PreproductionBlueprint Courtyard Example

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PREPRODUCTION BLUEPRINT

COURTYARD

Version: 1.0
STEP 1: Idea

Idea:
Courtyard set in New Orleans.

Stand alone game ENVIRONMENT or level design?


Level Design - Deathmatch/Team Deathmatch

Software:
UDK©
Maya
Photoshop

Description:
Courtyard in New Orleans. Modern time courtyard, with a restaurant
during evening/night. Lots of greenery in the courtyard, lights, beads
and fireworks. Interior and exterior locations. New Orleans Mardi Gras
party atmosphere.

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STEP 2: SETTINGS, THEME AND LOCATION

Environment setting:
New Orleans - French Quarter

Key Location:
Courtyard

Theme:
Mardi Gras party celebration
Vibrant colors of Mardi Gras at evening/night
Modern, present time

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STEP 3: PROJECT PURPOSE

I WANT TO CREATE:
Level Design with focus on New Orleans Courtyard during Mardi Gras. I
want to capture the feeling of celebration going on outside in the
streets while players are playing inside the Courtyard.

Additional/Optional: I want to create both stand-alone game


environment for fly-through and showcase the environment while
expanding on the level design for deathmatch gameplay.

I WANT TO LEARN OR IMPROVE:


Particle effects in UDK© (fireworks)
Improve lighting and post process in UDK©
Improve texture creation in Photoshop
Improve modeling workflow from Maya to UDK©
Improve Material/Shader creation in UDK©

I WANT THE PLAYER TO EXPERIENCE THE FOLLOWING:


Custom game environment
Fun and atmospheric courtyard
Beautiful courtyard of New Orleans during Mardi Gras

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STEP 4: FEATURES

Features list:

1. Experience the Mardi Gras celebration in New Orleans


2. Custom game environment (textures, models and particle effects)
3. Deathmatch Map in UDK© – Stand Alone Executable
4. Cinematic fly-through the environment

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STEP 5: PHOTO/VIDEO REFERENCE AND RESEARCH

PHOTO REFERENCE

Architecture reference
Environment reference
Light reference
Prop reference
Inspiration reference

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RESEARCH:
What are the colors of Mardi Gras?

What is the architecture style in New Orleans?


o Creole or Greek revival styles
o Only a handful buildings in the French Quarter preserve
their original Colonial Spanish or French architectural
styles

What are Mardi Gras dates?


o February

What is the brief history of Mardi Gras


o Carnival celebrations
o Used to be a major holiday in the Middle Ages in Europe
o Mardi gras is French for "Fat Tuesday"
o Referring to the practice of the last night of eating richer,
fatty foods before the ritual fasting of the Lenten season,
which begins on Ash Wednesday
o Include wearing masks and costumes, overturning social
conventions, dancing, sports competitions, parades

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STEP 6: STORY

STORY:
New Orleans Courtyard during Mardi Gras celebration. Everyone is
having a great time outside the courtyard in the streets of the French
Quarter. The feeling and atmosphere is spilling into the Courtyard. The
colors, music, lights, fireworks and ambience of the environment is
energizing and full of excitement. The environment is full of life, lights,
fun and hurricane cocktails.

How?
How did the player arrive in the environment? What were the events
that brought them here?

The courtyard is part restaurant area, part hotel in the upper floors.
The hotel residents often walk down to grab a bite to eat, as well as
any passerby may walk in a get a table.

Why?
Why is the character here? What purpose or what goal are they to
achieve?

Mardi Gras is full blast. After a few drinks the residents decided to play
deathmatch in the courtyard. They closed off the area from others and
full of liquid courage the courtyard became a battling ground.

What?
What happened to the environment prior to the player arriving here?

The restaurant has been busy all day. Serving food and drinks. The
Mardi Gras celebration has been picking up as the night sets in. More
and more people are making their way to the French Quarter to
celebrate and drink the night away. The Courtyard has been very busy
with none stop residents and walk-ins wanting food and more drinks.

Show, Don't Tell


How will you show what happened to the environment? How will you
tell the story of the environment to the player?
Fireworks
Beads, lights, colors of Mardi Gras
Music and ambience of people outside the Courtyard having a
blast
Evening/Night time

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STEP 7: SET PIECES

LEVEL DESIGN

What do I want to showcase?


Courtyard
New Orleans Mardi Gras atmosphere
Custom game environment

What do you want the player, viewer and/or designer to experience?


Custom game environment
Atmosphere and feeling of New Orleans Mardi Gras
Fireworks, sound, fun

SET PIECES: Define a set of set pieces (scripted events) that will add
interactivity, atmosphere and believability to the environment.
Fireworks
Sounds of Mardi Gras (music, people, crowds)

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STEP 8: FOCAL POINT

FOCAL POINT
Courtyard’s restaurant area
3 Floors of the Courtyard
Interior location
Fireworks exploding in the night sky

UNIQUENESS AND ORIGINALITY


What would make your environment stand out?
o Mardi Gras atmosphere
o Lights, fireworks
o 3 stories in the courtyard to play in
o Interior locations that bridge the gap between 2 areas of
the courtyard
How will the player remember the environment?
o 3 story courtyard and fireworks
o New Orleans Mardi Gras atmosphere
What would make your location interesting? Aesthetically,
visually and architecturally?
o Fireworks
o 3 story courtyard
o Intense close-quarter deathmatch map
o Z-axis
o Interior locations
o Circular flow

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STEP 9: VISUAL DEVELOPMENT

Color palette, lighting and atmosphere.

Style
New Orleans Mardi Gras / Beads / Color Lights / Party / Fireworks

COLOR PALLETE
What is the color palette I will use?

ENVIRONMENT COLORS

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MARDI GRAS COLORS

LIGHTING

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STEP 10: TOP DOWN LAYOUT

LEVEL DESIGN AND Stand-Alone Game Environment:

Player starts
Pathway and direction
Playable areas and non-playable areas
Placement of buildings, objects
Focal points/Important locations
Entry/Exit points
Map’s objectives
Choke points or various confrontation/battle areas
Battle areas can happen. Knowing where the action will happen
can help to plan your environment for fun interaction and conflict
Scripted events and where they will happen, what will trigger
them?
Audio in various specific areas
Spacing, and spatial relationships of locations, objects and
events
Line of sight
Tactical spots

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STEP 11: LISTS

EVERYTHING LIST

Stairs
Stair Railing
Doors
Door Shutters
Windows
Window Shutters
Exterior Tables and Chairs for the Restaurant
Colorful hanging rope lights on railings
String Lights above the courtyard
Lamp Lights
Brick wall texture
Roof
Fireworks particle effects
Bar
Bar Stools
Interior Tables and Chairs for the Bar
Skybox
Potted Small Palm Tree
Potted Small Tree
Water Statue in the Courtyard
Stucco wall texture
Garbage can (plastic)
Pipes (various and able to snap together)

Production List:

Block In
Player Starts, Weapon Placement, Gameplay integration
Gameplay testing and refinement
Modeling: Brush Export to Game Environment Artist
Model all the assets
Import and place models
UV all the assets
Import models and test
Texture and Material Creation
Import models and test
Lighting Pass
Texturing/Materials Pass
Atmosphere and Post Processing

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Test and Tweaking, Bug fixing
Beta Release
Test and Tweaking, Bug fixing
Final Release

Props/assets list (selected images)

Stairs
Stair Railing and Balcony Railing
Doors and Door Shutters:

Windows and Window Shutters

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Exterior Tables and Chairs for the Restaurant:

Colorful hanging rope lights on railings

String Lights above the courtyard


Lamp Lights:

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Bar
Bar Stools
Interior Tables and Chairs for the Bar
Skybox
Potted Small Palm Tree and Potted Small Tree

Water Statue in the Courtyard


Garbage can (plastic):

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Pipes (various and able to snap together)

Particle: Fireworks particle effects

TEXTURE LIST (selected images)

Stairs (concrete)
Stair Railing and Balcony Railing – Black Metal
Ground Floor (cobble)

2nd/3rd Floors (wood)


Doors (wooden, painted, 2 variations – use material instance)
and Door Shutters (2 variations – use material instance)

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Windows and Window Shutters

Exterior Tables and Chairs for the Restaurant (black)

Colorful hanging rope lights on railings (output light, glowing)


String Lights above the courtyard (output light, glowing)
Lamp Lights

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Brick wall texture (dark brown brick)

Bar (wooden, polished)


Bar Stools (wooden, polished)
Interior Tables and Chairs for the Bar (wooden, polished)
Skybox (night sky)
Potted Small Palm Tree and Potted Small Tree
Stucco wall texture (red)

Garbage can (light blue plastic)


Pipes (dark brown/rust color but not rusty metal)

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TEXTURE/MATERIAL QUALITY LIST

Stairs (concrete with mini-tile on top)


o Concrete
o Light blue-gray color
o Smooth, painted to remove the rough concrete surface
o Slightly reflective and a bit shiny

Stair Railing (Black Metal) and Balcony Railing:


o Black metal
o Chipped away a bit
o Rusty at the chipped away areas
o Slight bump/normal map

Doors and Door Shutters (wooden, painted, 2 variations)


o Colors: Mardi Gras Green and Dark Blue
o Wood painted with colors
o Slightly rough
o Slightly used and beat up in often touched/used areas
(near door knobs, handles)
o No reflectivity
o Not shiny, very matte

Floor (cobble stone)


o Floor cobble stone
o Gray blue color
o Covers the entire ground floor
o More sandy, lighter color, used in high traffic areas,
while near walls is more clean and darker
o Slightly shiny in unused areas of the floor
o Matte in high traffic areas

Windows and Window Shutters


o Colors: Mardi Gras Green and Dark Blue (match doors)
o Wood painted with colors
o Slightly rough
o Slightly used and beat up in often touched/used areas
(near door knobs, handles)
o No reflectivity
o Not shiny, very matte

Exterior Tables and Chairs for the Restaurant


o Black metal (matches balcony and stair railing)

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o Clean
o Shiny and new
o Slight reflectivity
o Opacity mask for see through grid areas on top of the
table

Colorful hanging rope lights on railings (output light,


glowing)
o Yellow, red, white and green
o Self-illuminating textures

String Lights above the courtyard (output light, glowing)


o Same as above Railing Lights

Lamp Lights
o Black Metal
o Chipped away a bit
o Rusty at the chipped away areas
o Slight bump/normal

Brick wall texture (dark brown brick)


o Dark red/brown
o Old and beat up brick
o More beat up and chipped away at the bottom of the
walls in high traffic areas
o Matte, not shiny
o No reflectivity
o Medium to High bump/normal map

Bar (wooden, polished); Bar Stools (wooden, polished);


Interior Tables and Chairs for the Bar (wooden, polished)
o Dark brown color
o Shiny, very new
o High class
o Medium reflectivity
o Shiny

Skybox (night sky)


o Clear sky
o Dark with some stars to create high contrast to allow
fireworks to be very visible

Potted Small Palm Tree and Potted Small Tree


o Orange brown pots, new

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o Dark green plants
o Opacity maps for leaves
o Shiny leaves and slightly reflective

Stucco wall texture (red)


o Dark red stucco
o High bump
o No reflectivity
o No specularity (not shiny)
o New?

Garbage can (light blue plastic)


o Light gray/blue
o Slightly used garbage cans
o Not shiny
o Scratched from use
o No reflectivity
o Black garbage bag inside is slightly shiny and slightly
reflective

Pipes (dark brown/rust color but not rusty metal)


o Dark brown and gray color
o Slightly shiny and slightly reflective

AUDIO LIST

Exterior Ambience
People Talking
Firework pops
Distant music
Kitchen sounds near the restaurant
Music in the interior bar
Music and people ambience fades out a bit towards the back of
the courtyard (perception of more alive environment and action
near the front restaurant area)

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