Professional Documents
Culture Documents
Ryan Mendenhall
ATEC 3352
29 October 2010
Deliverable 2
Title
abyss (əˈbɪs) — n 1. a very deep or unfathomable gorge or chasm 2. anything that appears to be
endless or immeasurably deep, such as time, despair, or shame 3. hell or the infernal regions conceived
of as a bottomless pit
The definition of Abyss describes the basic concept of our game. A “descent into madness” themed
psychological thriller, the game is based around the descent into the abandoned ruins of an old
Game Overview(Focus)
The focus of the game is to create a experience mainly affected by immersive environment design and
creative design. We will only be featuring basic first person shooter game play, but this is to get the
Target Platform
PC, with possible console releases in the years after the original release. Though only PC is planned
for now.
Appeal/Target Audience
Ages 17 – 30. Primarily gamers attracted to first person shooter story based games. The gamers will
most likely be fans of companies such as Bioware, Valve (Half Life series), iD Software. Marketing
plans will candor to this age group using such television channels such as Comedy Central, G4 and
Cartoon Network.
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Art Style
A realistic take on the futuristic science-fiction theme. This is blended with a post-apocalyptic theme
to give the facility a dead, corroded feeling. As the player continues their descent, the levels actually
become less realistically decayed and transition to a cleaner look. But a larger amount of player
“hallucinations” happen, morphing the environment into twisted versions of it's previous self. Many of
Concept art and early renders with daily updates can be found on www.ryanimate.com/blog/
Technology
The project is organized into three parts. The cinematic trailer, the art design, and the programming.
The trailer will require a version of Autodesk Maya 2010, and a desktop with at least a Intel i7
processor and a 512mb video card. The trailer will be rendered in Maya's built in Mental Ray renderer.
The art design is going to require the same computer and Autodesk Maya, with a copy of Adobe
Photoshop CS5 for texturing uses. The animation and modeling will all be done in Maya. The
programming is going to require a computer of about the same specifications. Since a original game
Gameplay
The game will be organized into 5 levels, each featuring a unique two types of enemies (changing each
level) and a boss at the end of each environment. The basic enemies will have ranged weapons and
will hide behind sections in the environment. Each boss fight will feature a different strategy, such as
moving platforms, turning off force fields, etc. The player will have a wide range of weapons they can
use, each of which has a completely unique look and a specific firing strategy. These will be unlocked
as the player completes objectives, though 5 weapons will be available to the player immediately.
Characters
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Jack Vegni – protagonist, former Head of Security of Facility MK6. Age 42. Jack's roll as Head of
Security was appointed to him by The Conglomerate upon their creation in 2350. He led the
evacuation of the facilities and has now been sent back to retrieve lost weapon blueprints and to
Victor Harrigan – antagonist, former Head Scientist of Weapons Development in MK6. When The
Conglomerate decided to shut down MK6, Harrigan refused to evacuate with the group. He was
somehow able to convince his entire cabinet of colleagues to remain behind with him and to continue
World
A dark, almost dystopic world, the entirety of the game takes place within Facility MK6, a research
facility created by The Conglomerate, one of two warring factions based on Earth. The facility was
meant to be completely hidden from the Leoginhaurre, their opposing faction. Because of failing
resources on Earth, The Conglomerate pulled the plug on the facility in 2356, depending on the Head
of Security, Jack Vegni to effectively evacuate all personal and return to Earth. The facility was
abandoned with the exception of a small group of scientists the refused to leave. The game takes place
15 years later in a return to dead planet. The facility has decayed without maintenance upkeep and
makeshift shelters have been made by it's inhabitants. The five levels will have different themes from
each other. The first level is Maintenance/Entrance and has noticeably decayed and rusted since the
evacuation. It twists through several sewer systems and finally exits into the Residential Area. The
Residential Area is dark, eerily quiet and looks to be in moderate condition. It has the look of a rushed
exit, with belongings scattered everywhere. The next level is Medical, where more drastic
hallucinations begin to happen. Since they are modeled into the environment, they are apart of the
world itself. Medical contains large offices and checkup rooms. Medical has a large scale of contrast,
switching between brightly lit rooms to almost pitch black areas. This eventually feeds into the
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Transportation level, which is a series of tunnels where underground trains would move the facilities
occupants from Medical to the Laboratory. Since the trains are no longer functional, the player must
traverse the dark tunnels (similar to Metro 2033). The last level is the Science Level, which is a series
of laboratories eventually leading the the large hall in which the final boss fight takes place.
Story
Former Head of Security Jack Vegni has been sent by the Conglomerate, a massive warring faction
remaining on Earth, to investigate the abandoned Facility MK6. MK6 was left in a haste when the
Conglomerate made the decision to pull it's remaining available resources back to Earth to compensate
for lost forces in the war against the Leoginhaurre. Dr. Victor Harrigan and his large team of scientists
made the decision to remain behind and continue to finish their final project. Jack refused the orders to
execute any one that refused the evacuation. Because of his extended knowledge of the facility
because of his time as Head of Security, and to spite him for refusing the order, Jack has been sent back
15 years later to find lost weapons blueprints of Dr. Harrigan's design and to investigate the fate of the
lost scientists. Upon returning, Jack soon finds that it's remaining inhabitants have been driven insane
by Harrigan's powerful weapon. Jack must venture through the dark, decayed structure of Facility
Controls/Interface
Because of it's PC release, the game will use the keyboard and mouse, with no current gamepad
support.
Shoot- Mouse 1
Aim- Mouse 2
Activate Button – E
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Menu - Esc
The interface will be relatively simple as to not take away from how immersive the game is. The
bottom left will contain a minimalist health bar while the bottom right will state what weapon you are
using and your current amount of ammo. Players will be able to view the current objective from the
Sound
The cinematic trailer will feature one voice actor and a orchestral trailer piece. Extra sound effects will
The game will feature mostly ambient sounds, such as machinery working in the walls. These will also
be done in Frooty Loops, as well as heart beat sound effects for added suspense.
Reference Games
Gameplay:
• Bioshock – 2K Games
• F.E.A.R. - Sierra
Level Design:
Development Team
Ryan Mendenhall – Cinematic trailer, environment design, character design, animation, rigging,
Jeffrey Allain – All programming, such as console coding, level structure, creation of the lighting
Schedule/Benchmarks
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General schedule:
• fully coded level structure with 3 of the 5 levels completely modeled and textured
• Release date
Individual schedule:
Ryan Mendenhall:
• February 1st: First level fully completed. Cinematic trailer sound completed and trailer is
• May 1st: 3 bosses and 6 general enemies fully modeled, textured and rigged.
• June 1st: Fourth level fully modeled, first level completely lit in lighting utility.
• July 1st: Fourth level fully textured, second level completely lit
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• September 1st: Third and Fourth Levels completely lit, begin reviewing and tweaking earlier
• October 1st: Fifth level completely lit, characters fully animated and weapons modeled and
textured.
• November 2011 - May 15th 2012 – work with game testers to improve performance and fix
bugs
Budget
Development Costs
• Developer Salaries
• Voice Acting
• TV Advertisements:
Works Cited:
Half-Life 2. Version 1.0.0.0 Build 4216. 24 May 2010. Valve Corporation. 01 November 2010.
Mass Effect 2. Version 1.02. 16 June 2010. Electronic Arts. 01 November 2010.