FINAL EXTENDED PROJECT
PRE-PRODUCTION
Initial plans, research, and considerations.
WHY ARE WE MAKING THIS GAME?
Understanding the thought process behind all of our decisions is a very important thing to consider, so I will now explain our choices and how we ended up with our final plan.
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As the project artist, the first thing to explain is the art style. I have chosen to follow a PlayStation 1 aesthetic, meaning I'm creating models that look similar to how they would have looked on the PS1. We've been referencing games from the late 90s and early 00s such as Quake, and the first Halo games and using these to roughly base my texturing on. I chose this art style as our unique selling point for a range of reasons. Primarily, I think it would create a sense of nostalgia for people born in the 90s and it will allow them to almost relive their childhood, while still keeping up with the modern technical standards and including features that wouldn't be found in games at the time. The other big reason is time constraints. 2 months is not a lot of time and to make a full game when I need to consider creating weapons, maps, characters, and props, on my own. The PS1 style allows me to create nice looking models with a much lower poly count, and means I can create multiple assets in a day rather than taking multiple days to make one asset. Shooter games feel very overdone for the modern player so our game will give people interested in the genre a breath of fresh air.
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The next part of the game to explain is the gameplay mechanics we've chosen to focus on. Our game will be a fast paced, first person, movement based shooter. The game being movement based is very important. We believe that it makes the game much more enjoyable to the average person. Players generally get bored of slower paced games. Any long waits will generally put people off games and you can see this issue plagues a lot of major titles. Games like 'Overwatch' lost a lot of it's player base due to long queue times. Games like 'Arma 3' have consistently struggled to take off due to the slower paced gameplay and waits in-between action. You see this issue constantly and this is why I think it's important that our game features fast-paced content. Players don't need to struggle with waiting around for things to happen which will keep them engaged and wanting to come back to play again.
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We chose to go first-person because I think this is a comfort zone for a lot of players interested in the genre. Most major shooter titles are played in the first-person and I see no reason to push players out of their comfort zones when we can challenge them in more engaging ways. The fast pace of the game will also require the player to be more precise with their movement and aim, which is more easily achieved from the first-person perspective.
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In terms of level design I wanted to base my maps off of games like Halo, Titanfall 2, and Splitgate. These are all games that have a lot of engaging movement mechanics which means they go hand in hand with our game. The maps featured in these games are intricately designed to make the most of movement. From the large amounts of vertical mobility in Splitgate, to the open maps of Titanfall that force the player to make the most of movement based abilities, they all have a lot that I want to replicate in my level design.
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Coggle
Our pre-production work started, as usual, with a mind map created with Coggle.it. We used this to start brainstorming game features, mechanics, designs, art styles, market analysis, and more. We already had an idea of what to make since we've been thinking about this project since the showreel project. We instantly started thinking about how the game would be played, what to include and not include, and pretty much everything the game may feature.
Trello
![Capture7.PNG](https://static.wixstatic.com/media/f19bc2_9ba754e4b367443896b75413ad2a3a28~mv2.png/v1/fill/w_978,h_351,al_c,q_85,usm_0.66_1.00_0.01,enc_avif,quality_auto/Capture7_PNG.png)
We also moved on to creating a Trello, which is an application used for creating to-do lists. We added everything from the Coggle that we'd be required to develop for the game to be complete.
GitHub
![Capture6.PNG](https://static.wixstatic.com/media/f19bc2_cc1b95e82d3a48ffba7136b83a0fbf23~mv2.png/v1/fill/w_790,h_545,al_c,q_90,usm_0.66_1.00_0.01,enc_avif,quality_auto/Capture6_PNG.png)
We initially set up a GitHub to allow us to send changes to our project across a network. It was crucial in the development of our game as without it, we would have been forced to manually send our changes and files to each other
MY ROLE IN THIS PROJECT
![Capture8.PNG](https://static.wixstatic.com/media/f19bc2_0fe3cf78f72f40458e3aacfaf1798974~mv2.png/v1/fill/w_651,h_751,al_c,q_90,enc_avif,quality_auto/Capture8_PNG.png)