Sunday, 11 December 2011
sketch up designs
These are the screen shots that are labeled of my google sketch up map. These will also be used in my Level design document.
paper designs
these are the paper designs I created before going into sketch up so i knew what i was going to do roughly in sketch up.
After coming up with a general design i worked up a illustrator version of my paper design so you can be seen more clearly.
After coming up with a general design i worked up a illustrator version of my paper design so you can be seen more clearly.
vice city research
Grand Theft Auto: Vice city Mechanics
Genre –
·
Sandbox.
·
Action.
·
Adventure.
·
3rd Person.
·
Crime.
Environment –
·
Based off the city of Miami
·
Colourful
·
Various section to the map area, slums to
mansions etc,
·
Open world
·
3 islands
Heavy rain research
Heavy Rain
Genre –
·
Thriller.
·
Action.
·
Half way between cinema and video game.
·
Requires players to use quick time events to
continue game.
·
Choices that alter the storyline.
Environments –
·
Dark.
·
Gritty.
·
Realistic.
·
American locations.
·
Texture is duller (more brown) as the game
becomes darker.
MGS 4 research
Metal Gear Solid 4 Mechanics
Sneak Mechanics –
·
Crouch and prone positions to help lower
visibility.
·
Gadgets to plan way around.
·
Classic items such as the box to sneak and hide.
·
Hostages and sneak only situations.
·
Customizable weapons for silencers and more
stealth like weapons.
·
Combat knife used to takedown enemies.
Octocamo Mechanic –
·
Lean against walls and camo picks up texture.
·
Picks texture from the floor in prone.
·
Change appearance to simulate other characters.
·
Changes visibility due to picking texture.
Arkham city research
Batman: Arkham City Mechanics
Detective mode –
·
Changes screen colour to blue similar to night
vision.
·
Enemies are shown through walls as skeleton
figures.
·
Challenges and vantage points highlighted in the
environment.
·
To make sure this is not used all the time drops
the ability to see objective marker.
·
Used to help solve crimes that happen during in
the game.
·
Shows if enemies are armed or un-armed.
·
Various takedowns from environment/ position.
·
Sneak behind enemies for silent takedown.
·
Swoop in and takedown from distance.
·
Pull enemies off ledges.
·
Take enemies down through breakable environment.
·
Combine gadgets with environments to immobilize
or hinder enemies.
·
Double takedown on 2 enemies near each other.
passage
This is the passage that I have chosen to do my level design on. It's from the book Darkly Dreaming Dexter. It's about Dexter a lab geek for Miami Metro who is also a murder.
"His name was Father Donovan. He taught music to the children at St. Anthony's Orphanage in
Homestead, Florida. The children loved him. And of course he loved the children, oh very much
indeed. He had devoted a whole life to them. Learned Creole and Spanish. Learned their music, too.
All for the kids. Everything he did, it was all for the kids.
Everything.
I watched him this night as I had watched for so many nights now. Watched as he paused in the
orphanage doorway to talk to a young black girl who had followed him out. She was small, no more
than eight years old and small for that. He sat on the steps and talked to her for five minutes. She
sat, too, and bounced up and down. They laughed. She leaned against him. He touched her hair. A
nun came out and stood in the doorway, looking down at them for a moment before she spoke.
Then she smiled and held out a hand. The girl bumped her head against the priest. Father Donovan
hugged her, stood, and kissed the girl good night. The nun laughed and said something to Father
Donovan. He said something back.
"His name was Father Donovan. He taught music to the children at St. Anthony's Orphanage in
Homestead, Florida. The children loved him. And of course he loved the children, oh very much
indeed. He had devoted a whole life to them. Learned Creole and Spanish. Learned their music, too.
All for the kids. Everything he did, it was all for the kids.
Everything.
I watched him this night as I had watched for so many nights now. Watched as he paused in the
orphanage doorway to talk to a young black girl who had followed him out. She was small, no more
than eight years old and small for that. He sat on the steps and talked to her for five minutes. She
sat, too, and bounced up and down. They laughed. She leaned against him. He touched her hair. A
nun came out and stood in the doorway, looking down at them for a moment before she spoke.
Then she smiled and held out a hand. The girl bumped her head against the priest. Father Donovan
hugged her, stood, and kissed the girl good night. The nun laughed and said something to Father
Donovan. He said something back.
And then he started toward his car. Finally: I coiled myself to strike and—"
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