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Planning

SWOT Analysis
Final Concept

Final Concept Pitch

Final Recorded Pitch

Pitch - Tutor Presentation & Feedback

Final Recorded Pitch - PDF

GDD - Game Design Document

GDD

Game Design Document -

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I have updated my Game Design Document throughout the development process and these changes were carried out to reflect changes in the story, world location and also updates to the assets that I would be including in my game. As you can see in the version 2 I have expanded the asset list right at the bottom of the page and I have carried out this change in order to reflect the changes to my asset list and to also clarify what assets I will be making as apart of my outcome.

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Another large change that you will also see in the GDD is that I have now updated the locations and story section to reflect the changes in the story and locations following the playtest session. The third floor has now changed from the originally planned food court to the seating area and also the back room corridors have been removed from the document reflecting the change to these locations in the game.

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Story Bible

Story Bible

Story Bible - 

I have updated my Story Bible Document throughout the development process and these changes were carried out to reflect changes to the world locations and also the way the story unfolds. As you can see in the version 2 I have removed any reference to the third floor and also the back room corridors and have now updated these locations to reflect the seating area that now sits in its place. In addition to this, I have now updated the story of the game, originally the story unfolded in a way that the character would have to restore power to the mall in order to escape but after developing the game I stuck with the four key story and have now added this to the document to reflect this change in story telling.

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Character Profiles

Character Profiles

These two character profiles have been created to detail the backstory and nature of both the main protagonist Garth, and also the main antagonists which are the zombies. These character profiles have been extremely useful at ensuring the characters fit within the game world and also to know how they act and move, so that I can customise the characters to fit there behaviours. I have not updated this planning from the planning and pre-production because I felt that this planning did not need to be changed throughout development.

Main Protagonist Character Profile -

Main Antagonist Character Profile -

Character Profiles -

Asset List

Asset List

Asset List -

I have updated my Asset List  throughout the development process and these changes were carried out to reflect changes in the development stage of the assets, for example have they been modelled yet or not. The major change from the 1st version to the second was the addition of my own models that I modelled and textured myself in both Maya and Substance painter. I made this change because I found that I had not included my own assets on this plan and so I wanted to ensure that all the assets where clear on the asset list. In addition to this, I have removed the character models for both the player and zombies, this is due to the fact that I am not taking an art route so this is not an area of concern for me, instead I am adopting a game designer / programmer role so I will be using the standard models in Unreal Engine.

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Another change is the status of the modelling and texturing, as you can see I have updated the status of the assets so that I could track what assets were modelled and locate others that were not yet modelled.

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You can see the changes in my planning to the asset list on the right as well as in my final dev log video where I talked through all changes to planning in detail.

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Sound Plan

Sound Plan

Sound Plan-

I have updated my Sound Plan multiple times throughout the development process and these changes were carried out to reflect changes in the development stage of the sound effects, for example have they been recorded yet or not. The major change from the 1st version to the second was the removal of both the Enemy AI Ambience and Breathing sound effects, these sound effects were originally planned to be included as background noises for the game, however, I removed these from the sound plan in favour for new sound effects such as enemy death, hit and player hit sounds, that fit better with the theme of the game more than the ambient sound effects.​

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You can see the changes in my planning to the sound plan on the right as well as in my final dev log video where I talked through all changes to planning in detail.

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Storyboard

Storyboard

Storyboard -

Level Blueprints

Level Blueprint

Level Blueprint: Version 1 -

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I have updated my Level Blueprint from Version 1 because I feel that my previous version was lacking in key items and labels that will help when it comes to structuring and building my level, I have expanded the map and added to extra rooms, these rooms are for the exit of the game and also the area for the generator that the player needs to collect. I have also added the different missions and coloured routes to the map to show the typical movement of the player through each objective. I will continuously update my Level Blueprint in the coming weeks in order to reflect changes in my outcome and concept.

Level Blueprint: Version 2 -

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I have updated my Level Blueprint from Version 2 because after carrying out a mini playtest, I found from feedback that my map was too big for the sheer lack of objectives in the game, so I have now taken on this feedback and removed the extra corridors at the back of the mall and replaced the third floor with a simple hexagon seating area that will house one of the keys. In addition to this, you will notice that I have also moved the main corridor for the exit key to the bottom floor and yet again this is due to the fact that my feedback found that most people were confused as to where to go, so I have updated this change and moved the main area to the bottom floor so it is more visible for the player.

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Level Blueprint: Version 3 -

Test Plans

Test Plan

Test Plan -

I have updated my Test Plan multiple times throughout the development process and these changes were carried out to reflect changes in controls and key bindings within my game, so that when it came to testing the document related to the most up to date version of my game and bindings. The major change from the 1st version to the second was the removal of both sprint and crouch from the player controls, and also an update to the key binding for the attack motion for the controller set-up. I carried out these changes because when it came to the time of implementing my controller inputs I found that typically the right trigger is used for combat and not the X key as I had originally planned, so I changed this update in the test plan.

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In addition to this, the removal of sprint and crouch came after a lengthy playtest in which I found that a crouch feature would be redundant and would not add anything to the gameplay, so I removed this from my test plan. Secondly, the removal of sprint came with the implementation of Melee combat, I felt that with sprint the player would simply ignore the AI and not engage in combat, so I removed the sprint from the game and subsequently the test plan. You can see the two versions of my test plan to the right.

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Scheduling Documents

Gantt Chart

I have updated my Gantt chart multiple times throughout the development and this was typically carried out at the end of each week. In the updated versions you will see that I have updated the progress of my work practices and have marked off tasks that I have completed to reflect the changes in development. These are the only major changes in these updated versions but you can view each version to the right and see the progress of my project as it evolved.

Gannt Chart -

Mood Board

Mood Board

This mood board has been created to give me inspiration for this project and has helped me to plan out my idea in the planning and pre-production stage.

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Mood Board -

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