Design Document
The Kings of Vi
(Working title)
Scott Bennett
Game Art and Design Year Three
Introduction
The King has been betrayed, his power divided; the quest to
recover it lies at your feet.
The Kings of Vi (working title) is a story
inspired by Norse legend focusing on the character of a young prince. At the barest bones of
it: A powerful artefact is lost where you the hero must find it and in doing so
become powerful.
This is a coming of age story where the hero
develops from a young boy, all the way to adulthood where the King's power is a
metaphor for mature attributes found in, but not limited to, adults; such as
responsibility, control (managing emotions) and patience – which a child coming
of age will have to seek out and face. In order to obtain the divided power the
player is tested in the form of boss fights and morale choices. Despite the story being about coming of age
and the child hero becoming a man, the visual look of the character will be a
man for a large portion of the story, this is to imply that just because you
look like an adult, it doesn't mean you are done learning and developing.
The power itself is divided amongst several
villains who will be dealt with throughout the game and further the development
of the protagonist.
Target
With world-building there is such a plethora
of interesting and exciting ideas to choose from, yet I have always loved
creating my own characters and giving them their own stories; therefore for my
final project, I will be focusing on three characters on their own little
set-piece to make them look like little ornaments that you can turn around to
view.
Visual Style
As it is a coming of age story and therefore
aimed at a younger audience (12+) the style needs to be more playful and
exaggerated while not being too realistic. A large part of the story is losing
that youthful innocence, so having the game start out more playful will give
the player a false sense of security to which can then be taken advantage of
for the first story beat where something terrible happens.
Good examples of using a playful visual style
and gameplay alongside a sad and often dark story being: Blizzard
Entertainment’s Warcraft universe, Lionhead Studio’s Fable saga and even
despite the lack of colour; Limbo by
Playdead. Or even the majority of Disney movies; the older ones especially such
as Lion King or Fox and the Hound.
The overall feel is to be able to read
emotion without the use of dialogue which demands the faces be highly emotive
and the body/silhouette showing off that characters overall personality. For
example: Superman is heroic, therefore he stands in a heroic/triumphant
pose.
Technical Specification
Budget
Each character will be limited to:
15,000 triangles (excluding background
elements / pedestal)
1 x 1024 x 1024 Diffuse, Normal, Specular
1 x 512 x 512 Diffuse, Normal, Specular (for
the head)
1 x 512 x 512 Alpha (if required)
Characters will be modelled with arms at
around 30 degrees and bent slightly (relaxed)
Rigged and posed with a simple animation to
show that it can be animated effectively.
Pedestals / background elements have no
triangle limit as they are for presentation purposes; however they will be
consistent with the geometry level and texture density of the characters.
Here are the designs: