SO WHO IS THIS GUY?

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Hi there! As you can see, my name is Chris, I'm at university and I'm currently 21 years old, but there's more to know than my name and age. So what am I doing then? Well I'm studying Game Art at DMU. I am aiming to be one of the top proffesional vehicle artists in the industry. In the meantime, check out this Blog of mine and when your finished, take a look at my website!

Documentation


 A modern day illegal biking scene has grown into huge sporting events, with races spanning hundreds of miles across remote roads and locations, despite the authorities best efforts. However, due to the illegal and criminal nature of the events, racers frequently carry weapons of all forms to gain any advantage possible during the races.

It is every man for himself!
Set across northern USA and Canada, the player joins the ranks in this extreme form of racing, progressing from lower tier CC engines to full blown Moto GP level bikes, with increasing difficulty. As the game progresses, the events become increasingly difficult with the risk of police intervention, extreme weather "Ice on roads, storms" and ever more violent racers. If the player falls of there bike along with an NPC, they are allowed to steal the bike if they so wish and so can the NPC.

Each playable level will consist of many different routes and different tiers of Motorbikes, i.e. MX bikes, choppers etc. Each class of bike will have unique perks, advantages and disadvantages, MX bikes will be superior on dirt routes than that of a Moto GP bike and visa versa. The maps them selves will tend to avoid a linear fashion of progression and allow the player to make there own choices when progressing, for example, the race starts at X location and finishes at Y location, choose your own route.

The game will feature on PlayStation 3, Xbox 360 and PC. The overall style of the game will be very much based on the real world, consisting of many rural areas with the frequent town/urban area. The game will be built to work with a modified Frostbite 2 engine, allowing for superior colours and lighting and environmental effects "damage to terrain and buildings".

All assets will be created using Autodesk Maya, which will benefit in accommodating the frostbite engine into the package, and quickening the production pipeline.


Lead Character:
The lead character will be aged around his middle to late 20's. He will be of average height and will have short messy brown hair. He will wear his own form of racing clothing, a thick leather jacket, standard helmet, jeans and boots. These items will require extra assets due to in game customisation such as new helmets and racing overalls.

The character will consist of no more than 8,000 triangles on a 1024x1024 texture sheet, including Diffuse, Normal, Specular and Ambient Occlusion maps.


Vehicles:
All bikes will be drivable and therefore, will require the same level of detail. The standard mesh will consist of no more than 16,000 triangles with 1024x1024 texture sheets with Diffuse, Normal, Specular and Ambient Occlusion maps and varying levels of animated textures to represent weather effects, such as light rain, heavy rain and increasing levels of dirt/wear and tear. The vehicles will requite 3 LODS, one at 8,000 triangles, 4,000 triangles  and another at 1,000 triangles along with the standard 16,000 triangle mesh.
This is the same for any drivable vehicle, MX bikes, racing motorbikes, choppers and police motorbikes!


NPC:
Non playable characters will consist of the other racers, police and pedestrians.

A standard police man will be of standard US or Canadian uniform with covered faces. These models will consist of 6,000 triangles with 1024x1024 texture sheets with Diffuse, Normal, Specular. In total, the model can consist of no more than 20 bones. The police models will require a gun holster and weapon that can be used by the animation team.

Prop:
Environmental assets will be relatively low poly, due the scale of the levels and the need to reuse assets.

Tree Elm. A highly realistic Elm tree that can be reused and repositioned in the game levels. This will consist of 1,000 triangles with a 512x512 texture sheet including Diffuse, Normal and Specular. The Elm tree will require a LOD at 500 triangles.

Environment:
Level one, US/Canadian Border, North Dakota. A century old barn that has seen the worst of weather and looks ready to fall apart. Overgrown with weeds and moss, planks missing and windows completely smashed. There are old boxes, tools and wood surrounding the barn that have simply been left to the elements.

The barn will consist of 2,000 triangles including the secondary props "boxes & tools". This will requite a 1024x1024 texture sheet with Diffuse, Normal and Specular

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