Technical Design Doc
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Transcript of Technical Design Doc
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Technical Design Document
1: Executive Summary
1:1 Project
1:2 Technical
The platform is PC/Mac and if possible console. We will be using 3D modeling and
sculpting packages which will include 3Ds Max, Maya and Zbrush or Mudbox. Unity will be
the engine used. All assets will be exported in FBX format so they are compatible with all
packages.
2: Hardware and Software
2:1 2D Software
Adobe Photoshop
2:2 3D Software
Autodesk Maya, Autodesk 3DS Max, Autodesk Mudbox, Zbrush, Roadkill
2:3 Sound Software
Logic Pro, Sibellius
2:4 Programming
Unity
3: Evaluation
3:1 Engine
We chose Unity because it is free and is better for creating FPS games. Unity Pro is also
available in University with more options.
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3:2 Platform
Weve chosen PC/Mac platform because there arent many limitations and is popular withthis type of game.
4: Development Plan
4:1 Itinerary
We have modeled some assets and characters in previous projects to minimize the time
spent on production.
4:2 Project Goals
Our goal is to create a playable demo level that lets the player see what the game is aboutto gain interest in creating the whole game.
4:3 Finished Product Goals
To gain enough interest and support to create a full level of the game.
5: File Formats
5:1 2D
Textures will be saved as TGAs because they save quality but the file size is not to large.
5:2 3D
FBX as it is compatible with all 3D packages and exports all relevant information.
5:3 Unity
5:4 Audio
Mp3 because it can be compressed and it more common.
6: Level Layouts
7: Asset List
7:1:1 2D Art
Difuse maps, normal maps, specular maps, Sky texture, 2D plane images, decals.
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7:1:2 3D Models
Dustbin, vehicles, lampposts, power lines, bikes, plant pots, tyres, fences, signs, oil
barrels, shipping containers, play area, pylons, rubble, gas canisters, bottles, nuclear
tower, gas masks, guns, weapons, pipes, drains, limbs, grids, bullets, military barriers,
sand bags, toys, post box, phone, wheel chairs, Geiger counters, camera, rubbish,
hospital, gas station, empty buildings, swimming pool, flats, playground, nursery, school,
hotel, shop.
7:1:3 Audio
Footsteps, wind, bullets, fire, water, bullet interaction, mutated people, light flickering,
door creaking, game menu selection sounds, game menu music, introduction menu music.
8:1 Guidelines
8:1:1 Artists
Textures
WIP files must be kept as photoshop files with no collapsed layers until told so. Pleasename every layer. When the texture is completed save out as PNG. Texture size must beset to 2048x2048 so we can scale down. Do not delete Photoshop Version.
Poly Count
All characters have a 8000 poly count limit therefore use normal maps. Props are subject tothe type of object thats being created. If the prop isnt seen up close use less polygons.Delete loops that arent being used. If unsure come to the directors for advice.
8:1:2 Animators
All animations should be set at 30fps.
8:1:3
Casual walk: 1 second, 30 frames
Slower Walk: 1.5 Seconds, 45 frames
Fast Run: 0.5 seconds, 15 frames
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Breathe/Standing(on the spot): 1 Second, 30 frames.
Zombie Attack: 3 Seconds, 90 frames
Zombie Initial Hit: 1-1.5 Seconds
Zombie Death: 4 Seconds, 120 frames