to the fact that in the
first level, there was a female voice that was guiding the player and giving him instructions as well as the
controllers. In addition, the home screen has a survey button, which is intended to assist the developers
in improving the game. While the users are playing, they are enthused by the background music.

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Oliver: The Thief Maryam AlSaegh 201700250

Figure 7 Aron's Adventure Home Screen

I will be taking inspiration from the mood of Aron's adventure for my game. Since it is realistic,
interesting and visually appealing. For example, at the sunrise level, the sky is yellow and orange while
the assets are dark with a yellow tint. Additionally, for the PCR interaction, I will add several options for
the users to select from. I will also include exciting background music. I will execute the map in my game
to help the users identify their current location.

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Oliver: The Thief Maryam AlSaegh 201700250

UNTURNED

Figure 8 Unturned Game Environment

https://www.youtube.com/watch?v=s1q4d5P8tBY

According to Hernandez (2014), the players are playing as survivors in the zombie-infested ruins of
society, and they must collaborate with their friends and form alliances to stay alive.

DESIGN ELEMENTS
The design of the game is low poly and it is extremely simple. they added an interesting and realistic
animation, so when the player walks through the grass, the grass bends. In addition, they designed
multiple positions for the character so that he could not only walk but also crawl.

INTERACTIVE ELEMENTS
There are some interactivities in this game. Firstly, when the zombies see the player, they start chasing
him. Secondly, When the player kills these zombies, blood spills out of them which makes the game
more realistic. Finally, the player can open doors and acquire objects to utilize in order to survive.

USER EXPERIENCE
It is an easy game to play and control the character movements. Furthermore, it allows users the ability
to play with their friends. The sound effects of the game added another dimension to the user
experience.

The sound effect is the only thing that I would like to execute from this game into my game because the
sound effects are soothing, for instance, the footsteps sound effects do not irritate the users. On the
other hand, I will try to avoid creating extremely simple low poly assets like this game.

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IDEA GENERATION

LEVELS MIND MAP

Figure 9 Mind Map of the Levels

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Oliver: The Thief Maryam AlSaegh 201700250

GAME ENVIRONMENT MIND MAP

Figure 10 Mind Map of the Game Environment

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Oliver: The Thief Maryam AlSaegh 201700250

INTERACTIVITY MIND MAP

Figure 11 Mind Map of Interactivity

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Oliver: The Thief Maryam AlSaegh 201700250

CHARACTERS MIND MAP

Figure 12 Mind Map of the Characters

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Oliver: The Thief Maryam AlSaegh 201700250

CONCEPT DEVELOPMENT

OLIVER CHARACTER

Figure 13 A sketch of the Character Oliver

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Oliver: The Thief Maryam AlSaegh 201700250

LEVEL 1 DESIGN MAP

Figure 14 Level One Design

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LEVEL 2 DESIGN MAP

Figure 15 Level Two Design

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Oliver: The Thief Maryam AlSaegh 201700250

LEVEL 3 DESIGN MAP

Figure 16 Level Three Design

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Oliver: The Thief Maryam AlSaegh 201700250

ASSET LISTS

3D MODELS THAT WILL BE CREATED BY ME

Asset Name Image Description Estimated Duration


Building Low poly building 15 hours

Diamonds The red and purple diamonds 1 hour

Tree Low poly tree 30 minutes

Palace Exterior design of the palace 24 hours

Maze Low poly maze created by 10 hours


grass walls

Vase Low poly vase 1 hour and 30


minutes

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Oliver: The Thief Maryam AlSaegh 201700250

3D MODELS THAT WILL BE FROM ONLINE SOURCES

Asset Name Image Description URL


Houses Low poly houses. https://assetstore.unity.com/packag
es/3d/environments/house-pack-
35346
https://assetstore.unity.com/packag
es/3d/environments/historic/mediev
al-buildings-exteriors-72836

Bakery Bakery in the city https://assetstore.unity.com/packag


es/3d/environments/fantasy/baker-
s-house-26443

Building Buildings for the city, so https://assetstore.unity.com/packag


the character can jump es/3d/props/exterior/house-of-color-
on them. c-green-152209
https://assetstore.unity.com/packag
es/3d/props/exterior/old-building-
nyc-3-134723

Police cars For the second level to https://assetstore.unity.com/packag


chase Oliver car. es/3d/vehicles/land/low-poly-police-
car-pack-59458

Bakery To put them inside the https://assetstore.unity.com/packag


items bakery es/3d/props/coffeeshop-starter-
pack-160914

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Oliver: The Thief Maryam AlSaegh 201700250

Food items To put them inside the https://assetstore.unity.com/packag


food shop es/3d/props/food/food-grocery-
items-low-poly-75494

Treasure For the first and third https://assetstore.unity.com/packag


levels. es/3d/props/stylized-treasure-chest-
by-gamertose-87463

Furniture For the apartments and https://assetstore.unity.com/packag


the palace. es/3d/props/furniture/big-furniture-
pack-7717

Food Shop Food shop in the city https://assetstore.unity.com/packag


es/3d/environments/urban/little-
tropical-house-114021

Police Pack of low poly https://assetstore.unity.com/packag


Station buildings including es/3d/environments/urban/simple-
police station town-pack-91947

Palm tree A low poly palm tree https://assetstore.unity.com/packag


es/3d/vegetation/trees/free-trees-
103208

Car Low poly car for Oliver https://assetstore.unity.com/packag


es/3d/vehicles/land/simple-low-poly-
sports-car-90186

Flowers To put them in the vase. https://assetstore.unity.com/packag


es/3d/vegetation/plants/lowpoly-
flowers-47083
Characters Pack of low poly https://assetstore.unity.com/packag
characters with the es/3d/characters/toony-tiny-people-
same style. demo-113188

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Oliver: The Thief Maryam AlSaegh 201700250

INTERACTIVE ELEMENTS
Shehrozeameen (2017) stated that interactivity is when the player engages in various activities related
to the game’s environment, plot and mechanics. There are many interactive elements at each level.

LEVEL 1

In the first level, Oliver must solve the puzzle in the apartments to find the hidden treasure and collect
purple diamonds. In order to find the treasure, he can open cabinets, doors and move items. He will be
able to jump high from the building's roof if he collected the purple diamonds.

LEVEL 2

In the second level, Oliver will open the door of his car. Then, he will close the door and start driving.
Additionally, there will be certain spots in the roadway where the car will accelerate, so Oliver must be
cautious. Finally, I might also include Oliver's friend waiting on the sidewalk for Oliver to pick him up.

LEVEL 3

In the third level, Oliver will interact with NPC that will give him hints regarding the location of the
treasures. Then, he should identify the location of the hidden treasure and open it to collect the red
diamonds. Furthermore, Oliver has to open one of the doors in the palace using a handprint.

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Oliver: The Thief Maryam AlSaegh 201700250

SUMMARY
To sum up, Oliver: The Thief is an adventure and survival game. The story of the game is about a thief
that collects treasures to help poor people, but he will be chased by police officers and spies.

AIMS

The primary goals of this 3D game are as the following:

• Entertaining users.
• Encourage users to explore more.
• Learn to complete the required task.
• Motivate them to think strategically.

MISSION STATEMENT

The mission that I want to achieve is to create an interesting, interactive and visually appealing game. In
addition, I wanted the users to be entertained while collecting hints and solving puzzles to accomplish a
certain goal, just as we must remain positive when solving issues in real life.

USER EXPERIENCE

Numerous aspects motivated me to develop the game, and I wanted the users to experience them all,
including:

• Have fun and escape from their daily lives.


• Experience what it is like to be chased by the police
• Interact with the interactive elements.
• Make the game design as realistic as possible with appropriate sounds to make the users feel
immersed in the experience.

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Oliver: The Thief Maryam AlSaegh 201700250

REFERENCES
Aron’s Adventure (Video Game 2021)—IMDb. (2021). IMDb. https://www.imdb.com/title/tt9145814/

DeadPoly on Steam. (n.d.). Retrieved September 28, 2021, from

https://store.steampowered.com/app/1621070/DeadPoly/

Groeneveld, N. (2020, September 2). The Success of Fall Guys from a Designer’s Perspective. Medium.

https://blog.prototypr.io/the-success-of-fall-guys-from-a-designers-perspective-e6324e9efbea

Hernandez, P. (2014, October 7). The Story Behind Unturned, One Of Steam’s Newest Top Games.

Kotaku. https://kotaku.com/the-story-behind-unturned-one-of-steams-newest-top-gam-

1603042968

Sharma, T. (2020, September 19). The UX behind Fall Guys: How a game can be simple yet engaging. UX

for Games. https://medium.com/ux-for-games/the-ux-behind-fall-guys-how-a-game-can-be-

simple-yet-engaging-5602f67b1151

Shehrozeameen. (2017, February 26). Story Telling and Interactivity in Video Gaming. The Artifice.

https://the-artifice.com/video-gaming-story-telling-interactivity/

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