
Unit 12 Game Maker
Research:
The last guardian





Looking at the newest game releases i noticed the game the last guardian seemingly become more popular after looking into the 3D platformer game i really liked the aspect of creating a second base character and in this case being a cat like creature which i decide to incorporate into my own game as i believe its a successful way of creating excitement in the game as its not just the main character. Not only do i want to replicate the idea of a huge second character but its a must that my own game would have to incorporate an immensely addictive story behind it all to really keep the players engaged and wanting to play the game.
After looking into this game I noticed that it has issues when wanting to control 'Trico' (The second character) and can be somewhat fiddly which i would aim to avoid so that my game would improve over ones mistakes. Overall the game is very addictive with an interesting story followed by amazing texturing and modelling techniques which are some of the most important factors when comparing games.
Nevermind:
Nevermind is a horror game that uses biofeedback to measure your heart rate so that it is able to alter itself in a way that is scarier for the player, all done by the use of genuine fears and delusions typically taken from different mental disorders to create a unique experience for the player
A way that I want to include this idea in my game is the educe the main gist of the game so i can also be capable of altering my game based on the heart rate measurement which is the main aspect i love about the game as it creates a unique game each time making the game substantially more interesting. The use of different kinds of fears phobias and delusions create a psychological horror game that learns how the player reacts only to use that against him.
The Stanley Parable
The Stanley Parable is a choice based game that consists of all kinds of different endings based on the choices you chose throughout the game and whether you listen to or not to the main story line, it too allows each player to have an individual and unique experience with the game, simply because of the different possibilities within the game its more likely that the player would come back and replay the game only to find out what other endings are possible.
My game idea:
Currently my game consists of a biofeedback horror Alice in wonderland themed 3D adventure game,the way this is different from a very similar game called 'madness returns' is that i do use biofeedback to alter the experience for the player and base the game focusing on what scares the player the most which is done by continuously measuring their heart rate.
First of all the game is made to be weird, unusual and confusing which emphasises the already strange tale of Alice in wonderland. You begin the game starting in a psychiatric office where you will be able to walk around the realistic environment until you get to a certain area where you are faced with the cinematic backstory to indulge you into the story and will then be taken into the main game this is done so you somewhat understand what is going on it the game and how to complete it, this being escaping wonderland which in this case is a permanent hallucination somewhat like a dream while you are being treated at the office.
Once started you are faced with the main quests guided by the psychiatrists voice but you are able to explore on your own to find side quests and deepen into the story to understand the game more, The idea of horror comes into the game in a more psychological way as it takes into consideration common psychological fears and by measuring your heart rate constantly the game will know how to make you lose simple by using the same psychological fear multiple times, since this is an escape game you are constantly being chased and need to escape certain rooms and maps by solving certain simple puzzles such as ' the door is locked' what do you do.
Common fears:
Since I am basing my game around phobias I decided to look into common fears;
-Arachnophobia – The fear of spiders
-Acrophobia – The fear of heights
-Agoraphobia – The fear of open or crowded spaces
-Claustrophobia – The fear of small spaces
-Trypophobia – The fear of holes
-Trypanophobia – The fear of needles.
-Basiphobia – The fear of falling
-Nyctophobia – The fear of darkness
-Somniphobia – The fear of sleep
-Pediophobia – The fear of dolls
-Catoptrophobia – The fear of mirrors
-Bathophobia – The fear of depths
-Coulrophobia – The fear of clowns
Concept art: Characters


I decided to create simplistic concept art for a couple of my characters which allow me to clearly show the style and feel of the characters and how the will be portrayed within the game it also allows the process of creating characters from scratch far more easier as the concept art will be used as a starting point for modelling my characters, I feel like this is successful especially the mad hatter as it has a detailed drawing of different angles and poses of the character when comparing it to the model of alice
Concept art: environemnt props


I have created concept art once again in photoshop for some aspects of the environment such as the tree where I made sure to use unusual and non organic colours to stimulate the alice in wonderland creepy and weird theme which i am trying to pursue within my horror based game which is also why most the actual drawing seem to be a little gloomy and dark to stimulate the feel of horror
Basic Flowchart

Game document:
Overview
Theme / Setting / Genre
Theme
3D biofeedback horror adventure game
Setting
wonderland , psychiatric office , hallucinations
Genre
Psychological Horror
Game Engine
Unreal Engine 4
Core Gameplay Mechanics Brief
- One player
- Free roam
- Escape puzzles
- Main quest + Side quests + Other things to do
Objectives
To escape wonderland without getting caught
Targeted platforms
PS4
Xbox One
PC
Target Audience
Young Adults
Monetization model
Retail purchase
Digital download
Project Scope
Game Time Scale
1 Year Post Production, 2 years production
Licenses / Hardware
Maya, Mudbox,
Team size
1000
Total Costs with breakdown
200 million
Influences (Brief)
- Influence
The last guardian
- Influence
Nevermind
- Influence
Alice In Wonderland/ Alice The madness returns -
- Influence
The stanley parade
- Influence
Amnesia
The elevator Pitch
Project Description
Currently my game consists of a biofeedback horror Alice in wonderland themed 3D adventure game,the way this is different from a very similar game called 'madness returns' is that i do use biofeedback to alter the experience for the player and base the game focusing on what scares the player the most which is done by continuously measuring their heart rate.
First of all the game is made to be weird, unusual and confusing which emphasises the already strange tale of Alice in wonderland. You begin the game starting in a psychiatric office where you will be able to walk around the realistic environment until you get to a certain area where you are faced with the cinematic backstory to indulge you into the story and will then be taken into the main game this is done so you somewhat understand what is going on it the game and how to complete it, this being escaping wonderland which in this case is a permanent hallucination somewhat like a dream while you are being treated at the office.
Once started you are faced with the main quests guided by the psychiatrists voice but you are able to explore on your own to find side quests and deepen into the story to understand the game more, The idea of horror comes into the game in a more psychological way as it takes into consideration common psychological fears and by measuring your heart rate constantly the game will know how to make you lose simple by using the same psychological fear multiple times, as the game will try to trick you into somewhat difficult puzzles so that you cant escape wonderland and then get caught by the queen of hearts and her soldiers.
since this is a 3D adventure game you will be able to collect items that may help you throughout the game such as the typical grow and shrink potions.
Assets Needed
- 2D
- Textures
- Environment Textures
- Character Textures i.g. Skin, clothing
- 3D
- Characters List
- Alice
- Mad hatter
- bunny
- Cat
-
Enemies
- Queen of hearts and her soldiers
- Environmental Art Locations
- Weird and creepy forest
- small houses and buildings
- magical mushrooms and trees
- Queen of hearts castle
- etc.
Modelling my main character: Alice
first model


I decided to create an insight of what my main character Alice would look like, First of all in the image on the left shows a incomplete Alice model with her clothes already fully modeled in Mudbox 2017 using a range of tools such as using the wax and pinch tool that allows me to creates seems and wrinkles and the over all basic shape of the clothing, an important tool when experimenting with hair is the freeze tool as shown on the right I was able to model hair by adding in an extra mesh which acted as the hair and being able to freeze the rest of the model so that i am only able to focus on the hair and not have to worry about the rest of the model being affected by other tools accidentally.
Finished model


I am pleased with the way this model turned out it closely resembles the concept art made and overall looks aesthetically pleasing especially with the clothes, But the main aspect that i would change would have to be focusing more on the hair as i don't like the way it ends simply because it does not look as realistic as i want it to be, i would create more depth and smaller details withing the hair and facial features , this would also be the case when adding finer details into the clothes such a stains,rips, cuts ext as at the moment it looks too perfect to be featured in a horror based game.