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Project Planning

Group Idea

  1. How can you make a FPS shooter work in the horror Genre?

    1. Make the FPS element something that the player can’t combat but something to contend with. Atmosphere, lighting as bullets.

    2. Random spawning enemies that can be shot with the light instead of dying, they will respawn in a spawn area on edges of the level map. The AI will not lock onto the player instead will roam randomly to add a level of horror and jump scare.

  2. Are you thinking of adding other themes such as Sci-Fi: 

  1. Psychological Horror due to the themes and setting, the main character is sleep deprived, in shock and on medication so psychological nightmares will be shown throughout gameplay.

  1. What year/age are you thinking about setting your idea in?

  1. Modern Day

  1. What internal Locations could work?

  1. The location we are planning is a house. Each level will be a different part of the house. E.g. first level being the first floor, the second level being the ground floor and the third level being the basement. The first and second level will look to be lived in and messy, reflecting the main character's mental state. The environment distorts as the levels go on. The lighting will also be quite low and dark. Fog or Volumetric fog will also be present to add to the atmosphere.

  1. Who are your characters?

  1. Tom: the Addict Ambulance Driver (With Insomnia)

  2. The Hat Man: A hallucination of a patient Tom failed to get to safety due to his own vices

  1. What was normal life like?

  1. Full of substance and alcohol abuse, Chronic partier 

  1. What has called them into action?

  1. They can't fall asleep even with all the pills they've taken and are hearing things downstairs

  1. How does it conclude?

  1. Tom finds the original Body in his mad basement and is confronted by his own memories finally seeing the actual body not the hat man form then finally falls asleep with a Fade to black

Character Sheets - Group Horror FPS

Following the idea generation the group got together and completed character sheets, these character sheets detail the characters planned to be in the game and layouts all of the information about the characters ranging from age, lifestyle to character personalities. We completed two sheets, the first details the main character of the game Tom, who is an ex-paramedic and the second is The Hat Man, the villain of the story who is a figment of Toms imagination and physiologically attacks Toms mind. ​

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Tom - Character Sheet

Version 1

Version 2

The second version of this Character Profile for Tom expands on the dialogue examples and also the characters looks, we updated this following feedback.

The Hat Man - Character Sheet

Version 1

Version 2

The second version of this Character Profile for The Hat Man expands on the dialogue examples and also the characters looks, we updated this following feedback.

What does the main character want?

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The main character, Tom Bakerswell, wants to overcome his trauma and drug addiction in order to resolve his conflict with himself over the death of a patient that was in his care.

 

How far will they go to get what they want? What will they be willing to sacrifice?

 

Tom is willing to sacrifice another person's life in order to get what he wants, he is a very driven person

who will go to any length to get what he wants, which is to overcome the trauma of killing a patient.

 

Who or what is stopping your character from achieving what they want?

 

He is being stopped by his drug and alcohol addiction to Benadryl, which is keeping him paranoid and amplifying his paranoia towards his trauma from the death of a patient. In addition, the Hat Man is stopping him from overcoming his trauma because he wants to prolong this due to revenge and he knows that he does not deserve to sleep, due to the nightmares that Tom has faced.

 

Why are they trying to stop your character from getting what they want?:

 

His own mind is conjuring the hat man because he knows he doesn't deserve to sleep but is still determined to force it thus all of the sleep medicine, The hat man takes the form of a shadowy figure

who will run at him from the darkness causing his heart rate to spike.

 

-Remember a good villain is the hero of their own story:  
Technically the protagonist is the villain in this situation so we got that all done 

 

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Story Idea
 

Story Structure - Todorov Cycle

todorov.PNG

Story Structure - 3 Act Structure

3act.PNG

Story Bible

Version 1

Version 2

The second version of the story bible improves the format and layout of the document so that headings and titles are placed correctly and also expands on the location section of the document to reflect changes to the look of the house, we updated this following feedback.

Game Design Document (GDD) -
Including UI Designs

Version 1

Version 2

This is the second version of the groups Game Design Document, this updated version includes a more detailed UI design and Front End section, this is due to the fact that we learnt more about UI design and so we updated our designs showing the progress in UI design ideas. We each added different versions of the possible UI design to the document and explained the functionality of each button and when the UI will appear in the game. We also expanded the GUI design and explained the different versions of this GUI on the document.

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Version 3

This is the third version of the groups Game Design Document, this updated version includes a series of updates to formatting and also the detail applied to the locations, combat and also items section as these areas were highlighted as needing improvements.

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Level Blueprints - Ground Floor

Version 1

Level Blueprint V1.png

This is the first version of my level blueprint, this version was the first iteration in many that show the layout of my level that I am in charge of designing and developing for this group project. The blueprint features eight distinct rooms each separated by a door and / or a wall, I decided to include a lot of walls and doors in order to keep the game unpredictable, the Hat Man will jump on the player as they enter a room without notice and the interconnecting rooms and many doors ensures that this will be possible. On the blueprint I have not included any smaller environmental assets such as rubbish, bottles etc. these will be added during development to showcase the main characters alcohol and drug addiction.

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Version 2

Level Blueprint V2.png

This is the second version of my level blueprint, this version was updated from the first version and features a significant change to the house layout. I decided to move the corridor to an exterior location that is accessed through a shed in the garden, I decided to introduce this change for two reasons, the first being that this will make the location and environment realistic, most houses have a garden so by  including this the player will feel more immersed in the environment. The second reason is that by doing this I will be able to add variety to the level design and I will be able to better present the main characters dive into hallucination, as why would an entrance to a basement be through a shed. Also, I will be able to tweak and change the lighting and clouds of the outside environment to better reflect the insanity and hallucination of the main character.

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Version 3

Level Blueprint V3.png

This is the third version of my level blueprint, this version was updated from the second version and features smaller changes when compared to the evolution from version 1 to 2. The main changes in this version are purely based on quality of life and player's movement through the level, I have moved the green key and cabinet to the Study 2 room from the entrance hall, so the player has to explore the house more in order to find the key. In addition, I have changed which doors require the Blue key to unlock, I have moved these doors from the study 2 room to the dividing doors between the garden and the kitchen, I have changed this because the last placement of this key door did not make sense as the locked room did not have any reason to be locked because I moved the corridor to the shed location. Furthermore, this ensures that the player collects the keys in succession and not grab the green key first and immediately progress to the Basement corridor to the next level.

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Version 4

Level Blueprint (1).png

This is the fourth version of my level blueprint, this version was updated from the previous versions. The main changes in this version are purely based on player's movement through the level and also assets within the level. As you can see I have updated the gameplay flow by using a blue line showing the movement through the level. I have also added extra assets from my asset list to the blueprint so I will be able to reference the position of each asset when it comes to development, I have also added descriptions for the floor types and colours for each of the rooms. In addition, I have labelled the player start and also the end of the level so this is clear to anyone that looks at the blueprint.

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Asset List

Audio List

Concept Art

Pitch Document / Presentation

Character Profiles
Initial Idea
Story Idea
Story Structure
Story Bible
GDD & GUI
Level Blueprints
Asset List
Audio List
Concept Art
Pitch Presentation

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