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Prey 2 Leak 1

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May 30th, 2014
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  1. Prey 2 – Early visual exploration
  2. High level notes from Raph
  3. • Spiritual successor to System Shock 2
  4. • Characters / Plot can be all new
  5. • Variety in the level layouts is important • Avoid hallway-room-hallway play. • Verticality • Multiple paths through the environment • Areas should serve a function
  6. High level notes from Raph
  7. • Visually compelling / inviting AAA look right at the start.
  8. • Avoid movie clichés - Alien’s slimy metal genitalia look and Blade Runner ‘s neon city at night.
  9. • New visual approach to spaceship interiors / that’s still accessible to players.
  10. • Avoid hard “M” rated gore - It’s more about psychological terror.
  11. Setting - Era / Cultural Imprint / Player Identity
  12. Questions to answer as we dive into prepro and the story develops
  13. Degree of shape and proportion stylization – Stylized <-> Photoreal
  14. Rendering approach – Painterly <-> Photoreal
  15. Lighting / Post FX – Match the vibe / story beats / enhance gameplay.
  16. Graphic Design treatment – Menus / HUDs / In Game signage / Marketing
  17. Play to the strengths of the engine we ultimately wind up on
  18. Personal approach –
  19. I like to start with a game moment or story vignette and build out from there – even if the story is likely to go through a lot of iteration before it’s locked in.
  20. Images on the following slides are from various artists as point of discussion ONLY
  21. Original work would be created / commissioned during the prepro phase
  22. Approach 1 - Origin
  23. The player awakes in a high tech apartment - Bankok 2072 (A month before the events in System Shock 1)
  24. He believes he is a hit man, he’s kept company by a young robotic girl that he developed the AI for. (Danielle S?)
  25. Sci fi cityscape is visible through the window. This section is very contained with vistas handled through matte paintings.
  26. His apartment is dingy but his gear is cutting edge.
  27. Its revealed he’s been reliving the same day over and over – the loop is broken and he awakes in a high tech medical lab. Danielle runs off – the player gets up and attempts to follow her.
  28. Look is clinical but familiar / grounded. Lots of physics Interactions at the start.
  29. He makes his way out of the lab and discovers that he’s Inside an advanced industrial complex of some type.
  30. Straights with diagonal edge cut approach. Key color pops to help distinguish areas. Plus large shape changes, landmark props. Layout variation is key, along with Vertical gameplay spaces. Distinct areas Would all have an identifiable purposes
  31. He comes across high tech labs where experiments attempting to reverse engineer extremely advanced technology have gone horribly wrong.
  32. Lighting and sound are critical to set the mood. Semi flooded sections might be interesting – Tech gone bad moments provide lots of interesting Visual FX moments.
  33. The player recovers hybrid technology weapons, then stealthstheir way past security sentries, while fighting Off military robots and experiments gone wrong.
  34. Robots with a military edge – believable vs. needlessly clunky. Experiments would be more dialed in and recognizable as human or once human. Monkeys injected with alien DNA could be fun.
  35. The player chases Danielle deeper into the complex – she seems obsessed with finding something that’s calling out to her.
  36. the player has to care if she’s running off. We’d need a really strong design / performance here.
  37. As he goes further into the complex he realizes it’s been built On top of a massive alien ship that crash landed some time ago
  38. On board the ship – it’s a different style altogether – the technology is a combination of alien metal and transparent materials - it has a fluid / organic design style to it in contrast to the harsh angles of the complex surrounding it.
  39. The player comes across a huge domed alien habitat – complete with alien flora and fauna. There’s a bank of lights that create an indoor time of day cycle.
  40. The player makes his way through the guts of the ship – eventually reaching The control center. The player discovers Danielle plugged into the alien mainframe. She’s has become exponentially more powerful and is able to act as a mouthpiece for the alien intelligence.
  41. Danielle communicates the Alien ship’s demands that the player retrieve tech imbedded in the experiments gone wrong (sub-bosses). The player takes a new route back out of the alien ship, through the human labs fighting / stealthing along the way.
  42. Danielle also starts instructing you on how to royally fuck over the aliens. You decide which missions to do. You recover new weapons and fight different enemies based on your choices.
  43. Game wraps with the aliens leaving or with their ship blowing up… depending on which course you follow. Either way Danielle survives as a fledgling super AI that’s been deeply damaged by her contact with the Aliens.
  44. Approach 2 – RetroFuture
  45. The scene opens on a man running through the streets of an abandoned city. The city itself is a 50’s retro / but with a layer of sci fi worked over the top.
  46. He looks around desperately, then pulls out a retro high tech device...
  47. Behind him, men dressed in black with blurred faces begin fading in like phantoms and begin to chase him.
  48. He dives into a shop reminiscent of Hopper’s “Nighthawks at the Diner”
  49. Using his device he’s able to hack into building itself - causing a section to open up – revealing Alien ship architecture underneath.
  50. He hacks an alien sentry robot to fend off the phantoms and makes his escape.
  51. The city area is a blend of Art Nouveau / 50’s era NYC / with a subtle Sci-Fi overlay
  52. The player makes his way back and forth through the Alien ship and the urban façade habitat.
  53. Movie inspiration
  54. Dark City Brazil Hearts in Atlantis Metropolis Matrix
  55. Approach 3 – Raph / Ricardo story doc
  56. Scene opens on the players bedroom overlooking a futuristic city scape It’s an urban mix of sleek / architectural elements with a lived in feel.
  57. Emissive overlay HUD graphics Appear in scene
  58. Post processed color timing
  59. There are some odd elements – like the refrigerator doors are on backwards / slight compression errors that appear in the scene that are subtle but noticeable.
  60. The player is working independently for a branch of the government – he’s sent to extract information about potential existence of Aliens via an advanced PDA.
  61. Clothing has subtle sci/fi elements – unusual specular properties / contact lenses that glow when seen at the right angle, emissive cuff links, etc.
  62. Incoming transmission - Alex Dran
  63. The player receives a mysterious transmission from someone calling herself Danielle Sho – She tells him that everything isn’t as it seems.
  64. Building graphics are keyed to the player – Daniell Sho hacks these and provides you With alternate information regarding the Mission and that your handlers can’t be trusted.
  65. The player is taken by car through the city and is delivered to the parking garage of the building he needs to infiltrate.
  66. HUD elements with relevant information appears in scene
  67. Intel from Danielle Sho would Appear in a different font/color Style offering alternative options
  68. It’s revealed that the player is actually part of an experiment – and that everything he’s Done has been set up on an elaborate stage
  69. Further exploration reveals that he’s actually on board a human spaceship.
  70. Thankfully a friendly female AI is helping you figure it out…
  71. It’s revealed that the collectors are a group of human scientists that have captured and Experimented on both alien and humans.
  72. Alex Dran is actually a collector And attempts to convince the player that he’s being brainwashed by Danielle Sho
  73. Robots
  74. Eco Bots – Create/repair the environment Guardian Bots – Patrol / security
  75. Cleaner Bots – Patrol / securityScience Bots – DNA collection / experiments
  76. Approach 4 – The Island
  77. The Crytek engine is particularly strong on water, vegetation and outdoor terrain.
  78. The player arrives on a tropical island and discovers that a bunker leads to a high tech military compound deep underground.
  79. The player discovers that military scientists have attempted to create an AI based on technology recovered from a crashed alien ship.
  80. … and it’s still there.
  81. Questions?
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