[105 / 16 / ?]
Extension from >>2246704
Design a character for a survival horror game.
>BRIEF
Platform: We'll be releasing the game on PC, PS4 and XBOX one.
Visual style: Photorealistic with about 20% styling/exaggeration. Think Indiana Jones, larger than life. Cinematography is on the style of Sleepy Hollow (1998 film) http://evanerichards.com/2009/1355
Gameplay style: 3rd person action/adventure with exploration and shooting. Ref gears of war, resident evil 4/5/6, uncharted series, Tomb Raider, the evil within.
Setting: Dilapidated house in and alternate version of the 1945 in war torn France. The house is connected to a complex with underground nazi labs where experiments are being done in humans and animals. The environment/ architecture is a mix of art deco and googie architecture, run down from constant bombings from allied forces.
Protagonist: Allied war prisoner, french, about 30 years old. Beaten up and exhausted. No exceptional skills except some military training, slightly above average joe thrown in a situation over his head. Moved by instinct of surviving and escaping the nightmare he's in. Starts the game without any kind of weapon or equipment.
Design requirements: Since we don't want to overload the screen with UI, the character should have equipment and weapons visible at all times on the character model. The standard loadout is a melee weapon, small arm and rifle. Loadout can be changed at checkpoints or by switching guns when picking them up throughout the level. Loadout never exceeds one of each categories (one melee, one handgun, one rifle).
>CONCEPT MATERIAL NEEDED
- Character exploration
- Character evolution throughout the game
- Equipment studies
- Orthographic views to help out the modeling team
- Material and equipment callout sheets
- Expression and movement studies for the animation team.
Design a character for a survival horror game.
>BRIEF
Platform: We'll be releasing the game on PC, PS4 and XBOX one.
Visual style: Photorealistic with about 20% styling/exaggeration. Think Indiana Jones, larger than life. Cinematography is on the style of Sleepy Hollow (1998 film) http://evanerichards.com/2009/1355
Gameplay style: 3rd person action/adventure with exploration and shooting. Ref gears of war, resident evil 4/5/6, uncharted series, Tomb Raider, the evil within.
Setting: Dilapidated house in and alternate version of the 1945 in war torn France. The house is connected to a complex with underground nazi labs where experiments are being done in humans and animals. The environment/ architecture is a mix of art deco and googie architecture, run down from constant bombings from allied forces.
Protagonist: Allied war prisoner, french, about 30 years old. Beaten up and exhausted. No exceptional skills except some military training, slightly above average joe thrown in a situation over his head. Moved by instinct of surviving and escaping the nightmare he's in. Starts the game without any kind of weapon or equipment.
Design requirements: Since we don't want to overload the screen with UI, the character should have equipment and weapons visible at all times on the character model. The standard loadout is a melee weapon, small arm and rifle. Loadout can be changed at checkpoints or by switching guns when picking them up throughout the level. Loadout never exceeds one of each categories (one melee, one handgun, one rifle).
>CONCEPT MATERIAL NEEDED
- Character exploration
- Character evolution throughout the game
- Equipment studies
- Orthographic views to help out the modeling team
- Material and equipment callout sheets
- Expression and movement studies for the animation team.
