[Product Design] WTOS May 2016
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Transcript of [Product Design] WTOS May 2016
1. WTOS Fast Facts2. Development Team3. Game Explanation4. Narrative5. Art Assets6. Demo Features
WTOS Fast FactsOfficial Game Title Winterflame: The Other Side (WTOS)Game Genre Adventure Puzzle PlatformerPlatform Steam, PC, MacTarget Audience Young Adults (RT PG 13)Est. Playing Time (per part)
2 (two) hours
Est. Total Playing Time 6 (six) hoursRelease Version Part 1: Forest and Ruins
Part 2: Heights and WaterarcPart 3: Cradle
Development Schedule and Deliverables
Dev Stage Due Date Technical Deliverables Content Deliverables Prerequisite Requirements
First playable demo 15 Juni 2016 • Main features accessible• UI/UX fully functioning• Myuu’s Journal sample• Gauntlet- Zroot
• Complete 4 (four) playable puzzle from Forest
• 1 puzzle with Zroot (power-up gauntlet)
Part 1- Alpha November 2016
• All features accessible• Myuu’s Journal part 1 complete• Gauntlet- Zroot and Voltex
• Forest and Ruins complete puzzle set (approx. 50 puzzles)
• Additional content in Myuu’s Journal
Immediate publisher’s deal after demo
Part 1- Beta December 2016
Shippable bug part 1
Part 2- Alpha June 2017 • All features accessible• Myuu’s Journal part 2 complete• Gauntlet- Air Hole and Bobble
• Air Hole and Bobble complete puzzle set (approx. 50 puzzles)
• Additional content in Myuu’s Journal
Part 1 release on-time
Part 2- Beta July 2017 Shippable bug part 2Part 3- Alpha January 2018 • All features accessible
• Myuu’s Journal part 3 complete• Cradle complete puzzle set
(approx. 25 puzzles)• Additional content in Myuu’s
Journal
Part 2 release on-time
Part 3- Beta Febuary 2018 Shippable bug part 3Release March 2018 Part 1-3 Gold version
Costing Per Milestones
Demo Part 1 Part 2 Part 3
3 months 6 months 7 months 6 months
June 2016 Alpha: Nov 2016Beta: Dec 2016
Alpha: Jun 2017Beta: Jul 2017
Alpha: Dec 2017Beta: Jan 2018
Total Development Cost: USD 562,500
Cost Breakdown:Demo USD 86,250Part 1 USD 157,500Part 2 USD 183,750Part 3 USD 105,000Hexany USD 30,000
DEVELOPMENTTEAM
Team Structure
Vito Budiman Jr.
Game Designer
Marlin SugamaHead of Creative
Jovian Gozali Line Producer
Anton BudionoExecutive Producer
Indra Gunawan Executive Producer
Denny Widjaya
Head of 3DMarshellina
M. 3D Artist
Yohan PowerHead of 2D
Staven Andersen
Concept ArtistHerwin
Arkiando3D Artist
Alexander ReiAnimator
Valensia Irene
3D Artist
Burhan Dewantara
Head of Technical
William SalimSenior
Programmer
Kevin ChandraProgrammer
Michael Desmond
ProgrammerTimotius Prihadi
Programmer
Michael ElwinHead of QA
Robert Tan2D Artist
Dyelinn Syam2D Artist
Ricky Benjamin T.
2D Artist
Jennifer Cai2D Artist
Marissa Anastasia2D Artist
Andy Forsberg
Music Director
Juan CortezComposer
Richard Ludlow
Audio Director
Matthew EarlSound Designer
David ObediantoComposer
Team SizeRole Demo Part 1 Part 2 Part 3
Producers 1 1 1 1Writers 1 1 1 1Designers 1 1 1 12D Artists 4 4 4 43D Artists 3 3 3 3Animators 1 1 1 1Technical Artists 2 2 2 2Programmers 5 5 5 5Voice Actor 2 4 4 4Music Composer 1 2 2 2Sound Engineer 1 2 2 2QA 3 3 3 3
TOTAL 25 29 29 29
GAME EXPLANATION
Tag Lines
“Epic puzzle adventure game that combines magic with physique based puzzle game”
“Story based journey presented with beautifully-disturbed environment”
Game Summary• Winterflame- The Other Side is a story-driven puzzle platformer game, with all the mechanic
designed by harnessing computer physics
• By following the main character story, player will enter the world of Winterflame and a journey of a boy finding his love one and become more than a man he ever wished for.
• Area by area unveiled different immersive experience;• Forest will heighten sight sense through beauty and illusions• Ruins will heighten motoric reflex through increasing sense of urgency• Heights will heighten hearing sense through whistling wind • Water Arc will give sense of relief and peace• And Cradle will required all the concentration player can give in playing the game
• Divergent power-ups in form of magical gauntlet, will be given to help player solve puzzles and complete their journey
• Replaying the game will reward player with additional alternative story line other than the main plot, giving more information about the characters and the world, in form of collectible ancient magical journal’s items
Technical SpecificationDevelop using Unity 5.3.4Target File Size TBDScreen Ratio 16:9Resolution 1920 x 1080Audio 7.1Supported Input Hardware Primary: Keyboard + Mouse
Secondary: Controller (XBOX 360)Language English
Game Basic Cycle
PART 1 PART 2 PART 3
MYUU’S JOURNALPART 1
FOREST
RUINS
HEIGHTS
WATER ARC
CRADLE
MYUU’S JOURNALPART 2
MYUU’S JOURNALPART 3
Main plot lineReplay line
**Hidden stories presented on Myuu’s Journal motivates player to replay the game
Puzzles• A part contains of 2 (two) areas, one area consists of maximum 15 puzzles• Each area has different variable to enhance and increase game-play varieties
Part Area Mood Puzzle Type
Part 1
Forest Determination Environmental- solve with the right sequence
Ruins Over-Confident Electricity and Mechanic- solve with the right sequence within given time
Part 2Heights Despair Movements- solve by
listening the right set of sounds
Water Arc Revelation TBCPart 3 Cradle New beginning TBC
Game Mechanic- General Game progressing system: player can only go-
forward (puzzles are design with point-of-no-return)
Sequential-Environmental puzzle: player have to use their surrounding environment in correct sequence to solve the problem
Mechanic dualism: true to the original philosophy of the game, the mechanics can be turned upside down to create more variance in the puzzle
Game Mechanic- GauntletPower-ups in form of magical gauntlet that can shoot various ammo to help Lev on his journey
Zroot- is a root that can be used to reach items that is too far for Lev’s natural and only hand. It can pull items to Lev or pull Lev and perform a swing to cross gaps. It also capable of triggering use function of certain items.Player has to aim directly to the item that they want to interact with Zroot.
Voltex- Voltex visualized as torrent of lightning shooting out from Lev’s gauntlet. The lightning capable of delivering electricity to conductors or turning on machinery that runs of electricity. Voltex also capable of stunning smaller creatures. Player use Voltex as a channeling power by holding down the use button as long as they need.
Game Mechanic- GauntletPower-ups in form of magical gauntlet that can shoot various ammo to help Lev on his journey
Bobble- liquid based element that can launched and filled with air. When first launched the bobble has soft- wobbly surface and after a while the surface harden and can protect Lev from other objects.
Air Hole- a void hole with a powerful suction force that can help Lev dodge around the monsters and avoid difficult obstacles
Game Add-OnsSeamless TransitionsThe game intuitively flow from scene-to-scene, indulging player to naturally enjoy the flow of the game without interruption
Cinematic ApproachMovie-like presentation of the game’s story, allowing player to engage easily to the world of Winterflame.
Game Add-OnsKinetic TypographyDialog system is built in the game world; position is used to show “who” is talking, font size is used to show “how loud” the speaker talk, text type and animated font is used to show subject’s feeling and emotions.
Smart Dynamic Camera SystemThe game shows what needs to be seen by players. In-game camera move according to pre-determined interest points interpolation, showing important bits while building dynamic viewing experience.
Game Add-OnsSubtletyThe game have abundant number of subtle clues for player to solve the puzzle. That can be treated as “Easter-eggs”
High Replay-ability ValueMyuu’s Journal, a magical journal with collectible items as keys to open more stories of the game, which can be obtained by replaying certain puzzles in the game. The more player replay the game, the deeper story-line will be revealed.
CharactersLev
“If you know how things work, you’ll be fine”.
Despite his grievous past, Lev never fails to greet people with smile. His
Curious and daring nature sometimes leads him into
trouble, but he always finds his way out. His tinkering
skill earns him acceptance among the Frameless.
Lev only vaguely remembers his life before the war. For him now, the
word “family” means Raina.
Raina“I know too much about, life, and too little about
death”.
Raised as a healer, she dedicates herself to help any creature who is in pain.She was fascinated by Lev’s resilience during treatment and his adaptation to a new community. From Lev, she understands the difference of life and being alive.
Characters
Forest Myuu
Controller Mapping- Keyboard and Mouse
Keyboard: QWERTY
A DS
Esc
Space
FE
1 2 3 4
Pause Menu
Zroot Voltex
Gauntlet
CrouchMove Left Move Right
Jump
Use
Pick/Drop
Mouse
Gauntlet Shoot Aim
Controller Mapping- Controller
Left Right
Crouch
Charge Gauntlet
Pick/Drop
Jump
Use Item
Aim
R2 : Use Gauntlet
UI Flow- Main GameSplash Screen
1.Artoncode Logo2.Vandaria Logo3.Kickstarter/ Steam Greenlit
Title Screen1.WTOS Logo
Quit Game Settings
Myuu’s Journal
New Game/ Continue In-Game
Pause
Esc
Game Over
Myuu’s Journal UI Flow Credit
Out of the game
Yes
No
Main Menu
Myuu’s Journal
• Myuu's journal is an "add-on bonus features" that will significantly increase the game replay-ability value
• Bonus items will be rewarded in random sequence (based on player's completion progress) and will be automatically collected in a book call "Myuu's Journal"
• All bonus items will grant players additional story about the game (origins stories, characters and world background stories, other perspective of existing stories, etc)
• Bonus items are presented as: photo/stickers/stamps/scribble notes/drawings/piece of paper/other mementos gathered by Myuus
• Each will content a piece of additional story in form of: image/music/cutscenes/cinematic/puzzle
UI Flow- Myuu’s JournalMain Menu
Part completed?
Myuu’s Journal
Transitions:1. animation- book fall on Lev’s head2. Animation- book fly to Lev right side
Transitions:1. Animation- Lev tries to grab
book, but book fly away to in-front of camera
2. Animation- book fly down to bottom of the screen
3. Change model4. Animation- new book fly in from
the bottom of the screen (open)
Navigation Page
Intended Page
Transitions:1. Selected point glow (or other
indicator)2. Animation- book flips
Choose Content
Transitions:Animated texture- ink slowly seep from under the page, showing intended page content
Content
Transitions:1. Intended page art fade-out2. Content first scene fade-in (scene
= content is already animated/moving when fading in)
Type of content:- Comic- Cutscene- Cinematic- Mini-games- others
Yes
No
Pause
Esc
NARRATIVE
Synopsis
Area Synopsis- Forest
Area Synopsis- Old Ruins
Area Synopsis- Heights
Area Synopsis- Water Arc
Area Synopsis- Cradle
ART ASSETS
Concept Art- Worlds
Concept Art- Worlds
Concept Art- Puzzles
Concept Art- Puzzles
Concept Art- Puzzles
Concept Art- Lev
Concept Art- Gauntlet
Screen Shots
Screen Shots
DEMO FEATURES
Demo Structure
Main Menu
Cutscene 1
Puzzle 1:Bridge of Faith
Cinematic 1
Puzzle 2: Puzzle 3
Cinematic 2
Puzzle 4:Progress is not always Forward
Cutscene 1
Main Menu
Myuu’s Journal
WTOS demo version has: 4 puzzles 2 cutscenes 2 cinematics All main features of the game
Demo Features1. UI/UX:
1. Seamless transition from main menu (new game, continue, setting, exit game.
2. Pause- Resume Menu3. Dynamic key-frame bound camera
movement
2. Contents: 1. Basic movement (puzzle no.2)2. Puzzle 5 (to show seamless transition)3. Puzzle 7 (to show seamless transition)4. Intro to Zroot (puzzle no.16)5. Myuu’s Journal + Parallax journal’s content
3. Visual:1. Zroot 2. Kinetic typography for dialogs3. Depth of Field environment + Motion Blur4. Seamless transition between puzzles
4. Cinematic and cut-scenes:1. 2 cinematics2. 4 cut-scenes3. 3 death animations + random text variations4. 1 background animations (for subtle hints)
Mechanics- NaiviDescription Looms beautifully in the darkest part of the forest, Naivis are signs for adventurers that
they delve too deep in the forest. While they are not extremely rare, most of the times no adventurer live long enough to tell the tale. The Naivis themself are not a predator, so they are practically harmless, yet their habitat is one of the most dangerous place in Vandaria, and don't forget that most beautiful things in the jungle are poisonous.Male naivi often visit female naivi, an ugly bud that live in the deep part of the forest and together bloom under the right circumstance: enough light. The male Naivi bloom in place of their females. They spread their wings and blooms as long as their tail still rooted to the ground. When their root is removed they either flee to other female Naivi or simply curl and retract their wings.Naivis tail often look for wet soil or water source.Naivis fly by blooms and float magically.It still unclear whether the male Naivi simply 'protecting' their female counterpart or absorbing the light.One of the most beautiful phenomenon is their migration. As male Naivis migrate across the planet
Function Block or allow light to shine in through its wingsCreate spotlight
Trigger Pulling the rootAnimation Active:
Close and open wingsIdle:Move tail for hintMove feet on flowers
Parameters Initial State, Delay Time, Light angle, Light width, Flag to trigger auto-close petal (can be turned on without auto-close)
Mechanics- PocaDescription Poca is inspired from Raflesia Arnoldi, a beautiful yet deadly plant. The name itself is
derived from Russian, meaning 'dew'. Because it appears like the center of Poca is collection of dew, sparkling to the light. However, the reflection comes from high concentration of mercury, deadly if one stare too long or too close to it.Lots of animals come to see their reflection in Poca, amused. Their bodies usually can be found near it, lifeless from the poison the mercury emit. From their rotting body, Poca absorbs its prey nutrient that died near it.Some said that deep in the jungle lived a colony of Poca and a creature, last of its kind. The creature is strong enough to resist Poca's poisonous nature and it spends its day just staring at his reflections around for years after years.
Function Reflect the light from Naivis. The light will perform the same behavior as Naivis light itselfIt can be arranged in maximum of 5 angles. The output of the light angle can be manually changed.
Trigger Move the petalsAnimation Active:
Up to 5 angles tiltsIdle:-none
Parameters Initial state angle, 5 angle options, 5 angle light output directions
Mechanics- MoluvushaDescription Moluvusha is a plant that lives in other trees trunk as a parasite. However, the nutrient from one tree is not
enough for it. It lures other creatures to its mouth by creating a 'lightbulb' underneath it. If something stay near the lightbulb for too long, the claws will strike and Moluvusha will close up, eating anything underneath it.It has its own food-chain with the Lighteater. The Lighteater survives by eating Moluvusha's lightbulb and don't mind parts of its own body eaten away. The lightbulb is made from Mana that Moluvusha conjure. Moluvusha is inspired from the Venus Flytrap. While the name is Russian derivation from Snare.
Function • Produce a light source called “Lightbulb” that Lev can carry around• Lightbulb can attract nearby Lighteater• Lightbulb can close shadow hole• Lightbulb will regenerate after respawn delay. The lightbulb can be used to close shadow hole by shining on it.• It will close down and eat anything below it that stays after the eating delay.
Trigger Pluck the light bulbAnimation Active:
Eat its prey Idle:Produce increasingly glowing light bulb
Parameters Initial state (lightbulb or no lightbulb), Delay eat, Delay respawn lightbulb, Lightbulb lifetime, Range lightbulb shine
Mechanics- Light EaterDescription Light eater is a frameless creature live by consuming light. Its actually consist of a lot of
micro-organism stay in one nest. Together the micro-organisms work together and build a structure to survive.
Function • Create a solid structure that Lev can stand on• Bringing object at the end of the structure back to its nest• Covering light (creating shadow)
Trigger Automatically approach to light sourceAnimation Active:
Approaching light sourceIdle:-none
Parameters Detect range, Movement speed, Eating speed
Mechanics- Shadow HoleDescription Shadowholes are actually teleportation gate, which can be used to move from one point
to another that is not achievable by basic movement nor Zroot. The challenge is to find the right shadowhole that connects to the another right one. Wrong shadowhole will cause death.
Function • Create a hole that will kills Lev• Teleport to the other side of the shadow hole • Can be created by casting a shadow with Naivis• Disappear if hit by light from Naivis or Moluvusha’s Lightbulb
Trigger Can be created like normal shadow Animation Active:
Disperse when cast light on Idle:-none
Parameters Flag – kill or teleport hole, Connecting hole (if teleport hole)
Mechanics- TushkaDescription Tushka is a spring like plant. Lev can use this to wind his Zroot and use the bounce
movement to make his jump higherFunction • Can be used by Lev to attach Zroot and swing.
• Can be destroyed after several use.Trigger Can be created like normal shadow Animation Active:
-none Idle:-none
Parameters Number of use
Mechanics- KopaDescription Kopa is a plant grows on deep forest walls, it holds up water in under ground or inside walls
Function • Water source• Absorb water slowly if empty• Have to be destroyed using Zroot, Lev is too weak to destroy it. The Copa will have a weak point that can
be visually identified easily by the player
Trigger Crack by zrootAnimation Active:
Pour waterIdle:Absorb water
Parameters Volume of the water, Flow rate, Absorb rate