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PreproductionBlueprint Courtyard Example
PreproductionBlueprint Courtyard Example
PreproductionBlueprint Courtyard Example
COURTYARD
Version: 1.0
STEP 1: Idea
Idea:
Courtyard set in New Orleans.
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.
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STEP 4: FEATURES
Features list:
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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?
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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.
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STEP 7: SET PIECES
LEVEL DESIGN
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
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STEP 9: VISUAL DEVELOPMENT
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
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
Stairs
Stair Railing and Balcony Railing
Doors and Door Shutters:
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Exterior Tables and Chairs for the Restaurant:
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Bar
Bar Stools
Interior Tables and Chairs for the Bar
Skybox
Potted Small Palm Tree and Potted Small Tree
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Pipes (various and able to snap together)
Stairs (concrete)
Stair Railing and Balcony Railing – Black Metal
Ground Floor (cobble)
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Windows and Window Shutters
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Brick wall texture (dark brown brick)
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TEXTURE/MATERIAL QUALITY LIST
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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
Lamp Lights
o Black Metal
o Chipped away a bit
o Rusty at the chipped away areas
o Slight bump/normal
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o Dark green plants
o Opacity maps for leaves
o Shiny leaves 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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