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Characters
In my game there are eight main characters,
and several secondary characters. Though
there is only two characters mentioned in the
first level, as there is elements of mystery in
the first level.
The main charter in three game doesn’t have
his name revealed until the end, which adds to
the mystery of the game. The elusive
protagonist and we only know him as the
assassin for the first two acts of the game.
He is occasion, with dark hair, but his eyes are
enhanced so are black with robotic irises. He is
6’2” ft with a muscular build, other than this we
don’t know much more about the character,
apart from the fact that he enjoys playing
retro games.
The other character we hear in the first level
is the “assassin’s” suppose boss, he has a
stern and adult voice, one you’d expect of
someone who holds authority. We never see
this character again until the end, this adds to
the mystery.
The other characters in the game are not in the
first level, but will have more information on
them when I write the full detailed plot.
Mo-Cap
Motion capture is one possible way I can
animate my characters.
It is a process of recording a live motion
event and translating it into actionable data
that allows fro 3D recreation of the
performance.
It has been used in almost every three
dimensional game available today from Tomb
Raider to the Batman games.
To do this an actor, will wear a black suit
converted with sensor that match the human
movements, so when an actor moves around,
the three dimensional character will then
move because of the sensors.
I could consider using this method for my
characters, as I can get realistic movement
for my game. As apposed to animating it
manually on the computer.
I would however require a studio with several
dozen cameras to record the sensor
movements, and since it would be difficult to
hire one of these its more likely I will have to
manually animate the characters, this is how it
was done with the early video games so my
game will still look good.
Locations
I have six locations for the first level, not including the
retro level inside the arcade machine in the first
locations. The locations will be areas that are
reasonable small apart from the Future street which
will be large and contain several collectibles.
Arcade
This is location is a one room building with an dozen
arcade machine and an exit and entrance door. The exit
door will lead to the street.
Future Street
The future street will be the largest area, and will be a
couple building one other side of a road, with some
moving vehicles and some stationary vehicles. Where
will be boxes and bins, it won't be a clean street, a
downtown futures street. On the other side is the
teleport station.
Teleport Station Area 26
This is a small store, with a desk, some items on the
wall around a placemat on the floor connected to a
machine, that teleports my character to a identical
placemat in a warehouse.
Time Portal warehouse
The warehouse is cluttered and crowded with
computers and machines, and in the centre is a portal
made of messy machinery, and cables scattered
everywhere on the ground.
Moon
This final location is a dusty, seemingly endless area, it
is like the desert only grey, like the surface of the
moon, there is the orbital landing probe in front, and
some debris scattered around.
Costumes
The costumes for my character was difficult
to design since it is from the future he wears
two different costumes, the “casual” future
costume that he wears in the first level. And
the time assassin costume that is design for
all terrain areas and combat. Its difficult o
design because they are clothes from the
future, so I found some images with futuristic
looking appeal, one of which from the film
Equilibrium. The long coat design is
something I could replicate this for the casual
look as my character is mysterious, and long
coat do have that feel to them.
the time assassin costume, is armoured, it is
not bulky, designed for all situations including
combat, and has areas for knife and gun
holsters.
The design for both costumes may be a
prototype but these are what my opinion of
the future costume will look like.
Props
The final design theme for my game is props,
and there are several important one. The portal
is the main one, and it is very detailed. It is
made machine sections that look like computer
or engine parts, all connected by several dozen
cables. There are some parts that look ancient
or out of place, these are parts of the portal that
could be from the past or form the future.
Other props include the futuristic blade he has
on his chest, and leg. A similar samurai looking
sword on his back and a pistol on his hip, these
all look futuristic and obviously efficient as
weapons.
Another prop is the arcade machine which look
like retro arcade machines that are easily
recognisable.
The teleportation panel in the store is a circular
panel, with a grate texture. Around the centre
are sections that would fit to the ground. And
finally some cables connecting to some
computers and machines.

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Design themes for game

  • 1.
  • 2. Characters In my game there are eight main characters, and several secondary characters. Though there is only two characters mentioned in the first level, as there is elements of mystery in the first level. The main charter in three game doesn’t have his name revealed until the end, which adds to the mystery of the game. The elusive protagonist and we only know him as the assassin for the first two acts of the game. He is occasion, with dark hair, but his eyes are enhanced so are black with robotic irises. He is 6’2” ft with a muscular build, other than this we don’t know much more about the character, apart from the fact that he enjoys playing retro games. The other character we hear in the first level is the “assassin’s” suppose boss, he has a stern and adult voice, one you’d expect of someone who holds authority. We never see this character again until the end, this adds to the mystery. The other characters in the game are not in the first level, but will have more information on them when I write the full detailed plot.
  • 3. Mo-Cap Motion capture is one possible way I can animate my characters. It is a process of recording a live motion event and translating it into actionable data that allows fro 3D recreation of the performance. It has been used in almost every three dimensional game available today from Tomb Raider to the Batman games. To do this an actor, will wear a black suit converted with sensor that match the human movements, so when an actor moves around, the three dimensional character will then move because of the sensors. I could consider using this method for my characters, as I can get realistic movement for my game. As apposed to animating it manually on the computer. I would however require a studio with several dozen cameras to record the sensor movements, and since it would be difficult to hire one of these its more likely I will have to manually animate the characters, this is how it was done with the early video games so my game will still look good.
  • 4. Locations I have six locations for the first level, not including the retro level inside the arcade machine in the first locations. The locations will be areas that are reasonable small apart from the Future street which will be large and contain several collectibles. Arcade This is location is a one room building with an dozen arcade machine and an exit and entrance door. The exit door will lead to the street. Future Street The future street will be the largest area, and will be a couple building one other side of a road, with some moving vehicles and some stationary vehicles. Where will be boxes and bins, it won't be a clean street, a downtown futures street. On the other side is the teleport station. Teleport Station Area 26 This is a small store, with a desk, some items on the wall around a placemat on the floor connected to a machine, that teleports my character to a identical placemat in a warehouse. Time Portal warehouse The warehouse is cluttered and crowded with computers and machines, and in the centre is a portal made of messy machinery, and cables scattered everywhere on the ground. Moon This final location is a dusty, seemingly endless area, it is like the desert only grey, like the surface of the moon, there is the orbital landing probe in front, and some debris scattered around.
  • 5. Costumes The costumes for my character was difficult to design since it is from the future he wears two different costumes, the “casual” future costume that he wears in the first level. And the time assassin costume that is design for all terrain areas and combat. Its difficult o design because they are clothes from the future, so I found some images with futuristic looking appeal, one of which from the film Equilibrium. The long coat design is something I could replicate this for the casual look as my character is mysterious, and long coat do have that feel to them. the time assassin costume, is armoured, it is not bulky, designed for all situations including combat, and has areas for knife and gun holsters. The design for both costumes may be a prototype but these are what my opinion of the future costume will look like.
  • 6. Props The final design theme for my game is props, and there are several important one. The portal is the main one, and it is very detailed. It is made machine sections that look like computer or engine parts, all connected by several dozen cables. There are some parts that look ancient or out of place, these are parts of the portal that could be from the past or form the future. Other props include the futuristic blade he has on his chest, and leg. A similar samurai looking sword on his back and a pistol on his hip, these all look futuristic and obviously efficient as weapons. Another prop is the arcade machine which look like retro arcade machines that are easily recognisable. The teleportation panel in the store is a circular panel, with a grate texture. Around the centre are sections that would fit to the ground. And finally some cables connecting to some computers and machines.