Web viewNaughty Dog Design Test. Cameron Luck. Level 1: Treetops. 4-5 minute combat-centric level....

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Naughty Dog Design Test Cameron Luck

Transcript of Web viewNaughty Dog Design Test. Cameron Luck. Level 1: Treetops. 4-5 minute combat-centric level....

Page 1: Web viewNaughty Dog Design Test. Cameron Luck. Level 1: Treetops. 4-5 minute combat-centric level. Idea. Encampment of connected “treehouses” in the Chilean rainforest. Description

Naughty Dog Design Test

Cameron Luck

Page 2: Web viewNaughty Dog Design Test. Cameron Luck. Level 1: Treetops. 4-5 minute combat-centric level. Idea. Encampment of connected “treehouses” in the Chilean rainforest. Description

Level 1: Treetops

4-5 minute combat-centric level

Idea

Encampment of connected “treehouses” in the Chilean rainforest

Description

Rough treehouses and lean-tos built from branches, large leaves, and pieces of canopy. Lots of greenery and hanging vines. Winding ramps up sides of trees and wooden bridges connecting larger parts of the camp. “Damp” and “foggy” atmosphere (diffusion effect).

Environment

Chilean rainforest

Characters

Drake and Sully (Elena = NPC)

Objective

Rescue Elena from Tyro’s quarters

Setting

The story is set 3 years in the future and Drake and Elena are on a honeymoon vacation in Chile. Elena has been kidnapped by a local gang lead by their leader “Tyro”. Sully has attended the wedding and is about to leave to go to New York when he hears the news. Sully is also interested in exploring a nearby ruin for a large treasure, so he wants to tag along. Drake and Sully arrive at Tyro’s treetop camp by way of a small wooden platform connected to a pulley system that takes them high into the Chilean canopy.

The setting is very damp and moist and overgrown with foliage. The branches from the trees hang down and the leaves hang heavily from the branches. There is a constant sound of running water as the river flows beneath the treetops. The treetop camp is separated into three levels: the bottom level consists of the humble homes of Tyro’s men, the second level is mostly comprised with bridges, but also houses a few buildings for military strategizing and guns, and the top level consists of a few sniping posts watching over the camp as well as Tyro’s personal quarters. Bridges connecting the trees and spiraling ramps up each and every tree connect the camp together and make each and every encounter surprising, quick, and personal.

Page 3: Web viewNaughty Dog Design Test. Cameron Luck. Level 1: Treetops. 4-5 minute combat-centric level. Idea. Encampment of connected “treehouses” in the Chilean rainforest. Description

Intended Player Tactics and Behaviors

Players have the choice to take a stealthy approach or to go in guns blazing. The player will be able to see the majority of the guards patrolling the treetops at the beginning of the level, which may tempt players into shooting the guards, however, if the player is patient and watches the patrol pattern, they can execute many of the guards with silent melee attacks. Based on the player’s style and decision making, combat can either be slow and methodical or fast and close-quartered.

Players will also have to use the space strategically and will have to backtrack through the level in order to find cover and escape death.

Memories of the Fight

Players will remember having the choice of their approach. Stealth players will constantly feel like they are about to be spotted as the guards patrol the bridges and the red dot lasers from the snipers occasionally sweeps by their hiding place. Players who chose the Rambo approach will remember intense close-quarters combat and a sense of teamwork as two or more players have to work together to watch both their front and back as guards come racing up and down the spiraling ramps and constantly get closer to the player.

The end of the mission will consist of a mini-boss fight in the third tier of the treetops as Tyro and his men engage Sully and Drake. There is only one entrance to Tyro’s quarters which is sealed off by fire as Sully and Drake enter.

Players will get from place to place using the web-like bridge and spiraling ramp structure. Optional: Players could also traverse the treetops swinging from hanging vines.

Concept Photos

Page 4: Web viewNaughty Dog Design Test. Cameron Luck. Level 1: Treetops. 4-5 minute combat-centric level. Idea. Encampment of connected “treehouses” in the Chilean rainforest. Description
Page 5: Web viewNaughty Dog Design Test. Cameron Luck. Level 1: Treetops. 4-5 minute combat-centric level. Idea. Encampment of connected “treehouses” in the Chilean rainforest. Description
Page 6: Web viewNaughty Dog Design Test. Cameron Luck. Level 1: Treetops. 4-5 minute combat-centric level. Idea. Encampment of connected “treehouses” in the Chilean rainforest. Description
Page 7: Web viewNaughty Dog Design Test. Cameron Luck. Level 1: Treetops. 4-5 minute combat-centric level. Idea. Encampment of connected “treehouses” in the Chilean rainforest. Description

Beats

Cutscene: Drake and Sully arrive via wooden pulley elevator

- Drake and Sully are undetected and are in cover behind a flipped table in the “elevator room”

1 guard is seen directly outside the “hut” a second guard can be seen through the hut’s window, pacing on the second level of the treetops

- 8 guards initially cover the map as the players enter- Players can choose to stealthily take out the guards (a) or start a firefight (b)

If (a)

- Player silently takes out guards patrolling on level 1 of the treetops- Player proceeds to level 2 of the rooftops- Players can either stealthily take out the standard soldier and proceed forward to level 3 (c),

or engage in the firefight (b)- If (c)

o Players can stealthily take out the snipers and then engage in the firefight

If (b)

o Players engage in firefight Enemies spawn and attack the player from all directions Once player finishes treetop firefight, players enter Tyro’s Quarters

Cutscene displays the entrance of Tyro’s Quarter’s catching fire and the entire fort begins to be covered with flames

o Player engages Tyro Tyro throws grenades rapidly at players

Multiple helmeted and standard soldiers protect Tyro Once Tyro is defeated, cutscene engages as Drake cuts Elens from Tyro’s

“throne” The entire camp is engulfed in flames and collapsing. Sully, Drake,

and Elena slide down a chute located under Tyro’s throne into the Amazon River

Page 8: Web viewNaughty Dog Design Test. Cameron Luck. Level 1: Treetops. 4-5 minute combat-centric level. Idea. Encampment of connected “treehouses” in the Chilean rainforest. Description

Level 2: Ruins

7-10 minute hybrid (co-op objective + combat) level

Idea

Mountain top ruins of a lost ancient civilization (Maroa Tribe)

Description

Tunnel-like rocky, jagged terrain standing upon a luscious green floor. Crumbling and leaning stone architecture provides cover and climbing points for the players. Large opening in the center of the ruins holding a sacrificing ground where the treasure is lying at rest.

Environment

Stonehenge + Roman architectural ruins + Icelandic landscape

Characters

Drake and Sully (Elena = NPC)

Objective

Grab the treasure and take it to the LZ

Setting

Drake and Sully have gone on a quest to find the lost treasure of the Maroan Tribe and have tracked down its final location in the ruins of the ancient Maroan City of Bagolar. The Maroan’s believed in sacrificing their greatest treasure to the Gods in order to attain immortality. The treasure rest in the heart of the Maroan ruins atop the sacrificial circle.

Drake and Sully must grab the treasure and drag it through the floor of the ruins to a safe landing zone where Elena will extract them and the treasure via helicopter. The ruins consist of a “lab rat”, tunnel-like structure, giving the enemy the advantage, since the treasure is too heavy to drag anywhere but along the bottom floor.

Intended Player Tactics and Behaviors

Players will fight their way to the sacrificial ground where they will take possession of the treasure. Players must work together in order to effectively move the treasure to the LZ. Either one or two players can drag the treasure chest. If one player drags the chest, he cannot shoot, but if two players grab a handle on each side of the chest, they can both shoot, but only with pistols. Players can also use the large treasure chest as cover in gunfights.

Page 9: Web viewNaughty Dog Design Test. Cameron Luck. Level 1: Treetops. 4-5 minute combat-centric level. Idea. Encampment of connected “treehouses” in the Chilean rainforest. Description

Players will have to use the space tactfully in order to succeed. Players can either take the high ground or the low ground, utilizing minimal cover to take out the waves of guards as they come. Players are encouraged to use the treasure chest as their main point of cover as they traverse the ruins to the LZ. The final firefight will consist of no cover, except for the treasure chest as Sully and Drake clear the LZ for Elena’s safe landing.

Memories of the Fight

Players will remember having to use the treasure chest as an object of moveable cover. Players will remember the grueling slow pace the treasure chest moves by itself and the ever-approaching sense of death as more enemies spawn on both the high and low ground in areas of minimal cover. Players will remember having to work together to both eliminate the guards and move the chest as the players have to tactically split up – to utilize the high ground to their advantage – and come back together – in order to move the treasure through the “lab rat” tunnels of the ruins.

Players will remember frantically scrounging for ammo, sprinting back and forth between dropped ammo and the treasure chest, as they clear the landing zone for Elena’s arrival.

Concept Photos

Page 10: Web viewNaughty Dog Design Test. Cameron Luck. Level 1: Treetops. 4-5 minute combat-centric level. Idea. Encampment of connected “treehouses” in the Chilean rainforest. Description
Page 11: Web viewNaughty Dog Design Test. Cameron Luck. Level 1: Treetops. 4-5 minute combat-centric level. Idea. Encampment of connected “treehouses” in the Chilean rainforest. Description
Page 12: Web viewNaughty Dog Design Test. Cameron Luck. Level 1: Treetops. 4-5 minute combat-centric level. Idea. Encampment of connected “treehouses” in the Chilean rainforest. Description

Beats

Cutscene: Drake and Sully arrive at the ruins after climbing the mountains to the hidden Maroan civilization

- Drake and Sully are instantly engaged by enemies as they enter the ruins

Players fight their way through the first waves of enemies and come across the “sacrificial circle” in the center of the ruins.

Players will then drag the treasure chest through the “tunnels” to the LZ.

- Enemies will periodically attack Drake and Sully from both high and low positions as they drag the treasure chest to the LZ

As players approach the LZ, they must drag the treasure chest around the Maroan Statue in the center of the “tunnels”.

- This will trigger another brief firefight

Once the LZ is reached

- Cutscene: Elena approaches in the helicopter and warns Drake and Sully about waves of enemies approaching and says it’s not safe to land

Page 13: Web viewNaughty Dog Design Test. Cameron Luck. Level 1: Treetops. 4-5 minute combat-centric level. Idea. Encampment of connected “treehouses” in the Chilean rainforest. Description

- Drake and Sully fight wave after wave of enemies at the LZ, using nothing but the treasure chest for cover

Once enemies are defeated

- Cutscene: Drake and Sully load the treasure chest onto the helicopter and fly away with Elena