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Immortal Love
Game Design Document
Copyright notice / Design Team/

Contents
Contents...............................................................................................................................2
Game Overview...................................................................................................................4
Gameplay and Mechanics...............................................................................................5
Gameplay.....................................................................................................................5
Mechanics....................................................................................................................5
Story, Setting and Character............................................................................................6
Levels...................................................................................................................................7
Overview [world].............................................................................................................7
Area [districts/rings]........................................................................................................7
Technical........................................................................................................................10
Tools...............................................................................................................................10
Engine............................................................................................................................10
Artificial Intelligence.....................................................................................................11
Graphics.........................................................................................................................11
Physics...........................................................................................................................11
Hardware Considerations...............................................................................................12
Prototype........................................................................................................................12
Input/Output (I/O)..........................................................................................................12
Research and Development...........................................................................................12
Sound.............................................................................................................................12
Risks and Contingencies................................................................................................12
Revision Control............................................................................................................13
Multiplayer and Networking..........................................................................................13
Localization...................................................................................................................13
Art......................................................................................................................................14
Mood..............................................................................................................................14
Palette............................................................................................................................14
Characters......................................................................................................................14
Environment and objects:..............................................................................................15
Icons and Menus:...........................................................................................................23
Video Resolution and Aspect Ratio:..............................................................................23

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Safe area:...................................................................................................................24
Sounds/Music....................................................................................................................24
1.1 Music Styles:...........................................................................................................24
1.2 Sound Effect Types:.................................................................................................24
1.3 Specific Level Music (Subject to change based on levels):....................................24
Style Attributes..............................................................................................................25
Sounds Needed..............................................................................................................25
Sample Sound Effects:...................................................................................................26
Music Needed................................................................................................................26
Implementation of the Sounds and Music:....................................................................26
Dialog and Communication:..........................................................................................27
Overview of Symphonic mood:.....................................................................................27
Schedule and Time frames:............................................................................................27
Production..........................................................................................................................28
Team...............................................................................................................................28
Staffing Plan:.................................................................................................................28
Project Schedule:...........................................................................................................30
Tasks:.............................................................................................................................31
Master Schedule:...........................................................................................................32
Budget:...........................................................................................................................33
Financial Analysis:.........................................................................................................33

Game Overview
Game Concept - Immortal Love is a 2-D side-scrolling platforming game which pits a
desperate lover into the bowels of hell to save his wife. The game is built with the
Blender engine and is designed to run on most mobile and console platforms. The games
main protagonist Decimus, has had his newlywed wife taken from him and sucked into
one of the 9 circles of hell. It is now up to Decimus to venture forth and rescue his wife
by fighting his way through hell and the creatures which inhabit the regions of hell. At
the end of each circle or level, Decimus faces a demonic embodiment of one of the 7
deadly sins. An example of this concept is Decimus encounter with the demon Lust at
the end of that demons respective level. The final 2 levels are reserved for fighting
Lucifer and a mirror image of Decimus. Decimus only has a certain amount of lives to
accomplish this task. Therefore he must utilize his wits and skillset to defeat the foes
standing in his way in order to rescue his wife from certain eternal doom.
Decimus is armed at the outset of the game with a sparse weapon set which
merely consists of his fists and a jumping attack. However, as Decimus journeys
throughout the various pits of hellish damnation, he can acquire power-ups and resources
which aid him in his quest. These power-ups include orbs which allow him to alter his
environment by speeding up his movements and increasing his attack power. Decimus
must be careful though, because losing a life will remove the power-up which he was
previously granted and returning to his previous state of attack power/speed. As Decimus
defeats bosses such as Lust, Gluttony, Vanity, etc., he will gain extensions on his health
bar which increase his maximum health. This aids Decimus in his quest to free his wife
from the clutches of evil, because the game increases in difficulty with the players
progression throughout. There is an option to save content and play at a later time, as well
as 3 difficulty settings which cater to players diverse skillsets on easy, medium, and hard
difficulties. Look for a release date in the near future, (likely 2016).
1.1. Genre 2-D platforming adventure
1.2. Target Audience Teens to adults
1.3. Game Flow Summary How does the player move through the game. Both
through framing interface and the game itself. The player romps through the 2-D
environment by leaping from platform to platform whilst firing ranged attacks at
enemies. The player then fights a boss at the end of each themed level after a short
dialogue exchange.
1.4. Look and Feel What is the basic look and feel of the game? What is the visual
style?
The game takes place in the 9 circles of Hell. Therefore, the art is presented in a
black and white schematic with red blood splatter particle effects. The game feels
similar to a traditional Metroid-vania style 2-D platformer. The black and white
atmosphere also adds to the surrealist environment and enhances the overall
feeling that the player is going through a hellish environment.

Gameplay and Mechanics


Gameplay
1.4.1. Game Progression The player will journey through each of the 9 gates of
hell, while battling bosses and enemies along the way.
1.4.2. Mission/challenge Structure The player will have a set amount of health,
which can be replenished using power-ups found throughout the levels. Also,
the player can upgrade his/her armor and weapons by collecting
armor/weapon power-ups found throughout the levels. These enhancements
aid Decimus by upping his vitality, increasing his attack power, and
improving his overall survivability likelihood.
1.4.3. Puzzle Structure The puzzles are formatted in a fashion which forces the
player to use intuitive thinking and manipulate their way across platforms
while staying away from obstacles and enemies in order to keep a healthy
attack range.
1.4.4. Objectives What are the objectives of the game? The player must
venture through the 9 levels of hell and defeat the seven deadly sins bosses,
as well as Lucifer, himself. By accomplishing these goals, Decimus will save
his wife and free her from the clutches of evil.
1.4.5. Play Flow How does the game flow for the game player The natural
progression and flow of the game is inherent to the players ability to scale
platforms and defeat enemies. This is partially dictated by the amount of
power-ups the player has gathered. The progression of the typical level is as
follows: A short cutscene displays the level of hell which the player is
occupying. The player then begins the level by battling a series of enemies
and platforming to obtain power-up items. After clearing a few sections of
enemy/scaling challenges, the player then encounters a gatekeeper demon
which is embodied by one of the 7 deadly sins. A short cutscene is then
triggered, following the defeat of the boss. This then concludes the level and
a similar sequence is triggered prior to the start of the next level.

Mechanics
1.4.6. Physics How does the physical universe work? The physical universe of
the game is rather stagnant in that it remains reasonable stable throughout
the game. Enemies have set pathways and attack patterns which can be
learned and recognized by the player.
1.4.7. Movement in the game movement is accomplished by using the
A,S,D,W,X keys or the arrows if one prefers. Pressing the spacebar makes
the player jump, while the horizontal keys make the player go left and right.
The up and down keys make the player look upwards and duck respectively.
1.4.8. Objects how to pick them up and move them. Objects such as powerups and health items are accessed by moving the character model directly
over the object in order to access them. This signifies the player obtaining
the item and using it. Items gathered are effectively part of the players
anatomy immediately afterwards. Once again, the obtainable objects found

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within the game include weapons (attack +1), armor (vitality +1), food
(overall health +1), and player lives (which are symbolized as 1ups).
1.4.9. Actions, including whatever switches and buttons are used, interacting
with objects, and what means of communication are used. The player can
perform 2 different actions reflected in gameplay. These effectively are
jumping and attacking. As of right now, the spacebar is used to jump, while
the shift key is used to attack.
1.4.10. Combat If there is combat or even conflict, how is this specifically
modeled? The player interacts with enemy NPCs in combat sequences
wherein the enemies use melee and ranged attacks in an effort to deal
damage to the player; whereas the player deals damage using ranged attacks
with the weapons he/she has picked up along the way. The player has a
health bar which diminishes every time the player is hit. The player dies if
the health bar reaches zero and a player life is expended. When the amount
of player lives reaches zero, the game triggers a game over screen and the
game is reset to the title screen.
1.4.11. Economy What is the economy of the game? How does it work? There
is currently no currency based bartering system in place.
1.4.12. Screen Flow -- A graphical description of how each screen is related to
every other and a description of the purpose of each screen. This will come
in time with a screenshot of the actual game.
1.5. Game Options What are the options and how do they affect game play and
mechanics? There is a difficulty option where the player can alter the difficulty of
gameplay to suit his/her ability level. This effectively edits the amount of damage
that the player can take from enemies. For example, harder difficulty settings
yield higher damage outputs from enemies, while easier settings yield lighter
damage outputs from enemies.
1.6. Replaying and Saving There is an autosave feature at the end of each level to
keep track of the players progress.
1.7. Cheats and Easter Eggs There are currently no cheats, codes or Easter eggs
available for the title.

Story, Setting and Character


1.8. Story and Narrative Includes back story, plot elements, game progression, and
cut scenes. Cut scenes descriptions include the actors, the setting, and the
storyboard or script.
1.9. Game World
1.9.1. General look and feel of world
1.9.2. Areas, including the general description and physical characteristics as
well as how it relates to the rest of the world (what levels use it, how it
connects to other areas)
1.10.
Characters. Each character should include the back story, personality,
appearance, animations, abilities, relevance to the story and relationship to other
characters

Levels
Overview [world]
Metroidvania style Map design, using large open levels that can be accessed later
within the game with use of power ups and abilities earned by defeating bosses and
finding treasures. The World is built vertically to more accurately depict the rings of hell.
A meta theme arises from this structure as the player is always working to descend into
the levels

Area [districts/rings]
With roughly 10 rings to descend through each will be different from the other,
representing both a mortal sin and an aspect reflected of the main player.
Wrath
o Reflects players desire for revenge
Greed
o Reflects players need for more power
Gluttony
o Amplifies the players need for consumption and over powering his
enemies.
Lust
o Players desire for normalcy, escape from the troubles that he finds
himself in.
Pride
o False pedestal of achievements made thus far. Clouding his original reason
for the players motivation. From rescue to conquest. Player must
remember why they came here.

Paper Maps
[Example 1]

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[Example 2]

1.11.
Training Level
2. Interface
User Interface For main menu, there should be 2 buttons: start and quit. Obviously
start will bring the player to the first boss fight, possibly some intro in between. Quit
will completely exit the game. While in the game, the on screen HUD will include the
players health, display what weapon they are currently using, and also have the boss
health appear on screen as well. The players health can be displayed at the top right
of the screen along with the weapon at the bottom of the health bar, while the boss
health will be displayed to the top left. When the character picks up a powerup/upgrade/new weapon/etc., a prompt will display in the middle of the screen,
pausing the game. It will display text that briefly describes what this powerup/what
have you does, with a button at the bottom to exit the screen and unpause the game.
The pause screen will have start, restart, and quit.
3. Artificial Intelligence

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Technical
Tools
The tools we are going to use are the usual programs found in a games development.
Adobes Photoshop, Flash and Microsofts word and excels for our day to day work. The
art teams can chose to use either Blenders in engine model tools, Maya, or 3D Max. The
programing team will be using Python and Blenders in engine Programing tools.
Microsoft Word
o Documentation.
Microsoft Excel
o Accounting and time management
Adobe Photoshop:
o Paper maps
o Concept designs
o GUI and other HUD elements
Adobe Flash
o Animations for background objects
o Other animations
Maya
o Modeling
o animations
3DS Max
o Modeling
o animations
Blenders on board Tool set
o animations
o modeling
Python
o Engine Tweaking

Engine
We have chosen to use the Blender Engine for a number of reasons. Firstly, its
100% free software with no licensing issues to worry about. In terms of output the engine
is stronger than most others like Unity, and far out reaching other 2D engines like
Gamemaker and Adventure game Studio. Blender also comes with its own suite of
programs that would help in making models, animations, visual effects, and more.
Blender Engine:
o 100% Free Engine software
o Supports a large suite of other programs for development
o Fairly low bar of entry for newer developers

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o Visual coding

Artificial Intelligence
The AI we have chosen for this game falls under very simple execution. As the game is in
2D AI path finding will be simple left and right following the floor or ceiling or up and
down depending on the enemy type. For bosses, the AI will be unique to each one
making each boss more memorable.
Simple Path finding
o Enemies follow pre-scripted routes and paths
o Each enemies have one to two attacks excluding bosses

Graphics

3D Pipeline
1 3D geometric primitives
2 Modeling and transformation
3 Camera transformation
4 Lighting
5 Projection transformation
6 Clipping
7 Scan conversion or rasterization
8 Texturing
Art Tools Maya and 3DS Max for 3D modeling, but (if you really want to, I
dont know why you would) you can do it in blender. Photoshop for texturing and
creation of sprites.

Physics

Rigid body dynamics Character & enemy models will feature rigid body
mechanics with gravity and double jumps featured

Soft body dynamics Character and enemy models are rigid and therefore do not
apply to this section.

Fluid dynamics Particle effects such as gaseous and firework effects will be
utilized in gameplay

Collision Detection The blender engine features a hit detection box which can
be applied to enemies and projectiles. Character attacks can be programmed into
the game using the engine.

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Hair and cloth simulation Hair and cloth are stagnant and do not move,
therefore this section is not applicable

Finite-element fracturing N/A

Any "alternative" physics systems No sir. All physics are streamlined via the
Blender engine without external resources.

Hardware Considerations

Minimal Specifications This game will run with 3-D models in 2-dimensional
1280x768 quality. The game will feature up to 24 on-screen characters at one
point and time with working animations and movement patterns. Therefore at
least 4 GB of RAM should be allotted to handle such speeds.

Multiprocessors All processing will be accomplished on a singular processer


dedicated to the Blender engine. This will include the sound, graphics, physics
and animations encompassed in the game.

Performance goals The goals associated with this project are to create a 2-D
platforming adventure with working collision models that effectively utilize the
physics featured in the Blender game engine.

Prototype
The main features of the game have been prototyped such as the platforming and
attacking with projectiles as well as the enemies and boss.

Input/Output (I/O)
1280p x 768p 30 fps on a pc device

Research and Development


The team will use the Unity forums or website as well as YouTube tutorials to research
the teams needs. The team will also be able to use any other software or websites to aid
them in making the game.

Sound
Blender only supports WAV as a format for sound. However, it also has an in-editor audio
mixer. With this editor, audio will be able to be easily timed alongside animation as well
as for use with transition between multiple songs. In addition, it allows for the use of
sound effects to be used efficiently.

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Risks and Contingencies


The Blender Engine does not involve any licensing risks to worry about. Aside from that,
crashes, bugs, and user errors are primary issues we will have to worry about as of now,
as well as figuring out where these come from in the programming.

Revision Control
The project will utilize TortoiseSVN through Assembla for revision control purposes. It
features an online repository that members can update from and commit changes to. Most
(potential) members are well practiced in the software, and teaching use of the SVN
software is fairly simple. TortoiseSVN is available on all UAT machines, and can be
downloaded on personal machines as well. An internet connection is required for access.

Multiplayer and Networking


There are no current plans for any kind of multiplayer support. An internet connection
will be required for use of the SVN, but there are no current plans for online features
within the game, as well as an online distribution method of the game. Multiplayer is out
of scope and out of vision for the game. The design is solely focused on providing a
single-player experience.

Localization
There are currently no plans for localization outside of the US. Game text will be in
English and will be no/little consideration for multi-lingual support as of now. As game
will most likely be a student project, there are no plans for a bigger, international release.
If there is an interest in foreign areas, there could be discussions to pursue localization
options.

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Art
Mood
The mood of this game is to be relatively dark. It should be stylized with more reserved
graphics, save for blood splatters which are made to stand out. The general mood to go
for is similar to a game like Castlevania Symphony of the Night or Super Metroid, with a
darker and slower mood than the average platformer. The mood can range from somber
and creepy to intense and active, but usually tends to favor the former in normal levels
and rarely if ever becomes something that would be called flashy.

Palette
The game utilizes a black-and-white color palette for all aspects of characters and
environments, and a strong red for blood and gore effects. Shading will help to define
certain features for characters and environments. This will help to reinforce the bleak and
hellish setting/mood of the game. Blood effects will stand out with a bright red on the rest
of the black and white world.

Aztez is a game that features a similar black-and-white color palette and only makes use
of red for its blood and gore.

Characters
The main characters name is Decimus. He is pursuing his wife through the nine circles
of hell. His demeanor is focused and this represented in his dialogue interaction with

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other characters. He is relentless in his efforts to rescue his wife and will not let anyone
stand in his way.
The main characters wife and the object of pursuit is named Barbara. Barbara was
captured by Satan and dragged into the depths of hell. Her demeanor is frightened
because she is currently located in a frightening environment.
The main villain is Satan. He is the embodiment of pure evil. He captures Barbara to take
as a concubine of his own. He awaits the arrival of Decimus in the final circle of hell. He
is tall, slender, and wears mostly black garb.
Lust is a sub-boss and represents the deadly sin known by the same name. She is takes on
the form of a demonic temptress and wears little to no clothing.
Greed is a sub-boss who takes on the form of the Greek god of wealth known as Pluto.
He is clad in golden chains and jewelry.
Gluttony is a sub-boss who takes on the form of a ravenous 3-headed dog. He is
extremely vicious and his appetite is unquenchable.
Wrath is a sub-boss who takes on the form of a raging violent Minotaur. The Minotaur
cannot be reasoned with and thirsts for violence.
Pride is a sub-boss who takes on the appearance of a giant black knight. The knight
wields a giant sword with which he swings and bashes anything in his path.
Sloth is a sub-boss who takes on the form of a large obese ogre. Sloth lies on the ground
and uses his fists to bash, grab and reach for opponents.
Envy is a sub-boss who takes on the form of a giant purple dragon. The dragon guards a
chamber deep within the pits of hell and roasts all foes with fiery dragon breath.

Environment and objects:


The environment for this game takes place solely in hell, specifically the 9 circles of hell.
While hell is typically associated with fiery, red colors, we have to focus on the black and
white color scheme. So, to really bring out the fiery depths in the best way possible, the
use of shading, specifically hatching and cross-hatching, will be used. The circles go as
follows (descriptions provided for reference of background art):
1. Limbo for the unbaptized and virtuous pagans. A false, deficient form of
Heaven.
2. Lust Contains terrible winds and violent storms.
3. Gluttony gluttons are forced to lie in a vile slush produced by foul, icy rain.
4. Greed damned are forced to push around giant bags of money for all enternity.
5. Anger the river Styx
6. Heresy damned are trapped in flaming tombs
7. Violence rivers of boiling blood, thorny bushes, fiery trees, flaming sand, and
ash raining from the sky.
8. Fraud Mountains reaching for miles. Darkness.
9. Treachery Satans domain.
Environments are just flat, matte paintings. Everything, including objects, is part of the
background. The only thing out from it is the platforms and the main boss.
Sample Scenes -

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Limbo

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Lust

Gluttony

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Greed

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Anger

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Heresy

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Violence

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Fraud

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Treachery

Icons and Menus:


Icons should have a weathered, stone look to them; with the central icon (for example a
pause 2 bar icon) having a blood red color to make it pop. Menus should have the same
weathered stone look.
Example:

Video Resolution and Aspect Ratio:


The resolution will be 16:9 and the aspect ratio is 1920 by 1080.

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Safe area:
Most monitors used today compensate for screen drop-off so with that in mind, we will
be developing for nearly full screen capability. In the event that a player has an old style
monitor we will allow for options that utilize the NTSC and PAL safe area. If the game
detects that the player is starting with a old style monitor the game will open with a safe
area adjustment screen so the player can make the necessary changes to the screen and
the gamma ratio before the player starts playing.
Game detects what type of TV/monitor player is using.
Game allows for adjustment to safe area and Gamma prior to game starting.
Detects for PAL, NTSC, or modern standard.

Sounds/Music
4. Sounds

1.1 Music Styles:


Standard level music: Varies per level
Pre-boss/enemy area music: Slower and creepier
Boss music: Upbeat and intense
This is just in general; music should be designed or picked for the games levels
specifically.

1.2 Sound Effect Types:


Realistic sound effects when possible
Enemy death screams/grunts/crashing
Weapon throwing and hitting of enemies
GET ITEM sounds- Sheathing sword CHING, triple crescendo

1.3 Specific Level Music (Subject to change based on levels):


Gluttony: Disgusting Sounding
Greed: Slow but intense, deep sounds
Sloth: Calming with a medium tempo
Wrath: Lots of intense instruments, upbeat, metal-sounding
Lust: Calming jazz music, medium tempo
Pride: Orchestral, possibly classical
Envy: Oddly happy and upbeat
1.4 Methods of Obtaining Music
Indiegamemusic.com
Potentially compose own music or other

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Style Attributes
Consistency is key; Influence will mainly be from Two Steps from Hell, the main
instrument will be synths and low key base. The music will keep a relatively mid tempo
around 140-110 except for high paced action moments were it will kick up to about 175 and
no higher.

Stylistically, we are going for realism so we will use more orchestral stylized sound
than cartoonish 8bit sounds. A good reference would be the game God of War and Dantes
Inferno.
We will use low to no Drums in order for auditory feedback to stand out from the
music and other sound effects so the player hears it well. Volume, panning, and
frequency/pitch are all important aspects to consider in both music and sounds - so we will
plan to keep the sound effects and feedback at a higher decibel and pitch and the music lower.

Sounds Needed
1. Effects
1. Soft Footsteps (dirt floor)
2. Sharper Footsteps (stone floor)
3. Soft Landing (low vertical velocity)
4. Hard Landing (high vertical velocity)
5. Glass Breaking
6. Chest Opening
7. Door Opening
8. Axe throw
9. Dagger throw
10. Spear throw
11. Shield block
12. Pick up SFX

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13. Monster roar
14. Water washing up on rocks
15. Ocean Waves
16. Water dripping
17. Grotesque stomach sounds
18. Sinister laughing
19. Baby crying
20. Chains shingles
21. Bell chimes
22. Demon speaking tong
23. Female laughing
24. Dog bark/growl
25. People screaming
26. Health pick-up swoosh sound

Sample Sound Effects:


- Sound effects Health item pickup https://www.youtube.com/watch?v=y4Ndo-eBENU
Weapon pickup https://www.youtube.com/watch?v=xTTEOR2XMGE
Armor pickup https://www.youtube.com/watch?v=qDeYlpdGVmg
Damage received https://www.youtube.com/watch?v=ZXdtP4EIPdo
Projectile effect https://www.youtube.com/watch?v=PEUvGRJJUAo
Weapon hitting enemy https://www.youtube.com/watch?v=GeEwdAZIR4E
Weapon hitting environment https://www.youtube.com/watch?v=FVGBb2A_TLs
Power-up pickup https://www.youtube.com/watch?v=fRIN1QOMz-A
Death occurrence https://www.youtube.com/watch?v=ECVeiXux_gw
Message text box https://www.youtube.com/watch?v=DGx9gzCTiu0
Game over occurrence https://www.youtube.com/watch?v=QY9FOvvHQhU
Level victory https://www.youtube.com/watch?v=6Kx5_7Csqjk
Enemy attack 1 https://www.youtube.com/watch?v=-PC8vkiVU4A

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Enemy Attack 2 https://www.youtube.com/watch?v=23m34OK4aVs
Enemy Attack 3 https://www.youtube.com/watch?v=Zocj5H2kkUg
Enemy Death https://www.youtube.com/watch?v=jn0AejpWkOU
Weapon change https://www.youtube.com/watch?v=U34MegCHlig
Options/menu cursor https://www.youtube.com/watch?v=oICK5vOwieM
Options/menu selection https://www.youtube.com/watch?v=hFuyzs9MzD8
Enemy laughing https://www.youtube.com/watch?v=3Es-Zqt4mUg

Music Needed
1. Slow-paced, nerve-racking track
2. Exciting castle track
3. Creepy, slow dungeon track
4. Happy/theatrical ending credits track
5. Rick Astleys hit #1 single Never Gonna Give You Up
6. Orchestral battle epic track
7. Dark silent hill style track

Implementation of the Sounds and Music:


While Blender can only support WAV files, it can be loaded directly from the systems
memory to avoid straining the game. Even though we will be developing in 2D we will
be using 3D sounds to create a more in-depth ambiance for each level and allow for
smooth transitions between scenes and from one environment to another. Because well
be on the PS3, with potential ports to PS4, well be using surround sound or standard TV
sound, which would be better supported with 3D sound. Full implementation of the music
and sound effects would be done early in development so that our designers and
development teams can have access to the files when they need them and so we can make
changes if needed.

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Dialog and Communication:


For the dialog and communication to the player, we have decided to keep it fairly simple
and use a fast paced repeating sound effect for character dialog. To mix things up so that
each character doesnt sound the same, we will be using a different sound effect for each
character, giving them a unique feel and presence. Any tutorials and communication to
the player will be done in a similar manner.

Overview of Symphonic mood:


Since this game is a 2D Metriodvania style game we are taking inspiration from other
games of this genre. From what we have gathered from research of these other games,
they tend to favor smoother ambiance and exciting boss themes with memorial tunes. For
this game we have decided to go with a slow ambiance/soft orchestral soundtrack for the
bulk of the levels. An undercurrent theme that would derive from the music throughout
the entire game is an audio theme that tells a story about the troubled past of the main
character. During the boss fights the game will play more bombastic or deeply emotional
scores to match the mood of each boss. For this we will contact and recruit Harry
Gregson Williams as he has a good ear for finding the emotional highs of scenes. In
addition, there should be some subtle horror themes. As a backup, well contact Jack Wall
as he has a good range of styles we can work with.

Schedule and Time frames:


Learning from the mistakes of other developers, we have decided to get sound design and
music creation started as soon as the first instances of the art and mechanics start to form.
This way the composers and audio teams have some material from the game to work with
and to help them get a grip as to what the game is and how it plays. So right after the
second or third prototype is accepted, well have the audio team start working on the
music and sound effects. Around the release of the alpha well introduce the main musical
score and implement it into the game. By that point most of the sound effects should be
in, but well keep the team around incase details change or bugs occur later in
development.

Production

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Team
-Team leader (sort of) Dan M.
-Programmer Dan M.
-Producer Justin D.
-Sound/audio Dylan M.
-Level Design Bryce C.
-Art/ASG Joe K.
-TDD Andrew C.
-Design Lead Nick R.
-Documentation/budget Nick R.
5. Schedule

Staffing Plan:
Staffing Plan & Tasks
Project Leader Dan M.
- Production Plan Dan & Justin
- Financial Analysis Dan & Justin
Programmers Dan M.
- Scripting language additions Dan
- Mission specific code Dan
- AI asset integration Dan
- Sound asset integration Dan
- Animation programming Dan
Game designers Nick R., Bryce C., Andrew C.
- GDD & TDD Andrew C.
- Level Design Bryce & Nick
- Gamer juice Bryce
- Asset importation Nick & Andrew
- Character Dialogue & Story Nick
- Q/A Andrew
- User interface Bryce
- Mechanics Nick & Andrew
Game art and animations Joe K., Justin D.
- 2-D art and concept art Justin
- 3-D models/textures/unwrapping Joe
- Model rigging/animation Joe
- Lighting/shaders Justin
Sound Dylan M.
- Sound design document Dylan
- Soundtrack Dylan
- Sound effects Dylan

30
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Audio importation Dylan

Staffing Plan

Producer
Assistant Producer
Associate Producer
Design Director
Designers
Technical Director
software engineers
Art director
Artists
Audio Director
Audio engineers
Q/A Director, Testers
Staff head count

Project Schedule:

Concept

Pre Production

Productio

Phase 1 Phase 2 Phase 3 Phase 4 Phase 5 Phase 6 Phase 7 Phase 8


1
1
1
1
1
1
1
1
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
1
1
1
1
1
1
1
1
1
1
1
1
1
1
2
2
1
1
1
1
1
1
1
1
0
0
0
2
2
2
2
2
1
1
1
1
1
1
1
1
0
0
0
2
2
2
2
2
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1

31

Tasks:

32

Master Schedule:

33

Budget:

Financial Analysis: