F.M.P.
Three letter that have been looming over my head all year. There's a lot expected of me and a lot on the line. So, when asked to write a outline and technical specification as practice for the course, the ideas of what I wanted to do began to swirl around my head. They left me with only one thing being absolutely certain: I have NO idea what I want to do for my FMP.
Three letter that have been looming over my head all year. There's a lot expected of me and a lot on the line. So, when asked to write a outline and technical specification as practice for the course, the ideas of what I wanted to do began to swirl around my head. They left me with only one thing being absolutely certain: I have NO idea what I want to do for my FMP.
So that's my summer decided.
Anyway, on with the practice. I searched the interest for
some examples of design documents, and found Game Pitches, which had a few
examples of design documents, although many of them had been removed. I browsed
through the Metal Gear Solid 2 document and the Grand Theft Auto design
document to get a feel for what I needed to write about.
So here we go.
Mock FMP Design Document
Project Outline
Personal Aims
The main goal I aim to achieve with this project is create
an industry standard AAA environment along with a lead character, NPC and
vehicle that will be used as a show reel piece for my portfolio. The concept
will be a 1940's Hotel in New York City in a noir style. To fully realise this
idea, I must achieve an interesting noir-style atmosphere with my lighting and
textures. My secondary aim is to create the environment and vehicle with as
much historical accuracy as possible to realise a fully realistic environment
and characters that will fit within the period.
Learning Outcomes
- To improve my knowledge of lighting systems in Cryengine 3
to create an interesting and suspense-filled atmosphere
- To show that I can model and texture assets I have created
to an industry standard, with a level of photorealism.
- To improve my portfolio with interesting characters that I
have designed and fully realised in 3D.
Platform
The platform I am aiming for is the next generation of consoles
and, by extension, high-end PCs.
Genre
I am hoping to create a 1950's noir narrative based exploration
game, similar to that of Dear Esther or Gone Home.
Audience
I would like to appeal to a wide audience. However, some of
the themes I wish to tackle with this project may lead to a more mature
audience. Due to its narrative-heavy nature, it is unlikely to appear to the
modern FPS fan.
Technology and Software
I will be using Cryengine3 as I am far more comfortable with
the software and it's real-time lighting is a real bonus.
For my asset creation I will be using 3DS Max, ZBrush and 3D
Coat for retopology.
For my textures I will use Photoshop CC, Crazybump, Ndo2,
and Zbrush.
Technical Specifications
Lead Character
Female detective
35,000 triangles
6 2048x2048 texture including face and details (albedo with
alpha if necessary, but kept to a minimum, bump, specular with gloss in alpha)
NPC
Male detective partner
Due to player interaction, similar specs to the player
character other than the inclusion of LODs
40,000 triangles (LOD0)
1250 triangles (LOD5)
1250 triangles (LOD5)
LOD0 - 6x 2048x2048 texture including face and details
(albedo with alpha if necessary, but kept to a minimum, bump, specular with
gloss in alpha)
LOD5 - 1X1024 texture (albedo)
Textures for each LOD should decrease, keeping them to a minimum. Only albedo textures past LOD2.
LOD5 - 1X1024 texture (albedo)
Textures for each LOD should decrease, keeping them to a minimum. Only albedo textures past LOD2.
A Vehicle
The car itself will be a 1940s Dodge Deluxe Convertible and
will be only featured at the beginning of the level.
60,000 triangles (LOD0)
1875 triangles (LOD5)
4x 2048x2048 textures (albedo with alpha if necessary, but
kept to a minimum, bump, specular with gloss in alpha)
Textures for each LOD should decrease, keeping them to a minimum. Only albedo textures past LOD2.
An Environment
The environment will be entirely interior. Because of this,
it will be built out of efficiently made modular pieces.
1000 triangles (maximum)
LOD2 if overly detailed
Textures will consist of either:
1x 2048x2048 texture detail (albedo, alpha if necessary, normal,
specular with gloss in alpha)
1x 1024x1024 tilable texture (albedo, normal, specular with
gloss in alpha)
Can be pushed up to 2048x2048 if absolutely necessary.
Will be a variety of these textures that can be reused
repeatedly. Will need a list of the modular pieces to be entirely sure of the
final texture specifications.
Props and Scenery
Basic props:
1500 triangles - MAXIMUM
LOD2 if overly detailed
1x 2048x2048 texture MAXIMUM (albedo, alpha if necessary,
normal, specular with gloss in alpha)
Only albedo textures for LODs
Hero Assets:
Up to 10000 triangles MAXIMUM
LOD3 if overly detailed
2x 2048x2048 textures MAXIMUM (albedo, alpha if necessary,
normal, specular with gloss in alpha)
Only albedo textures past LOD2.
I'm sure I'll look back at this next year and laugh at my
technical specs, but then again, the likelihood that I'll be developing for
anything next-gen next year is low. Still, this was incredibly informative and,
you know what, I think I know what I want to do for my FMP now.
This has been a long post. Have a representation of how I feel when I have to think about my FMP in gif form.
This has been a long post. Have a representation of how I feel when I have to think about my FMP in gif form.
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