Vehicle – planet terrain buggy
This will be a single-person vehicle modelled after a dune buggy – an open-top all-terrain vehicle suitable for travelling over a planet’s surface. The vehicle should continue with the retrofuturism theme and visibly take inspiration from 20th century vehicle designs while still looking futuristic.
There needs to be three versions of the vehicle: one
undamaged, once slightly damage, and one very damaged. Each mesh should be
under 15k tris.
Since the vehicle will be seen both from a zoomed out third-person
view and from inside over-the shoulder, it needs to be readable from far away,
and also have enough detail to look realistic from closer up. In particular,
the dashboard needs to have detail that looks interesting from closer up, and
some of the damage needs to be visible from the over-the-shoulder view so the
player can still gauge the condition of their vehicle. The vehicle should also
have a mud splatter decal that can
be applied incrementally as the buggy travels over different types of terrain.
The mesh should be textured using the following maps:
2 1024x1024 diffuse
map with alphas
2 1024x1024 colour
specular map
2 1024 normal maps
1 512x512 diffuse with
alpha decal
The textures should be produced digitally with Z-brush and
hand painted in photoshop. The textures need to convey the different textures,
especially the smoothness of the metal/plastic and how it is dented or broken
in the damaged versions of the model.
Environment – Artefact chamber
One of the environments in the game will be an abandoned
alien city. The architecture should be based both on real architectural designs
and sets seen in science fiction. The building should feature a strong circular
and geometric aesthetic with plenty of smooth metallic surfaces.
One environment in particular will be the room housing an
alien artefact that the player has to collect. The room will be tall and
circular, with the artefact on an elevated pedestal in the centre. Parts of the
scenery will be damaged and broken, requiring the player to complete a series of
platforming manoeuvres to reach the artefact. The path the player takes should
not be obvious, and the parts of the scenery facilitating the player’s path
should blend in with the rest of the architecture. The collapsed parts of the
scenery should take into account the underlying structure of the building to
make the damage look realistic.
The environment should make use of both repeating assets to establish
continuity, and unique assets to make the room feel individual. These assets
need to be designed to fit together without any gaps of obvious seams.
There is no set polygon limit, but the meshes should take
into account the polygon density of both the player character, and of other
meshes surrounding them. Higher polygon density should be used for more detailed
scenery objects, and lower polygon density for more simple shapes. Decals and
varying lighting should be used to break up any tiling textures.
All textures should be produced with z-brush and
hand-painted in photoshop.
Scenery object – Control console
Many of the levels in the game will require the player to
activate part of the scenery. One of the ways the player can do this is through
an alien control console. These will open doors, deactivate security systems,
and so on.
These consoles will be repeated throughout the level, and
their presence will be a clue to the player that part of the environment can be
changed. They must therefore be visually distinct so the player can recognise
them, although they must still fit into the overall design on the environment.
The consoles must give feedback to the player – they are
unreactive when the player has not yet activated them, react negatively when a
player has not solved a puzzle yet – for instance to indicate that another
console must be activated first – and finally react positively to indicate when
a player has correctly solved a puzzle and can proceed.
The consoled will do this both visually and through sound –
for instance a green light display for a correctly activated console.
The model needs to have some part that can be moved by the
player – for instance a lever. The console needs to look simple enough that it
will not look strange when repeated. The
mesh should contain no more than 3k tris.
The mesh should be textured using the following maps:
1 1024x1024 diffuse
map
or 1 1024x1024 diffuse
map with alphas
1 1024x1024 colour
specular map
1 1024 normal maps
The textures should be produced in z-brush and photoshop.
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