Crysis 2 - Squarespace · PDF fileLDD – “[On Paper Street]” Confidential...

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LDD – “[On Paper Street]” Confidential Crysis 2 LDD: “[On Paper Street]" Crysis 2 Version 1.0 Position Title Name Signature Level Designer Demitrius Pennebaker Designer: Demitrius Pennebaker Document Date: August 10 th , 2012 Intended Level Delivery Date: Friday, October 5 th Demitrius Pennebaker Page 1 of 25 3/13/2015

Transcript of Crysis 2 - Squarespace · PDF fileLDD – “[On Paper Street]” Confidential...

LDD – “[On Paper Street]” Confidential Crysis 2

LDD: “[On Paper Street]" Crysis 2

Version 1.0

Position Title Name Signature Level Designer Demitrius Pennebaker

Designer: Demitrius Pennebaker Document Date: August 10th, 2012 Intended Level Delivery Date: Friday, October 5th

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Document Revisions Table

Version Description Requestor Date

1.0 Initial Document Prof. Skinner 08/17/2012

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Table of Contents Table of Contents .......................................................................................................................................... 3

Table of Figures ............................................................................................................................................. 4

Quick Summary ............................................................................................................................................. 5

Hook(s) ...................................................................................................................................................... 5 Gameplay Highlights ................................................................................................................................. 5 Setting Summary ....................................................................................................................................... 5 Mission Difficulty....................................................................................................................................... 5 Mission Metrics ......................................................................................................................................... 5

Characters ............................................................................................................................................. 5

Visual Themes ....................................................................................................................................... 6

Key Theme References .............................................................................................................................. 6 Level Summary .............................................................................................................................................. 7

Campaign .................................................................................................................................................. 7 Context .................................................................................................................................................. 7

Backstory ............................................................................................................................................... 7

Aftermath .............................................................................................................................................. 7

Objective(s) ............................................................................................................................................... 7 Overview Map ........................................................................................................................................... 8 Level Flow .................................................................................................................................................. 9

Flow Summary ...................................................................................................................................... 9

Level Progression Chart ...................................................................................................................... 10

Level Details ................................................................................................................................................ 11

Gameplay Area Breakdown Map ............................................................................................................ 11 Area 1: Office .......................................................................................................................................... 12

Initial Loadout ..................................................................................................................................... 13

Gameplay/Story .................................................................................................................................. 13

Text and Dialog ................................................................................................................................... 13

Visual References ................................................................................................................................ 14

Perspective Shots ................................................................................................................................ 16

Area 2: Rooftops ..................................................................................................................................... 17 Gameplay/Story .................................................................................................................................. 18

Text and Dialog ................................................................................................................................... 18

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Visual References ................................................................................................................................ 18

Perspective Shots ................................................................................................................................ 20

Area 3: Parking Garage ........................................................................................................................... 21 Gameplay/Story .................................................................................................................................. 22

Text and Dialog ................................................................................................................................... 22

Visual References ................................................................................................................................ 22

Critical Asset List ......................................................................................................................................... 24

References .................................................................................................................................................. 25

Table of Figures Figure 1: Glass Elevator View ........................................................................................................................ 6 Figure 2: Office interior post destruction ..................................................................................................... 6 Figure 3: Rooftop .......................................................................................................................................... 6 Figure 4: Underground Parking Garage ........................................................................................................ 6 Figure 5: Overview Map 1 (areas 1 and 2 out of 3) ..................................................................................... 8 Figure 6: Level Progression Chart ............................................................................................................... 10 Figure 7: Areas 1 and 2 Breakdown Map .................................................................................................... 11 Figure 8: Area 3 Breakdown Map (use key from Areas 1 and 2 Breakdown Map) ..................................... 11 Figure 9: Area 1: Office, Objective 1 Detail Map with Keys ........................................................................ 12 Figure 10: Area 1: Office, Objective 2 Detail Map with Keys ...................................................................... 12 Figure 11: Main Character Example, Alcatraz ............................................................................................. 14 Figure 12: Enemy Example, Ceph Grunt ..................................................................................................... 14 Figure 13: Area 1 Environment References ................................................................................................ 14 Figure 14: Area 1: Office environment reference contact sheet ................................................................ 15 Figure 15: Area 1 Perspective Example ....................................................................................................... 16 Figure 16: Area 2: Rooftops, Building 1 Detail Map with Keys ................................................................... 17 Figure 17: Area 2: Rooftops, Building 2 Detail Map with Keys ................................................................... 17 Figure 18: Enemy Example, Ceph Stalker ................................................................................................... 18 Figure 19: Area 2: Rooftops environment reference contact sheet ........................................................... 19 Figure 20: Area 2 Building 1 Perspective Example ...................................................................................... 20 Figure 21: Area 2 Building 2 Perspective Example ...................................................................................... 20 Figure 22: Area 3: Parking Garage Detail Map with Keys (1 of 2) ............................................................... 21 Figure 23: Area 3: Parking Garage Detail Map with Keys (2 of 2) ............................................................... 21 Figure 24: Ceph Stalker Commander .......................................................................................................... 22 Figure 25: Area 3 environment reference contact sheet ............................................................................ 23

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Level Abstract

Quick Summary In “[On Paper Street],” Alcatraz must escape an office floor of a collapsing city building on a clear, sunny modern day. Then, in this single player first person shooter level for Crysis 2, Alcatraz makes his way to the roof of an adjacent building only to find that after brief combat, it too begins to collapse. He leaps to another rooftop, and after a skirmish escapes down an elevator shaft, but the elevator collapses with him on top of it. From here, the player enters a dark underground parking garage for a final Ceph battle.

Hook(s) Throughout this level, the environment and including floor surfaces shift and crumble under the player.

Gameplay Highlights Player leaps from one collapsing building to another in order to reach safety.

Setting Summary Theme Escaping collapsing buildings Mood High intensity action Setting Modern day, city, office building interior, rooftops, and parking garages Time of Day Day time, early afternoon Season Fall Weather Clear, temperate

Mission Difficulty Position Difficulty Reasons

Beginning Moderate 7/10, introduction of the collapsing environment concept Middle Moderate 7/10, introduction of combat in addition to collapsing environment End Moderate 7/10, dark lighting (requiring nanovision which is limited) for combat Scale: 1-10 (1 is Easiest and 10 is Hardest)

Mission Metrics Play Time 15 minutes Critical Path ~465 CryEngine units (equivalent to real world meters) Physical Area ~13625 square units

Characters Character Description

Alcatraz Player character working to fulfill Prophet’s dying: wish to defeat the Ceph Ceph Grunt Basic Ceph infantry unit, out to kill the player and all humans Ceph Stalker Scout/assassin type of Ceph unit, out to kill the player and all humans Grunt Commander Ceph infantry squad leaders, out to kill the player and all humans Nathan Gould Biological nanotechnologist, used to work with Prophet to beat the Ceph

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Visual Themes Theme Description

Glass Elevator (intro) Player ascends an office building in a glass elevator with a daytime city view Office Floor A typical office you would find in a modern city office building Skyscraper Roof Top The roof of a tall city building Underground Garage A dark, multilevel underground parking garage

Key Theme References

Figure 1: Glass Elevator View Figure 2: Office interior post destruction

Figure 3: Rooftop Figure 4: Underground Parking Garage

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Level Summary

Campaign

Context This mission fits into the single player, multi-level campaign just before “Gate Keepers,” the 6th mission out of the original 19 in Crysis 2.

Backstory Nathan Gould patches in to Alcatraz’s com and instructs him to retrieve a critical data file from a company that does contract intelligence work for the CELL mercenaries. The data file contains decryption codes for Gould to translate the results of the impending Nanosuit scans.

Aftermath After this mission, the original 7th level begins, “Dead Man Walking,” in which Nathan Gould directs Alcatraz to break into the Hargreave-Rasch building and begin the Nanosuit scan.

Objective(s) • Primary

o Retrieve the data file • Secondary

o Escape the collapsing buildings • Intermittent

o Survive Ceph attacks • Ultimate

o Defeat Ceph

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Overview Map

Figure 5: Overview Map 1 (areas 1 and 2 out of 3)

Figure 6: Overview Map 2 (area 3 out of 3)

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Level Flow

Flow Summary 1. The player begins in a glass elevator, ascending a skyscraper with a view to the cityscape as

Nathan Gould relays the mission through Alcatraz’s headset. The view is the first WOW moment. From here the player exits the elevator, and searches the office (area 1) for the data files.

2. The player retrieves the data files from the computer. Just then, an explosion occurs. Gould informs Alcatraz that Ceph have taken out the building’s primary supports and the building is collapsing. The entire building rumbles and begins to descend with the player inside (WOW moment). From here, the player makes his way back through the office looking for a means to escape as the structure falls apart around him.

3. The player shoots through a window and leaps to the building next door (WOW). This is the beginning of area 2, the rooftops. This building also begins to collapse as the player fights Ceph grunts and looks for his next escape.

4. The player leaps to another rooftop and fights his way to an elevator shaft. 5. Alcatraz jumps down the elevator shaft, but while he is on top of the elevator it collapses,

bringing him down with it (WOW). 6. At the bottom of the elevator shaft, the player pries the doors open. The electricity shorts, and

the lights flicker on and off initially revealing flashes of alien Ceph in the darkness, introducing the final skirmish in the underground parking garage (area 3). The player may use nanovision to see enemies and overcome the disorienting light.

7. One level up, the player sees the exit. After defeating the last of the Ceph in the area, he lifts the gate and follows the light at the end of the tunnel (end).

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Level Progression Chart

Figure 6: Level Progression Chart

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Detailed Design

Level Details

Gameplay Area Breakdown Map

Figure 7: Areas 1 and 2 Breakdown Map

Figure 8: Area 3 Breakdown Map (use key from Areas 1 and 2 Breakdown Map)

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Detailed Walkthrough

Area 1: Office

Figure 9: Area 1: Office, Objective 1 Detail Map with Keys

Figure 10: Area 1: Office, Objective 2 Detail Map with Keys

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Initial Loadout • Weapons (all with full ammo)

o Hammer (Sidearm) o SCAR (Assault Rifle) o Frag Grenades

• Abilities (All default suit abilities) o Maximum Armor Mode o Stealth Mode o Nanovision

Gameplay/Story 1. Players begin in a glass elevator ascending a city building while looking out over the view

(WOW). During this sequence, Nathan Gould gives Alcatraz his mission (retrieve the data file) through his headset.

2. The player exits the elevator in to the office where he encounters Ceph grunts and locates the data file.

3. Just after downloading the data file, the building begins to rumble and collapse due to a Ceph bombing on the ground level (WOW).

4. Now, Alcatraz must escape the building before it collapses with him in it. He searches for any kind of exit while the path in front of him keeps changing. It seems that the floor falls apart at every turn, forcing him to find another way (red “Path Blocked” Xs on the map, also a hook).

5. He can see the roof of a building next door, and shoots through the window in order to make the jump (WOW).

Text and Dialog

Objective Text • Objective 1 text, Retrieve Data File

o Nathan Gould: “Al, go to Hargreaves office and collect the data file. We’ll need it to decrypt the suit scan results. They should be on his hard drive.”

• Objective 2 text, Escape o Nathan Gould: “WHAT was that? It looks like Ceph have blown the building supports.

It’s coming down. Get out of there, NOW!”

Dialog/Script • Objective 1 text, Retrieve Data File

o Nathan Gould: “Al, go to Hargreaves office and collect the data file. We’ll need it to decrypt the suit scan results. They should be on his hard drive.”

• Objective 2 text, Escape o Nathan Gould: “WHAT was that? It looks like Ceph have blown the building supports.

It’s coming down. Get out of there, NOW!”

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Visual References

Theme Area 1: Office

Characters/Vehicles Introduced

Figure 11: Main Character Example, Alcatraz Figure 12: Enemy Example, Ceph Grunt

Figure 13: Area 1 Environment References

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Environment References

Figure 14: Area 1: Office environment reference contact sheet

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Perspective Shots

Figure 15: Area 1 Perspective Example

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Area 2: Rooftops

Figure 16: Area 2: Rooftops, Building 1 Detail Map with Keys

Figure 17: Area 2: Rooftops, Building 2 Detail Map with Keys

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Gameplay/Story 1. Now on the roof of the building next door (area 2, building 1), the player finds that Ceph have

also caused this building to crumble and so he must find another way out. He jumps to another building (area 2, building 2).

2. Here, the player finds an elevator shaft and jumps down it seeking the ground level. The elevator collapses with Alcatraz on top of it (WOW). He enables Maximum Armor mode just before hitting ground level (scripted, not player controlled).

Text and Dialog

Objective Text • Objective 3 text, Get to the Elevator Shaft

o Nathan Gould: “We may not be in the clear for long. There should be an elevator shaft on the east end of that rooftop. Use that to get off of those buildings.”

Dialog • Objective 3 text, Get to the Elevator Shaft

o Nathan Gould: “We may not be in the clear for long. There should be an elevator shaft on the east end of that rooftop. Use that to get off of those buildings.”

Visual References

Theme Area 2: Rooftops

Characters/Vehicles Introduced

Figure 18: Enemy Example, Ceph Stalker

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Environment References

Figure 19: Area 2: Rooftops environment reference contact sheet

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Perspective Shots

Figure 20: Area 2 Building 1 Perspective Example

Figure 21: Area 2 Building 2 Perspective Example

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Area 3: Parking Garage

Figure 22: Area 3: Parking Garage Detail Map with Keys (1 of 2)

Figure 23: Area 3: Parking Garage Detail Map with Keys (2 of 2)

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Gameplay/Story 1. Alcatraz pries open the doors at the bottom of the elevator shaft to discover that he is in an

underground parking garage with the lights strobing on and off due to faulty electricity. He can see the shadows of Ceph tentacles as they flash on the walls before switching to Nanovision before the final fight (WOW).

2. After defeating the Ceph in this area, the player lifts the gate leading down a tunnel with a bright light at the end, which presumably leads to the outside world (end).

Text and Dialog

Objective Text • N/A

Dialog • N/A

Visual References

Theme Area 3: Parking Garage

Characters/Vehicles Introduced

Figure 24: Ceph Stalker Commander

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Environment References

Figure 25: Area 3 environment reference contact sheet

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Critical Asset List Asset Name Type Use Exists? Link/Pic

Elevator Static Glass Elevator Yes

Building Static Building Yes

City Static City Yes

Rooftop Static Rooftop Yes

Desk Static Desk Yes

Bookshelf Static Bookshelf Yes

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References (Image Link Dump)

http://www.kn00tcn.net/kn-crysis2demo-compatafr.jpg

http://www.gameculture.co.nz/wp-content/uploads/2011/01/Crysis2MPGCNZ.png

http://h-5.abload.de/img/crysis2pcmpdemolow3w80s.jpg

http://cache.kotaku.com/assets/images/9/2011/04/office_destroyed_arms.jpg

http://cloud.steampowered.com/ugc/595821443439830244/31445C346FBD133F97E90A07E2A393B6FA09F418/

http://preview.turbosquid.com/Preview/2011/02/20__09_48_21/underground_parking_03.jpg219feb78-00c7-4178-8400-d948096ee7c3Large.jpg

http://www.gamerzines.com/wp-content/uploads/2011/03/crysis4.jpg

http://img190.imageshack.us/img190/3574/runacalle1.jpg

http://images3.wikia.nocookie.net/__cb58377/crysis/images/b/b6/Crysis_2_editor_p7_by_h8bo.jpg

http://images4.wikia.nocookie.net/__cb58374/crysis/images/a/a3/Crysis2_Trailer2_Aliens2.png

http://images2.wikia.nocookie.net/__cb57887/crysis/images/b/be/240px-Ceph.png

http://crysis.wikia.com/wiki/Ceph

http://crysis.wikia.com/wiki/Alcatraz

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