Final Project Brief
FDA
304 Game Design Pitch
Designer: Mathew Hawkins
Overview
Summary
I will be creating an asymmetrical first-person shooter
multiplayer map that will have a team of 4 against another team of 4.The game takes place in a laboratory that has had a recent outbreak of creatures that have been experimented on from within the lab. In the game, there is Team 1 and Team 2. Team 1 is made up of human solders that have been sent into the lab in order to destroy the outbreak of the escaped creatures. Team 2 plays as these creatures and must defend against Team 1 by killing them till Team 1 is out of lives.
Genre
Low Sci-fi, Horror, Realism
Scope
One map, Indoor laboratory with outside spawn area and
alien/monster caves & hive.
Timeline
Preproduction
·
Week 2 – Week 4 (30th January – 19th
February)
·
Milestone video recorded on 20th or
21st Feb.
Production
·
Week 5 – Week 9 (20th February – 26th
March)
·
Milestone Video recorded on 27th or
28th March.
Postproduction
·
Week 10 – Week 11 (27th March – 9th
April)
·
Milestone Video recorded on 10th or
11th of April.
Final Submission
·
Week 12 (16th April)
·
Project Completed
Level Design
Gameplay
4 player Vs 4 Player asymmetrical First-person multiplayer
shooter
Team 1: Humans – Objective is to plant timed explosives
onto objective and protect the explosive for a limited time.
Team 2: Creatures – Objective is to protect
objectives from explosives, deactivate planted explosives and deplete Team 1’s
respawn tokens.
Mechanics
Team 1: Carries firearms, stronger in medium to long range,
takes less damage than team 2, weaker in close range, are less agile than team
2.
Team 2: Carries close combat weapons, stronger in close
range, more agile than team 1, weaker in medium to long range, takes more
damage than team 1. Has night vision.
Inside of the electrical room will be a lever that will
turn on/off the lights in the whole building of the map. This will be
implemented because, Team 2 has better visual capabilities in the dark, being
able to see things better, however team 1 does not have these capabilities.
When the lights are switched off, team 2 is at an advantage and team 1 will
either must continue to fight with less effective visuals or fall back from the
fight to turn the lights back on. When the power is out, the security room
becomes locked, preventing access to the health and ammo pack.
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