HangOn! Art Brief

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DSKSIGA2 FINAL YEAR PROJECT 09

Version

Assets Creation Brief

and the three form technique

Goo Fu

Team

LOLQQ

Project lead
[email protected]

Harshal Chheda

Tech lead

Amol Bankar
Art lead

Siddhesh Malkarnekar
Concept art consultant

Jerome Regef

Design document by Harshal Chheda

T able of Contents
Introduction .............................................................................. 1
Universe .......................................................................................... 1 Premise and Characters ................................................................. 2 A general brief on creating 3d assets .............................................. 3 The Main Character and his animations.......................................... 5 Normal Form ................................................................................... 6 Inflated Form ................................................................................... 7 Goo Form ........................................................................................ 8 Hard Ball Form ................................................................................ 9

Enemies ................................................................................. 10
Plants ............................................................................................ 10 Animals ......................................................................................... 11

Level Elements....................................................................... 12
Platforms ....................................................................................... 12 Obstacles/Hazards ........................................................................ 13 Props............................................................................................. 14

Random Concept Art .............................................................. 15 Technical overview ................................................................. 16


Target System Requirement ......................................................... 16 Tools ............................................................................................. 16

Team Structure ...................................................................... 17

G O O

F U

G A M E

D E S I G N

Introduction
Goo Fu is a platform game where you control a cute, ball-shaped creature, Coop, who use his two limbs and three special forms to overcome obstacles, kill enemies and solve puzzles.
GAME STATS

Genre Players View Platform Engine Ages

Plat former Single Side View, 3D PC UNITY 8+

Universe The Goo-Fu universe has strange and varied landscapes and creatures. There are many different species of intelligent to semi-intelligent creatures on Coops planet. The part where Coops people live is a Goo-swamp, and the creatures are made mainly of goo, like humans are made mainly of water. However, the geography of the planet changes drastically and also includes molten lava-filled landscapes, tropical forests, icy mountains and deserts

Premise and Characters This game is set in planet Sludge, which is inhabited by various creatures, including an intelligent race of cute little beings called Goo-Balls. The protagonist, Coop, is a regular teenage Goo-Ball that loses his family to an enslavement raid by the Evil Master. Coop manages to escape to the most isolated and desolate corner of his planet where, on the verge of death, he is rescued by an old, eccentric GooBall who sympathizes with his plight and teaches him the secret art of Goo-Fu and the Three Form Technique, so that Coop can avenge his family and save the GooBalls.

A general brief on creating 3d assets The 3d assets created to integrate in the game have certain constraints. These constraints should be followed so that the assets made in 3d software packages can imported directly into the game engine without any technical problems. The engine: The engine that we are implementing for our game is Unity game engine. This engine is very user friendly when it comes to importing external assets. Any 2d or 3d software package file can be directly imported into the engine which is automatically implemented in the engine assets hierarchy. The software: The software that are used to create 3d assets for unity engine are 3dsmax; Alias Maya and cinema 4D .All of these are standard 3d software packages used from 3d and animation purposes in movies and games. Since creating 3d assets in Unity engine is not possible we have to create all the graphic assets with the use of external software. Importing the assets: While importing the assets from the 3d software package to the Engine a certain procedure has to be followed: The most efficient importing format for an asset from any 3d software package to Unity engine is .FBX. The created assets should be of maximum 522 polygons if we have to attach collision and other virtual aspects to it after importing in the engine.try to make the assets as low poly as possible. The assets pivot point should be staged at the middle of the three axis (x=0, y=0 and z=0). The animations applied to the asset should be baked before importing; this is quite simple as you have to mark the option bake animations in the importing window. The textures should be applied to the asset perfectly in the3d software package and mark the option convert images to portable format in the importing window, if not done the textures will not be imported in the unity engine.

Visual style of Goo Fu The graphics in the game will have a nave feel, since the target audience is casual so the graphics should have feel good look instead of a rigid hardcore realistic one. Below I have explained the visual style with examples which will help you to get a clear cut idea of what I am talking about. The ambience: The ambience in the game is created by the structure of the 3d assets and the color schemes used for texturing and background. So we kept this in mind and created a color scheme template to help us to design the assets.

Here are some examples of the graphic stylization that we are going to use in the game, this examples will help you while creating the assets to give them the proper structural design:

Note: A detailed list of assets in excel is attached with this package So please read the below details of assets after looking at that list .

The Main Character and his animations The main protagonist Coop is a funny and humorous character. His structure is gluey, soft and round. Throughout the game Coop uses its unique stretchy arms and four different forms to help him combat any given situation.

A detailed explanation about each form and its features is given below: Normal Form This is the form Coop starts with and is in by default. It has two limbs that can be controlled independently to grab, pull, shock, etc. In this form, Coop has excellent maneuverability, as he can pull himself towards platforms, swing from platform to platform, shock enemies, pull and drag objects and even pull himself towards some enemies that he has grabbed. Here is an illustration of the character displaying his normal form abilities:

Inflated Form Coop becomes like an inflated balloon he is very light and delicate, with the ability to bounce (jump) and float around. When falling in this form, he floats down slowly, avoiding taking damage. Here is an illustration of the character displaying his inflated form abilities:

Goo Form Coop collapses into a living puddle of jelly-like goo. In this versatile form, bullets go through Coops liquid body and he can push himself through the narrowest of gaps, going places otherwise impossible to get to. He can also rise up like a wave and devour an enemy, slowly assimilating him over time for a health boost! Here is an illustration of the character displaying his goo form abilities:

Hard Ball Form The ultimate Goo-Fu fighting technique, this form lets Coop turn into a rock-hard mass that is almost invulnerable to ordinary damage, with the ability to bulldoze through opponents like they were mere bowling pins. Here is an illustration of the character displaying his normal form abilities:

Enemies

E
Plants

nemies in Goo Fu follow paths, have timed attacks (e.g. swinging pendulum), aimed attacks, looped or random attacks. Some come after the player and others just patrol their area like the turtles in Mario.

Sucker Plants
Plants that are like vacuum cleaners, sucking things that come too close and then grinding them with their multi-layered, oppositely spinning teeth. (If they suck up a rock, etc, they get jammed)

Random Pea Shooter


A plant that slowly inflates and then implodes. The built up air, when released, shoots small seeds in random directions.

Aimed Pea Shooter


A plant that aims at the player and shoots seeds (bullets) at him. It has a part that inflates and deflates like a balloon to shoot the seeds.

Eater Plant
A plant that pops out and swallows things that come close.

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Animals

Camo
A creature that camouflages itself by digging into the ground and then jumps up to attack.

Spiky blow random


A plant that inflates by taking in air, and then releases, flying around like a balloon, causing damage with its spikes.

Spiky blow aimed


A small, deflated-balloon-like creature that inflates itself when it senses danger aims at the intruder and then propels itself spike-first at it.

Fireflies
These files are at certain places in the game moving about along certain paths. They are constantly on fire so they can damage the player, especially in inflated form.

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Level Elements
Platforms Platforms are of various types in this game, including ground, trees, rocks, etc.

Grabbing tree platforms


Tree-structures that can be used as platforms, these are on the top side of the scenario so Coop has to grab them with his limbs to cross them

Turtle leaf moving Platform


This flat leaf form turtle that move in a constant loop from one point to another in horizontal manner.

Flying bird moving Platform


This a flying alien bird platform that move in a constant loop from one point to another in a vertical manner

Metallic moving Platform


This is a metallic platform in the evil master research center moving in a constant loop.

Directional Fan platform


Players can achieve much higher jumps with these directional fans which are equivalent to jump pads.

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Obstacles/Hazards Elements that can harm the player or stop him from progressing.

Lava
Will kill the players that fall into it, can also spout lava balls.

Acid Pool
Pool of acid, if player falls in this pool it will kill it slowly so player has the time to save himself till he completely drowns in the pool. Note: The above two come in the FX category and will be directly modeled in software packages. The fluid effect can be achieved in the engine

Rocks
These help contribute to puzzle elements and can be used by the player to kill enemies

Thorns
Thorns are placed in the middle of the path. Inflated form is especially vulnerable to these.

Conveyor belts
Platforms that act like conveyor belts, pulling the players in a certain direction if they are standing on them

Blocking Walls and Planks


These are blockages in the path. The walls and planks can be smashed by the hard ball form to help the player to pass through them

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Props Objects that are used to fill up the scenery and have no effect on game play. All these props will be in 3d, so we have to model them in 3d software packages with the textures and then export them into the engine in .FBX format.

Note: The assets created in 3d software packages should be low ploy, the size of the creations may vary from one another as they can be resized in the unity engine to fit the level design layout.

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Random Concept Art


These are some of the initial sketches of Coop and his forms:

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Technical overview
The following is a brief about the technical requirements and tools of the project Target System Requirement Goo-Fu based on the Unity Engine, will be developed for PC distributions of the game. Epic lists the following system requirements on the retail box: Operating System: Windows 98 / Me / 2000 / XP Processor: Pentium IV 3.0 GHz or higher Memory: 1 GB RAM minimum (2 GB RAM recommended) Hard Disk Space: 10 GB free space Video: NVIDIA GEFORCE 9100 M G Minimum or higher Sound: XP/Vista compatible sound card DirectX: DirectX version 9.0b (included) or higher Tools All members of the development staff will have access to development computer with standard office programs such as Microsoft Word and Excel. In addition, all members will have access to the basic tools that accompany Unity.

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Team Structure
Blue : Green : Core Team Outsourced

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THE END!

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