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Features

The
Design Document
OK. The
meetings are over, time has passed and the designer appears with his
magnum opus to the gaming world. What is this thing? What did the designer
intend? How much latitude do you have artistically? These are hard questions
to answer, game designs and designers come in all flavors, shapes and
sizes. I've never seen two alike. However, most design documents should
and will speak to a set of game elements critical to the art team. Following
is a discussion of these elements and hopefully answers to the questions
above:
Read
the Whole Thing
I said
it above and I'll say it again-read the whole document. This discussion
will focus on sections of the design that related specifically to artists
but remember you will find pertinent and interesting items throughout
the document. For, example, much of the business/marketing writing may
seem like a waste of time, it's not. Held within are the desires, requirements
and most importantly the expectations of people who you may not see
but will definitely impact your work. Understanding how the folks outside
your team are thinking is crucial. Another good example are the game
play dynamics/mechanics-the basic rule system for the game. Understanding
the core game play will help you avoid designing characters, objects
or scenes, which won't work when placed in the game. While a ceiling
dangling, fire-ball shooting slug boss may be a cool idea it won't be
all that cool if the player character can't jump high enough to reach
it and doesn't have a projectile weapon--meaning the player can't fight
your cool boss (generally not a fun thing). Al is another area often
overlooked. In my documents I include a small paragraph that outlines
character/object- If the character kicks it better have legs. If it
shoots rockets, it needs a rocket launcher. I think you get the point.
Other Al items can be subtle. If the characters stop and look around
when they hear the player, you need to make sure they have heads that
swivel, bodies that rotate, etc.
Game
Look and Feel
A section
on the game's look and feel is intended to communicate and reinforce
the overall graphical style of everything from the characters to the
environments. Unlike many other areas of the game design, the game's
look and feel is almost always decided up front-otherwise you end up
the "Gamorama Eclectia"-a hodge-podge of imagery without a cohesive
theme, look or style (generally not a good thing). Input should be given
during the 'blue sky' meetings and/or art specific meetings during pre-production.
It is during this formative period that you can affect the look of the
game-and it's a look you will live with for the duration of the project.
So keep you eyes and ears open during this process and when reviewing
drafts of the design document. It is also helpful to clarify the look
and feel during the design creation process. If the wording is ambiguous
or unclear, don't hesitate to ask for clarification. Varying from the
game's overall look and feel is ill advised. Following is a sample description
of the look and feel of a mock game titled Mega-Game:
- Look
Mega-Game will use an edgy, hyper-realistic style to portray
a dark, alien, devastated look with some lighter environments used
for balance and contrast. Each game environment will vary significantly
from the others containing different music, sound F/X, color schemes,
backgrounds, and NPCs. The look will generally become darker, stranger
and less "normal" as game play progresses. At the game start the look
will resemble that of Star Wars, toward the end it will have a more
post-apocalyptic Terminator 2 look.
- Feel
The feel will be that of a lone person or group on an almost hopeless
campaign to stop a universe threatening evil. The player should feel
an overall sense of an ongoing and increasing destructive force, veiled
in mystery and intrigue throughout the game. As the player progresses,
the story and the player's ultimate objective will become more clear
while the feel becomes more and more twisted and evil. An increased
sense of a maniacal and ruthless presence, which must be overcome,
gets stronger and stronger.
There will be a strong emphasis on ambience in Mega-Game. The
backgrounds will be "alive" with activity; utilizing background animation,
palette shifts, etc. The music and sound F/X will be used primarily
to enhance this "live" and realistic feel.
- NPCs
All NPCs (non-player characters) will be rendered in 3D. They
will look and behave as "realistically" as possible. In general, this
means that a large strong looking NPC would cause greater damage and
have greater resilience than a smaller NPC. (Note: Obviously, some
smaller NPCs will be capable of inflicting heavy damage, much as a
rattlesnake can severely damage a human).
NPCs will look and feel dangerous, aggressive and deadly (the bad
guys). This is important, as the player will only be allowed to fight
with "bad" dangerous entities. Mega-Game will NOT allow the
player the opportunity to attack any entity which is non-aggressive.
- Backgrounds
All backgrounds will be rendered in 3D. As discussed above, each level
will look unique and, in general, the levels will become increasingly
dark and twisted as the game progresses. Ideally, the player should
be able to identify any level within the game purely by its background.
Level/Environment
Description
In general
each level of the game will be described within the game document. There
should be somewhat more latitude here than in the overall look and feel.
That is, as long as the overall game look and feel is followed, the
specific look of any level can vary somewhat. It is critical to understand
the plot line as it relates to the current level. In the overall description
above, it specifies that the game will become progressively darker and
stranger. If the current level is at the beginning you'll have less
latitude to "go-crazy", while if at the end of the game it is almost
a requirement. During production you'll want to work closely with the
level designer who will be laying out the level. A few important items
to note when designing the look and feel of a level:
- Always
keep in mind the player characters' skills-can the character jump,
run, swim, climb, etc. While you may not end up laying out the level,
your artwork will affect whoever does and ultimately the fun/challenge
of the game.
- Which
characters are specified for the level and how do they behave. Character
behavior will often dictate the architectural/terrain style-wall climbers
need lots of open walls to climb, water dwellers need lakes, rivers,
aqueducts, fountains, etc. Fast characters need open or guided areas
to move within; characters with projectile weapons or tools require
room to shoot and objects to hide behind during firefights.
- What
type(s) of game play are designed for the player in this level? Is
there a significant amount of movement (hoppy-jumpy), hand-to-hand
combat shooting? Each requires architecture, terrain and/or objects
to aid the game play. A good example of game play affecting art is
related to "jumping around". Does the game play dictate "death falls"
(falls where the player is killed if a jump is missed). If the answer
is yes, you need to create buildings/terrain with gaps high enough
to "kill the character". If the answer is no, you'll need to avoid
high jumps, or, create "nets" (objects/terrain that catch the player
during a fall.)
Following
is a sample level description:
- The
Final Chamber
A huge spacious cavern with organic walls similar to those in "aliens".
The Final Chamber is suspended from the ceiling of the cavern. Several
"bridges" lead to the chamber from the edges of the cavern. Thousands
of characters are moving en-masse across the bridges and into the
chamber where they are destroyed. The chamber pulses rhythmically
creating a deep horrific sound, which emanates throughout the cavern.
All visible light pulses to the beating sound.
Due to the damage inflicted by the crashing ship (previous level)
and the damage done by the player reaching the Chamber, the entire
cavern is being rocked by sporadic quakes and explosions, falling
debris rains downward and the bridges leading to the chamber shake,
pieces snap off dropping to the cavern floor far below.
The Chamber itself is a roundish structure with the sinewy biomechanical
supports leading to the ceiling and floor of the cavern. Within the
chamber are a handful of elite enemy characters who orchestrate the
death march of the other characters as they enter the chamber and
are absorbed by the machinery at the chamber's core. Additionally,
there are large automatic defense systems used to guard this humongous
machine and its ruler
- Look/Feel:
- The
inner sanctum-A holy worship of evil (think: Hellraiser).
- A
dark place, full of death and suffering.
- Visually
stunning, glowing, shaking, lots of movement.
- Note:
The last level of the game.
- Path:
Diagonal down, Horizontal .
- Gameplay/Dynamics
List:
- Intense
action/platform.
- Heavy
fighting.
- Slide
dynamics.
- Timed
escape.
- Story
Elements:
- Make
way to the Final Chamber.
- Fight
to "inner sanctum".
- Defeat
Boss.
- Escape
the level before the cavern collapses killing the player
Note the
inclusion of look/feel, the basic pathway, game play dynamics and story
element bullet points. These are all intended to help the artist and
level designer focus on items crucial to the game play and/or look and
feel.
Characters
Some of
the largest parts of design document (at least in my case) are the character
design sections for the main player character(s) and the numerous NPCs
(non-player characters-enemies, monsters, etc.) Hopefully the designer
will have created a template used to define each character. This helps
the readers by providing a consistent format, which allows the focus
to rest on each character's specific traits. Character design is an
area ripe for artist creativity and input. As long as the artist understands
the purpose of the character and its actions he can generally embellish
and refine to his heart's content (limited by those two pesky restrictions:
time and money). I break down my character designs into the following
sections: description, reference, health and damage information, Al
notes and animation list. Each is listed below with a brief description
of its intended purpose. Combined the information provides a set of
guidelines while still leaving lots of room for interpretation.
- Description-
A one or two paragraph outline describing the initial vision for the
character and an overview of its attributes.
- Character
references-Visuals, drawings, videotape or other pre-existing material
used to clarify the look or actions of the character.
- Health
and Damage-How much damage the character can take and how much it
can deliver (per attack type). This item is often overlooked by artists
and can be extremely important. Does the character need recoil animation
frames or death animation frames? How powerful is the character relative
to other characters? Does a single blow significantly damage the player
character(s)?
- Character
Al-A description of the character's behavior, movement and actions.
Again, this section is often passed over by artist yet it is key to
defining the character's structure, look and the set of animations
required to enact the behavior.
- Character
Animation List-A summary list of the animations required for the character.
It is strongly recommended that you complete any animation list with
the other items that define the character, often the list will be
missing animations (nobody's perfect), or they will be inadequate
for the artist's purposes.
Following
is a (short) sample character description:
- Robossassin.
- Description:
A strong, thin, almost wiry character whose metallic structure
closely emulates that of the human body (metal plates for pectorals,
thick cable for thigh muscles, etc.). Moves extremely smoothly-like
ninja assassin. Carries a powerful energy gun (one handed it acts
as a machine gun, and also be used two handed as a sniper rifle)
and long serrated knife.
- Reference:
"Joe Pineapples" of the ABC Warriors.
- Health:
75 health points (medium strength).
- Damage:
(Note player has 150 health points.)
- Machine
gun attacks = 3 damage points per bullet (bursts of 10 bullets
per firing).
- Sniper
Rifle attacks = 40 damage points each.
- Knife
attacks = 30 damage points each.
- Basic
AI Behavior:
- Standard
patrol behaviors (path following, stationary guard).
- On
activation:
- If
player FAR enters SNIPER_ATTACK
- If
player MEDIUM enters MACHINE_GUN_ATTACK.
- If
player CLOSE enters KNIFE_ATTACK.
- If
player NOT_VISIBLE enters FIND_PLAYER.
- SNIPER_ATTACK:
- Aim-
delay period.
- Fire.
- Advance
toward player.
- MACHINE_GUN_ATTACK:
- Scream-
delay period.
- Advance
while firing. Alternate strafing per attack. Lt. to Rt.,
then Rt. to Lt.
- Check
weapon.
- KNIFE_ATTACK:
- Alternate
between straight thrust and backhand slash.
- Scream-delay
period.
- If
player CLOSE enter KNIFE_ATTACK.
-
Animation List:
- Stationary
guarding pose w/ occasional head turns, weapon checks and
other appropriate idle behavior.
- Patrol
walk w/ occasional head turns.
- Stalk
walk (when pursuing player).
- Turn
from patrol or stalk walk.
- Gun
to/from sniper rifle aiming/firing position.
- Machine
gun strafe while "stalk walking".
- Take/replace
knife from sheath.
- Knife
thrust.
- Knife
slash.
- Recoil
on damage.
- Death-fall
to ground
- Death-explode.
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Production
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