LAFS PREPRO Session 9 - Assets

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ASSETS Session 9 David Mullich Game PreProduction The Los Angeles Film School

description

Game Design lecture and assignments for Session 9 of The Los Angeles Film School's Game PreProduction course.

Transcript of LAFS PREPRO Session 9 - Assets

Page 1: LAFS PREPRO Session 9 - Assets

ASSETSSession 9

David Mullich

Game PreProduction

The Los Angeles Film School

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Example Asset ListAudio

Music: Main menu Wild exploration     Battle music Game Complete Game Over Defeat Fanfare Victory Fanfare  Bases:

Desert Facility Jungle Facility Clockwork Facility Glacial Facility

Voice Over: Opening Story Narration Ending Story Narration

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Example, cont’dSound Effects:

Base getting attacked Base destroyed Base repaired Tower upgraded Tower shooting Main turret shooting Main turret ability Main menu/HUD button select sound Main menu/HUD button select sound alternate Main menu/HUD button mouseover Event window pop-up Computer terminal typing in event (not keyboard clicking) Event option selected     Robot Sounds: shooting destroyed melee hit by bullet hit by melee  

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Example, cont’dArt

Interface: Main menu background/Title screen Play button Play button pressed Tutorial button Tutorial button pressed Options button Options button pressed Credits button Credits button pressed Quit button Quit button pressed Main Menu button Main Menu button pressed Tutorial Screen Credits Screen Options Screen

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Example, cont’dArt

Interface (continued): Main menu/HUD button highlight on mouseover Story Beginning Story Ending  Game Over Congratulations (Game Won) "Are you sure you want to quit?" in-game window. Yes button Yes button pressed No button No button pressed

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Example, cont’dUI: Defense button Defense button pressed Explore button  Explore button pressed Exploration options screen Event window pop-up Event option select Defense options screen Build tower button Build tower button pressed Build tower icon Upgrade tower button Upgrade tower button pressed Upgrade tower icon Repair base button Repair base button pressed Repair base icon

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Example, cont’dUI: Resource indicator HUD element Energy Icon Metal Icon Base health bar Enemy base health bar

Scouts: S-20 the desert scout J-29 the jungle scout C-42 the clockwork scout N-10 the glacial scout. Animation for each scout:

shooting melee walking flinch destroyed

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Example, cont’dWild Characters: Desert Maverick Jungle Maverick Clockwork Maverick Glacial Maverick Roaming Mechanical Giant Tower NPC

Towers: Desert tower tier 1 Desert tower tier 2 Desert tower tier 3 Jungle tower Clockwork tower  Glacial tower  Animation for each tower:

take damage destroyed

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Example, cont’d Bases: Desert base Jungle base Clockwork base Glacial base Animation for each base:

taking damage repairing destroyed

Main Turrets: Main Turret Enemy Turret Animation for each turret:

Shooting charging

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Example, cont’dBullets: Robot bullet Tower bullet Main Turret bullet Charged bullet

Environments: Desert Facility Jungle Facility Clockwork Facility Glacial Facility Wild Exploration

Special Effects: Charged shot explosion Flying bits of metal for robot and base damage

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Example, cont’dProps: Standard gun for S-20s Stick for S-20 Metal Scraps Metal Ores Energy Capsules Joshua trees (yucca tree) Ice formations Jungle vines Jungle trees Cogs Piles of metal Pine trees Boulders Desert bushes Ore deposit Oil deposit

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Complete the Audio Asset List page in your Art Document. Include: Music Sound Effects Voice Over

Complete the Art Asset List page in your Art Document. Include: User Interface, including all screens, icons and buttons that need to be created Characters, including all animations needed to be created (typically idle, walk, turn,

attack, attacked and death) Environments Props, including weapons, other useable items, and environmental items Special effects

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