Original Concept Anne Quenton Reinterpretation of the Jungle Book Post-apocalyptic universe Humanoïd animals
Original Concept
Original Concept
Interest The Jungle Book: part of the popular culture Offer an accessible and effective game Possibility to create a licence (wide universe) - Prequel - Sequel
Concept
Our adaptation - Sharp Main character: feminine Mooglie Forest environment: Alberta Fighting & exploration Infiltration & tracking Player as a predator
Aim of the game Victory - Complete all the levels - Fight against Shere-Khan and his minions - Collect all the collectable objects Defeat - Die in a level - Presence of checkpoints
Data sheet Title Sharp - The New Jungle Book Support PC Genre FPS Action / adventure Target Men between 16 and 35 years old Mod Solo Software Unreal Engine 4
Mooglie First person view Exploration Fighting Move on the ground and in the water Shoot ● ● Slide Kick / Backstab ● ● Jump Elimination combo ● ● Climb Animal instinct state ● ● Confrontation and infiltration
Mechanics - Bow A bow as the only way to attack Hunt / tracking Different sort of arrows Normals - Specials -
Mechanics - Bow
Mechanics - Bow
Mechanics - Bow
Mechanics - Bow
Mechanics - Bow
Mechanics - Fighting Kick et Backstab Combo system
Animal instinct Mark enemies Detect the environment Wolf’s call
Challenge - enemies Different enemies Presence of boss Scouting Behavior pattern analysis
Levels distribution A hub links together all the levels Replayability Link with the storyline Shere-Khan’s castle
Exploration - Level design Minimum of two possible paths Exploration / Confrontation Understanding of the environment Enemies location
Exploration - Collectables Arrows Posters Original book pages Bow appearance
Experience evolution New arrow Difficulty progression Boss Items distribution New enemy Collectables 3 5 7 8 9 9 11 12 Difficulty : 1 LVL 1 LVL 2 LVL 3 LVL 4 LVL 5 LVL 6 LVL 7 LVL 8 LVL 9
Target audience Rather masculine concerning action and shooting games Average player age: 31.5 yo Most used platform: PC Sharp: - Main character: woman - Diversity between action - reflexion - universe Majority of players play offline
Prototyping - Character Controller - Basic enemy - Arrows wheel - Fire and explosive arrow - Arrow blueprint - Checkpoint / respawn system - Different crosshair states - Interactive objects - Menu/HUD
Video
Encountered difficulties Problem of a common vision Problem of tasks prioritization Redefinition of the concept and the intentions midway Solutions : Management tools - Outsourcing - Trello - Drive Meetings Organization of the tasks by theme/member/priority
Tasks repartition Jonathan Belot - Game Design, Level Design, Prototyping Charles Bruel - Game Design,UI/UX Design Flavien Caston - Game Design Quentin Debard - Project Management, Game Design, Game Design Document Writing Corentin Nedelec - Project Management, Game Design, Game Design Document Writing
Thanks Special thanks to: - Anne Quenton - Philippe Louvet - Yannick Berthier - Emmanuel Regis - Gilles Benoît - Mathieu Akita - Aurélien Montero
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