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Narbacular Drop

Narbacular Drop. GAM400 Project Pitch Nuclear Monkey Software www.nuclearmonkeysoftware.com. Team. Producer - Kim Swift Designer - Garret Rickey Technical Director - Dave Kircher Product Manager - Jeep Barnett. High-Concept. Environmental puzzle game. Fantasy setting.

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Narbacular Drop

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  1. Narbacular Drop GAM400 Project Pitch Nuclear Monkey Software www.nuclearmonkeysoftware.com

  2. Team • Producer - Kim Swift • Designer - Garret Rickey • Technical Director - Dave Kircher • Product Manager - Jeep Barnett

  3. High-Concept • Environmental puzzle game. • Fantasy setting. • First and Third person views. • Solve puzzles using a Portal System™.

  4. Characters • No-Knees the Princess • Main Character • Goal: Escape the Dungeon

  5. Characters • Demon • Captured No-Knees • Lives in Wally, the Dungeon. • End Boss

  6. Characters • Wally the Dungeon • Can open portals on his walls • Can’t see, but can communicate. • Wants to be free from Demon.

  7. Characters • Impy the Imp • One of Demon’s minions • Janitor of the dungeon • Used in a puzzle, Player tries to catch Impy

  8. Characters • Lava Turtle • Walks on lava • Can be stood upon safely • Looks really cute

  9. Setting Information • Princess No-Knees is trapped in the infamous dungeon Wally, home of the evil Demon. • Use Portals to pass through the various traps and puzzles in the dungeon. • Guide No-Knees through the dungeon and defeat Demon.

  10. The Portal System • New idea, never been the focus of a game before. • Player controlled portals which interconnect. • Fun visual effect, lots of interaction with the environment. • Make your own fun.

  11. Portal Demo • Here is a basic demo of the Portal Concept created in ProjectFUN.

  12. Simple, Fun Gameplay • Intuitive interface • Short learning curve • Unique puzzle solving system • Non violent, Digipen friendly.

  13. Please give us art

  14. Art Style • Okage: Shadow King

  15. Art Style • Nightmare Before Christmas (Oogie’s Revenge)

  16. Art Style • Johnny The Homicidal Maniac

  17. Art Style • Stretch Panic

  18. Art Style • Invader Zim

  19. General Notes • Unless specified, all models should have their origin (0,0,0) at the center of mass. • The general scale of the game is to assume that No-Knees fits in a 1x1x1 meter cube. • Models must be exported as X files with texture coordinates and lighting normals. • Polygon counts refer to triangles (not quads). • Polygons have back face culling. • Unless specified, all texture bit depths are 24bit (rgb)

  20. Polygon and Texture limits • 2000 polygons for main character, 500-1000 for other animated characters, 50-100 for non-animated scene objects. • 512x512 texture space for models and wall textures, 256x256 for non-animated scene objects. • Specifics available in art asset documentation.

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