B2 Creative Industry Response Task 3 - Games Design Document AC1, AC2, AC3, AC4, AC5 at Pass, Merit and Distinction Game Summary SCP 1983 Doorway To Nowhere is a psychological horror, similar to that of Silent Hills’ playable teaser “P.T”, or Resident Evil VII Biohazard, where you play as a journalism student in a new world, trying to avoid whatever has happened to the victims before you while finding clues in the form of audio logs scattered in different sections of the environment. Project Schedule Production Schedule Throughout the production of the game, we will focus on implementing more engaging mechanics during the development process. To ensure this is done properly and efficiently we will have the UX designers work alongside the QA testers to get their feedback on how the game feels and then have them explain what they feel needs to changed, added, and removed in order to have a fun and engaging experience when the game is ready for release to the public, after which we will do our best to ensure that all players’ feedback and criticism is passed onto the UX designers to be implemented in any way possible. Casting For this project, we require a voice actor for the main character, Joshua Davies, who we would like to be voiced by the same voice actor that was cast for the trailer. The voice of Agent Barclay however will be gathered from the SCP-1983 video by Aaron “TheVolgun” McKee, which falls under the Creative Commons licence CC-BY-SA 3.0 which allows me to use it in any form of medium for both educational and commercial purposes. Roles The roles we require for this project are designers, including a lead game designer, who will be responsible for developing the concept of the game and working with the other designers in order to provide a game design document which will be handed to members of the other departments for reference; a gameplay designer, who will be responsible for deciding what mechanics they feel would fit into the game; a level designer, who will work alongside the gameplay designer to create an environment that incorporates the gameplay mechanics properly; a UI/UX designer, they will figure out how the game should feel for the players and develop the user interfaces in order to make an interactive experience; and a writer, who will create the lore and story of the game which will allow the other designers to understand the limitations within the world in terms of magic and/or tech. Other roles required art concept artists, who are responsible for creating visuals for the game based on the game design document provided by the lead game designer; 3D model artists that will develop the concept art into 3D models including props, characters, and the environment; texture artists who will create the textures for all the characters and assets; riggers that are responsible for rigging the characters; animators tasked with animating the characters and any other necessary animations; VFX artists who will work within the engine to create the necessary effects such as dust, particles, and even the water; AI programmers who will work on how the NPCs interact with the world; game testers that will ensure that there are little to no bugs within the game that can hinder the gameplay or experience in a substantial way; build engineers who will ensure that the game is always prepared for the next update without any issues; community managers to engage with the fans to keep people excited for new content; and finally a marketing executive in charge of marketing the game to the fans and a broader audience interested in the genre. Risk Assessment Meeting Notes We spoke with Beth when reviewing the progress so far, and she believes that everything is at a good standard. When talking about the game’s starting section, the living room, we discussed how it should look, mentioning that the original plan was it would be based around rural Harrow in Greater London, however, Beth brought other locations to our attention such as Bidston Hill, Oxton, and Calday which are other rural areas of England. Aside from this, Beth brought up the matter of modelling and a more effective workflow by creating the assets linearly in the scenario that I have to scrap another section as a compromise to crunch time, and we also discussed the topic of the classrooms which were originally planned to be blacked out rooms, but now may be filled with modular pre-made assets to simulate an actual classroom. Budget When calculating the budget, you need to focus on the different costs that will occur during the development period; these costs include but are not limited to salaries, studio rent, utilities, equipment, and software. The salaries will be calculated based on the cost of living, including the cost of rent, for the city that the studio is based in; the utilities will be calculated based on an estimate of how much power will be drawn from the software, hardware and equipment; the software will be licenced with monthly fees, meaning that calculating the overall cost of the software will not be too difficult as it will be the cost of a month multiplied by the development period. Concept Art Script Joshua (Confused) What the hell, is this some sick joke? There’s no way this is real, someone’s gotta be doing this as some sick prank. Joshua (Disbelief) Okay, this isn’t real, this has to be some weird dream, no, a nightmare. There is no way a school corridor could fit into this house, I saw it from the outside. I haven’t gone down any stairs or ramps, I think. Joshua (Horrified) What the hell was that thing! It looked human- No, it couldn’t have been human, it was too tall, and its face- wait, it didn’t have a face… What was that thing… Joshua (Intrigued) Huh, what is this place… SCP Foundation? Wait, I think I heard that somewhere… Maybe that guy- Barclay said something. Joshua (Intrigued) SCP 1-9-8-3… SCP 1983? A dimensional portal disguised as an unexpecting doorway of an abandoned house that causes unassuming victims to enter out of curiosity… So that’s what this place is then I’m guessing… Joshua (Laboured breathing) Another… Door… Nearly… There- Storyboards Equipment list The equipment we plan to use are specifically chosen and designed for development purposes, these include custom built computers designed to handle the software required for the project; motion capture equipment for natural character animations; props that will be used during the motion capture stage for realistic interacting with objects; adobe creative cloud which will be used for video editing and digital graphic purposes; adobe substance suite to work with PBR texture creation and mapping; Autodesk software for modelling and animation purposes. Public liability insurance Our public liability insurance will be used in the event of any repercussions from our game, including but not limited to accidental copyright infringement, in which material used in our game is similar to that of a competitor’s; delays on release, resulting in loss of profits for storefronts who are expecting copies of the game to sell; or in the case of lawsuits, whether we are being accused or accusing a third party of infringing on our copyrights and/or trademarks. Ethical considerations on representation There are no mentions within this game of race, ethnicity or nationality, however, the topic of religion is used for purposes of world-building; the mention of religion is non-specific to any beliefs and the main character has been made Athiest only for story purposes. There is no shaming of religion nor social commentary on the matter, only vague reference as part of the lore of the world and its inhabitants.