Final Major Project
Technical Specification Document
Luc Fontenoy + Dan Hargreaves
Proposal
Our aim for this group project is to create a small section of a photorealistic dystopian city in a foreign setting which shows the divide between the 2 social classes, rich and poor. Using interactive elements to bring it to life.
Platform
We are planning to produce this project in-spec for next generation consoles (PS4 and Xbox One) and PC
Technical Specification
We aim to produce our work using next gen techniques and standards while having the ability to run smoothly on the target platforms listed above. To do this we have set these goals (subject to change)
• No more than 1500 draw calls at any one time when playing the level
• 50,000 triangles for all unique assets
• Texture size range from 256x256 to 2048x2048
Our target system will be the labs Alienware PCs, keeping to these frame rates when playing the level:
• Target frame rate: 35 FPS
• Lowest acceptable frame rate: 25 FPS
We plan to use the following texture maps to achieve our goal:
• Diffuse maps
• Specular maps
• Normal maps
• Gloss maps
• Emissive maps
• Alpha maps
• Cubemaps
Timeframe
5 Months Including time for polishing and preparing for degree show.
Software and Tools
• Autodesk 3D Studio Max
• Adobe Photoshop
• Cryengine
• Zbrush
• NDo2
Key Environment Features
• Large guarded separating wall between the 2 social classes
• Slums and decaying buildings
• Commercial buildings
• Road intersection
• Large overhanging bridge
• Large buildings in the distance
• Interactive elements (see below for details)
• Showing it to be a very lived in area, litter etc.
• Context sensitive ways to cut off areas of the city from the player
Interactive Elements
• Cameras ‘following’ the player and displaying their view and several monitors throughout the scene.
• Areas only accessible via climbable ladders
• Animated Holograms
• Weather effects
• Flying cars in the distance
• Particle Effects
Scale
Our plan is to create 1 highly detailed city block alongside the dividing wall and distant buildings. Time permitting we hope to expand from 1 city block to 2, showing off more interesting areas, over wise we will model them as LODs – making them visible from a distance but restricting the player from getting up close
Workload Separation
To separate the workload fairly and to complement our individual skills we have come up with a basic asset list, this is so each person knows what they are tasked to do. Below is this list:
Dan
• Basic concepts
• Whitebox
• Modular assets
• Props
• Road system
• LODs
• Blog updates
Luc
• Detailed Concepts
• Modular assets
• Props
• Dividing wall
• Particle effects
• Blog updates
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