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Strike team Animals
Presenters: Svetoslav, Lyuba, Stefan, Sem
-Wall crawling, traversal on all surfaces (floors walls ceilings etc) for enemy and main
character type for easy navigation focused on stealth mechanics and increased
difficulty.
Size (environment) – bigger environment enabling the player the opportunity to explore.
Smaller main character enforcing the horror and stealth motive in comparison to the
larger enemies.
Concept
Our strike team focused on investigating the look and
feel of different character types.
Art
Animation
? When there is a ledge it will trigger the climb animation
? Can also detect holes
? Can detect if there is a ledge
Climbing
system
prototype
pl
Future for this prototype:
? Climb up the ledge
? Hang to move right/left
? Hang to jump diagonal
Options
? We can adjust the number of times we to
check for a ledge
? We can decide the distance of our tracing
Rat run animation
? Second updated version of the rat
sprint animation
Screenshot in level from Sem, used to do a paint over by Lyuba to create the idea of how a gameplay
moment would look like in a more polished product
Gameplay mockup
Level Prototype
Negatives of a large size room
- Comes with design challenge of keeping the space
interesting without it being clustered with props
- Can lead to a lot of dead space
- Needs a lot of signposting for the player
Positives of a large size room
- Provides a ton of room to discover for the player
- Gives enough spots to hide behind with the right
amount of props in
- Provides the feeling of the player feeling small and
weak compared to the world around him
- Gives room for unique usage of small, normally not
used objects as platforms
Levels
- Clear and player experimentation onboarding
- Freedom of approach possibilities
- Multiple scenes in space > Uncanny ‘horror’
Visual language
- See comparison (Inception >-< Mirror’s Edge)
- Lights to not just light the floor
Functionality
- Use of plugin for movement and BP’s for camera
- Player can transfer to any surface that’s <90 angle relative to floor
- Jumping or falling always happens with normal ‘world’ gravity
Nausea
- Optimize using the swing arm or limit adjustments and leave it to the player
First person prototype (Research)
Rethinking Enemies
- Classic AI that never looks
up
- Utilities can be characters
- Some no-vision concepts may
work well (far away on the
ceiling but sound doesn’t do
pathfinding, travels direct)
- Could compliment uncanny
enemies that don’t move as
they ‘should’
Pathfinding
- Does not work with defaults
- Plugin exists as ‘inspiration’
- Will need its own strike (or
related strike with PR)
- Some feedback rethought (as
an indicated enemy can’t just
come from left or right now)
Fatigue
- Not directly related
- Once figured out > annoying
- ‘Fear of the Unknown’ & how
to make the experience last
Enemies/Ai (Concept, Prototype)
- The movement concepts are feasible but can’t be something added fun on top. They need to be
at
core of the concept (design pillar).
- A bigger size level compared to the character creates a lot of space for the player to explore and a
lot of space to create unique gameplay moments, but this comes with a lot of design challenges as it
can create a lot of dead space and there needs to be enough interesting environment.
- Different enemy types create more challenge for the player but will need to be with custom rigs and
animation cycles
- We can definitely use an animal main character and create animations for it which can be very
different and working well. Also,animation cycles can work properly with different movement
prototype mechanincs
What could work for the final project

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Y2B Sprint 1 Results

  • 1. Strike team Animals Presenters: Svetoslav, Lyuba, Stefan, Sem
  • 2. -Wall crawling, traversal on all surfaces (floors walls ceilings etc) for enemy and main character type for easy navigation focused on stealth mechanics and increased difficulty. Size (environment) – bigger environment enabling the player the opportunity to explore. Smaller main character enforcing the horror and stealth motive in comparison to the larger enemies. Concept Our strike team focused on investigating the look and feel of different character types.
  • 3. Art
  • 4. Animation ? When there is a ledge it will trigger the climb animation ? Can also detect holes ? Can detect if there is a ledge Climbing system prototype pl Future for this prototype: ? Climb up the ledge ? Hang to move right/left ? Hang to jump diagonal Options ? We can adjust the number of times we to check for a ledge ? We can decide the distance of our tracing Rat run animation ? Second updated version of the rat sprint animation
  • 5. Screenshot in level from Sem, used to do a paint over by Lyuba to create the idea of how a gameplay moment would look like in a more polished product Gameplay mockup
  • 6. Level Prototype Negatives of a large size room - Comes with design challenge of keeping the space interesting without it being clustered with props - Can lead to a lot of dead space - Needs a lot of signposting for the player Positives of a large size room - Provides a ton of room to discover for the player - Gives enough spots to hide behind with the right amount of props in - Provides the feeling of the player feeling small and weak compared to the world around him - Gives room for unique usage of small, normally not used objects as platforms
  • 7. Levels - Clear and player experimentation onboarding - Freedom of approach possibilities - Multiple scenes in space > Uncanny ‘horror’ Visual language - See comparison (Inception >-< Mirror’s Edge) - Lights to not just light the floor Functionality - Use of plugin for movement and BP’s for camera - Player can transfer to any surface that’s <90 angle relative to floor - Jumping or falling always happens with normal ‘world’ gravity Nausea - Optimize using the swing arm or limit adjustments and leave it to the player First person prototype (Research)
  • 8. Rethinking Enemies - Classic AI that never looks up - Utilities can be characters - Some no-vision concepts may work well (far away on the ceiling but sound doesn’t do pathfinding, travels direct) - Could compliment uncanny enemies that don’t move as they ‘should’ Pathfinding - Does not work with defaults - Plugin exists as ‘inspiration’ - Will need its own strike (or related strike with PR) - Some feedback rethought (as an indicated enemy can’t just come from left or right now) Fatigue - Not directly related - Once figured out > annoying - ‘Fear of the Unknown’ & how to make the experience last Enemies/Ai (Concept, Prototype)
  • 9. - The movement concepts are feasible but can’t be something added fun on top. They need to be at core of the concept (design pillar). - A bigger size level compared to the character creates a lot of space for the player to explore and a lot of space to create unique gameplay moments, but this comes with a lot of design challenges as it can create a lot of dead space and there needs to be enough interesting environment. - Different enemy types create more challenge for the player but will need to be with custom rigs and animation cycles - We can definitely use an animal main character and create animations for it which can be very different and working well. Also,animation cycles can work properly with different movement prototype mechanincs What could work for the final project