Kyle Parrino
Design Document
Interactive Game Prototyping
Steam Punk
Introduction.
The job I want when I get out of school is to create character equipment and weapons. My
largest strength and strongest ambitions are for hard surface modeling/sculpting. My weaknesses fall in
to texturing I hope to make large improvements on my skill in this are during the course of this project.
After graduating from school I aspire to work for Blizzard Entertainment as a weapons and equipment
designer, sadly they require 2+ years experience before hiring. My goal in this class is to keep my
designs within reasonable limitations due to time constraints, but challenge myself to strengthen my
weaknesses, and learn more about what I already know. For this project I know I have the skills to
create the 3 models I aspire to, a forging hammer, a projectile weapon, and the arm apparatus; these
models could be very simple. In this project I would like to make them as complex as possible while
still making them look functional. I hope to come out of this class with a stronger skill in texturing and
rendering.
Target Audience Research
My Target audience is between the ages of 17-27 the people who most play games. My aim
towards this audience is based on arising interest in a style that is well defined but not widely seen. I
want the audience to be intrigued by these assets and let their mind wonder at what kind of world they
would exist in, who would live there, and what other kinds of contraptions would come from such a
place. The models I am creating are not going to be limited by console and hardware, they are going to
be made to the minimum amount of detail so they lose no luster what so ever, I do not plan to make
each model 1,000,000+ polys but I don't plan to make them the most minimal either. By pursuing this
audience I will have more information and input on what this age group is interested in, is it that the
object looks cool, that it looks like it could actually function, or nothing else matters but the destruction
it creates.
Over-arching game concept
The concept of these weapons is a little bit of realistic plausible working machinery with a bit of
imagination thrown in. The machinery will seam functional but the after effects of say the weapon
wouldn't be something that could actually happen in the real world.
Arm Apparatus
The Arm Apparatus will be fit the character from the shoulder to the wrist, utilizing hydraulics
will allow the character to have much more strength in that arm, via lifting weight, moving objects,
break through walls with incredible force, and absorb recoil from the stronger weapons.
Projectile Launcher/ Chemical Sprayer
The gun will be able attachable to the forearm of the arm apparatus, the ammo clip will hold 4
canisters and or grenades. The canisters can contain flammable fuel, gas, or any other kind of fluid. The
front of the gun by the barrel will have a small place for a pilot light with the right canister making it a
flamethrower. Canisters containing a gas can be shot like a grenade causing them to explode on contact,
or sprayed to cover a large area in front of the character. The canisters filled with fuel could be shot as
grenades and explode on contact or set a trap for incoming enemies by covering the ground and
igniting it once they get close.
Forging Hammer
The forging hammer is one of a kind, it can create the strongest of metals and has been around
for centuries. Many objects are made up of its scraps, but only the ones constructed entirely from
metals crafted from the hammer are of the highest reliability and quality. Anything crafted from the
hammer is indestructible, but can be damaged by any other objects with the materials created from it.
The hammer is not just a normal hammer as most see it, it is the one and only tool the
Blacksmith (name) will need to create anything. With its design all tools needed to create anything are
either part of or attached to the hammer.
Art Style
Steam punk is the style aim for this project . The definition of steam punk is “An imaginary
Victorian age, that features brass and copper clockwork and steam powered inventions that go far
beyond 1800′s technology. Steam powered mechanical wonders, optimistic gear driven computers,
dirigibles, clockwork firsts, and stuff like that. “ the design of these objects is made of the right
material but are in need of some fine tuning to add the full effect. I want the textures for the art style to
show some wear and tear from aging, rusting, and environmental weathering.
The style of all the steam punk hardware references show a strong efficient design in
functionality but also have a lot of design that adds nothing to the function of the object. The designs
on the items will represent either some what of their function will be; whether it be damage, healing,
restoring, creating or something that represents the intended owners family crest or possibly their own
personality and intentions.
The mood I want the art style to set is like the viewer is looking into a new world, that they can
make some sense of what they are looking at but aren't 100% sure of what it does or how it works. The
finished style should also give the view interest of perfection and precision in all the mechanical
objects but show some imperfection in the object to inspire the thought that these could really exist
now.
History
The time of this game would take place in present time but in an alternate world where the only
fuel used is water and steam, there is no such thing as an extinguishable resource. The one resource of
value is good quality raw materials, metals, raw hide materials for strong hosing there is no monetary
system only trades of goods and services.
Civilizations are all taken well care of but there is always the greed of others, and weapons are
needed to protect the land from other civilizations that want the resources from the land. Much of the
world is plentiful with natural metals and resources, any unused metal or scrap that is useless is thrown
into a molten pit taking them back into the planet and replenishing itself, but for some civilizations it
wasn't happening fast enough, they were exhausting their land of its resources even not being in need
of any more machinery they felt it was their right to use whatever they could but leaving others without
what they needed. Defense from these attacks became necessary. The attacking army not having
anything to create more weapons than what were already available the weapons are crude but
destructive being only made of scrap metal.
References
Below are the different images I used as reference for the designs. Although some of the details are not
included in the concepts they will be more implemented into the sculpted models.
No comments:
Post a Comment