0% found this document useful (0 votes)
60 views28 pages

Fowm TGDW

Download as pdf or txt
Download as pdf or txt
Download as pdf or txt
You are on page 1/ 28

The Red Giant

Hot Snail Studios


The Red Giant is a gritty, new action/adventure game set in a fresh,
vibrant, fictional environment that will appeal to both experienced and
beginner players of the genre.

Hrimhart Power Station


Executive Summary
The Red Giant is designed to appeal to a wide audience, with a huge
variety of players attracting an interest in our game.
Fans of popular genres such as, Action/adventure and RPG will be
drawn to our game due to the familiar mechanics and controls. Our game
also provides features that will appeal hugely to fans of MMORPG and
shooter titles. Our online 'clan mode' pits multiple gangs against each
other on a server based game world, this allows players to work together
in attack, defence and resource gathering and ultimately 'grow' their clans
influence on the game world. This, combined with the 3 rd person shooter
nature of our game draws in a much wider audience than an
action/adventure title would alone.
Genre
Action/adventure title with RPG and shooter mechanics
Platform
PC (Windows & Mac). Xbox360 and Playstation 3.
Target Demographic
Our game has an extremely wide audience that it is capable of
reaching out to. Due to our titles violent and mature nature we are
required to issue an age rating of;
Core Mechanics
The core mechanics of The Red Giant are what keeps our game stable and
appealing to both new and existing fans of the genre.
Combat – The vast lack of food and shelter in Ziopha has turned its few
survivors feral, this requires the player to be able to defend themselves.
Whether it be fending off an attack with a machete or attacking a stronghold
with a rifle, the combat in our game is well choreographed and well designed.
Our design and animation teams have gone to great lengths to ensure our
games combat does not become repetitive and stagnant.

Traits & Skills – Traits and skills are our primary method for creating character
uniqueness in The Red Giant.
Frequent use of a particular weapon type will increase the players skill level
with that particular type of weapon, every 10 skill levels the player achieves
they gain a 'trait'. Traits allow the player to specialise in a number of options,
these options can vary from permanent damage/accuracy increases to new
skills and weapon modifications.
These traits and skills allow players to become skilled with their favourite
weapons or become a 'jack of all trades' with a huge variety of them. These
decisions may have huge negative and positive effects later on in the game.
Exploration – The Red Giant boasts some of the most expansive and detailed
environments in gaming history. This is precisely why exploration is such a vital
mechanic in our game.
Much of our AI behaviour and events are unscripted, this allows for unique and
completely unpredictable events, keeping exploration tense and exciting. This
method also highly increases re-playability, making each play-through a unique
experience.
While travelling through the game world, whether it be the bleak wasteland or
the daunting grey city, players will come across some very noticeable landmarks.
These landmarks can contain vital supplies and other useful items that players
need, yet they're notoriously dangerous places to venture through. This places a
gain > risk consideration upon the player, making exploration again more exciting.

Milo's Hideout
Story & Character Setting
The Red Giants narrative follows, Marc Allen, a retired survivalist living in the
remains of the Ziopha mainland 4 years after ''the wave''. The wave was triggered
after the suns premature evolution caused the destruction of several planets and
severely damaging the Earth. Marcus must set out and build a haven for
survivors, protecting them from the local gangs and looters. This task pits, Marc,
against the leaders of the most brutal gangs on the mainland, including the
infamous Exiles. Leo Nexx, leader of the Exiles is protected by his 2 henchmen
and his own personal army of survivors, this makes the Exiles a huge stumbling
block for Marc's plans.
The Exiles are not the only threat to Marc's plans of making a safe haven for
survivors. Milo Tagen and the Red Sun gang populate the lower regions of the city,
while Tori Larsson provides a religious sanctuary for survivors to the North-West.

A face off in Granen


Technical Considerations
Our development team will be using a modified version of the Unity engine. Our decision to
use this engine is down to UnityCode and C# compatibilities and real-time editing.
Our team will also be making use of the message-orientated middleware system
(MOM). This system will allow members of our team to communicate easily and efficiently
without creating unnecessary downtime and having a serious effect on production
schedules.
In our insistent desire to keep our development process organized we have also
incorporated the use of a game library to host our programming teams code. The Allegro 5
library will allow our team to access existing and archived code and game functions easily
and safely, all in one location. This ease of access will drastically speed up the
development process allowing more time for bug fixes before release.
The Red Giant will also make use of SpeedTree and Fork Particle middleware, allowing
a more comprehensive render of in-game trees and particle effects.

East Ziopha
1
22
3
4
55
5
6
7
8
9
Unique Selling Points
● Vast, hugely detailed campaign and multiplayer environments.
● 3 campaign factions to side with, each with individual quest lines.
● Brand new IP combining three of todays most popular genres; Action/adventure,
RPG and shooter.
● 60 vs 60 player online clan mode, allowing for large scale PvP gameplay.

A 'clan mode' team fort.


Competitive Analysis
When Hot Snail Studios sat down at the design stage we aimed to create a
completely new IP, a game style that has been seldom seen in the industry.
This desire for a unique game results in generating very little competition,
this gives us a good level over control over this niche market.
●Fallout series (upcoming Fallout MMO by MastHead Studios).
●The Last of Us (Action/adventure title being released Q2 2013).
These 2 titles have both similar core mechanics and a similar art style to The
Red Giant, yet lack many of the features that make our title truly outstanding.
The popularity of the Fallout franchise and the outstanding success that Naughty
Dog studios has had with the Uncharted series proves that there is much life in
this genre yet.

Darren's Control Room


● Immersive narrative ● Immersive narrative ● Immersive narrative
● Character ● Character progression ● Large environments

Progression ● Large environments ● Social interaction


● Large environments ● Competitive multiplayer ● Teamwork based multiplayer
● Competitive ● Fast-paced combat ● Huge re-playability

multiplayer ● Huge re-playability

● Social interaction
● Huge re-playability
Schedules
Our team have put together a development timeline to five you an idea of how we will use
our development time efficiently:
Inspiration
? Getting the global idea for our game.

Duration: 1 Month.
People: Lead Designer, team discussion.

Outcome: Concept document, decision to continue

Design Stage
? Preparing complete design of game.

Duration: 3 Months.

People: Design team & prototype programmers/artists.

Result: Completed game design document


Prototype & Pitch

? Prototypes for proof of concept.

Duration: 3 Months.

People: Programmers, art team, Q/A team & project manager.

Result: Development go ahead, funds secured.

Blue-print

? Technical specification documents

Duration: 2 Months.

People: Lead Designer, Software planner

Result: Several specific specifications


Architecture

? Creating a technical design that specifies tools & technologies used.

Duration: 2 Months.

People: Project leader, software planner, lead architect.

Result: Full technical specification.

Tool Building

? Create tools, modify engine, level builders etc.

Duration: 4 Months.

People: Project leader, programmers.

Result: Tools for development in place.


Assembly/Game Development
Create game based on Game Design Document, updating
? GDD and Story Bible as we go

Duration: 12-15 Months.

People: Project Leader, programmers & art team.

Result: Complete game software & Tool set.

Q/A & Review

? Test the code, gameplay and levels.

Duration: 3 Months.

People: Q/A team & Beta Testers.

Result: The gold master.


Support/Post-Release

? Post-release maintenance for game & add-ons

Duration: ~8 Months.

People: Q/A team, programmers, project leader.

Result: Bug free, patched game. Satisfied players.

Accounting for unavailable/unpredictable difficulties and delays arising, our game will go
from concept to gold master and release in 39 months, (3.25 years).

Yhern Highway
Budget
We have compiled a list of expenses that we will encounter through development:
Expense Quantity Cost
Tools and Resources
Unity Engine Licenses 15 £30,000
Programmers Salaries 12 £576,000
Designers Salaries 8 £408,000
Art Team Salaries 8 £408,000
Voice Acting Cast Salaries 6 £51,000
Miscellaneous Software - £10,000
Emergency Funds - £1,100,000
Marketing Costs
TV Advertisements - £4,000,000
Magazine Advertisements - £800,000
Web Advertisement - £1,200,000
Exhibitions/Media Reviews - 1,000,000
Total - £9,583,000
The Team
Dale Marks - Programmer

● Began career at, Bigname Games.


● Cubic
● Raining Fire
● Before Dawn
● The Watchers
● Prong 2

Andrew Day – Lead Designer.

● Recently left FluidGames after 6 years.


● Low Profile
● The Grey
● Vanquish
● Mobility
Sophia Knight – Project Manager.
● Mhyrillian's Edge
● 20 years experience as project manager
● Haemorrhage
● Momentum
● Alternate Reality

Lauren Mayra – Animator.

● Venture
● In-Hiding
● The Recluse
● The Scene
All in all our game is a breath of fresh air in a increasingly stagnant, yet vastly
popular genre. The Red Giant will generate interest from fans of the RPG,
Action/adventure and 3rd person shooter genres, massively increasing our
potential consumer market and therefore elevating the potential sales of our
game.

We hope that we have managed to make you as excited by The Red Giant as we
are, and can see the huge potential of our game, thank you for taking the time to
listen to us today and we look forward to working with you.

Hot Snail Studios

You might also like