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Technical Design Document 1: Executive Summary 1:1 Project 1:2 Technical The platform is PC/Mac and if possible console.

We will be using 3D modeling and sculpting packages which will include 3Ds Max, Maya and Zbrush or Mudbox. Unity will be the engine used. All assets will be exported in FBX format so they are compatible with all packages. 2: Hardware and Software 2:1 2D Software Adobe Photoshop 2:2 3D Software Autodesk Maya, Autodesk 3DS Max, Autodesk Mudbox, Zbrush, Roadkill 2:3 Sound Software Logic Pro, Sibellius 2:4 Programming Unity 3: Evaluation 3:1 Engine We chose Unity because it is free and is better for creating FPS games. Unity Pro is also available in University with more options.

3:2 Platform Weve chosen PC/Mac platform because there arent many limitations and is popular with this type of game. 4: Development Plan 4:1 Itinerary We have modeled some assets and characters in previous projects to minimize the time spent on production. 4:2 Project Goals Our goal is to create a playable demo level that lets the player see what the game is about to gain interest in creating the whole game. 4:3 Finished Product Goals To gain enough interest and support to create a full level of the game. 5: File Formats 5:1 2D Textures will be saved as TGAs because they save quality but the le size is not to large. 5:2 3D FBX as it is compatible with all 3D packages and exports all relevant information. 5:3 Unity

5:4 Audio Mp3 because it can be compressed and it more common. 6: Level Layouts 7: Asset List 7:1:1 2D Art Diffuse maps, normal maps, specular maps, Sky texture, 2D plane images, decals.

7:1:2 3D Models Dustbin, vehicles, lampposts, power lines, bikes, plant pots, tyres, fences, signs, oil barrels, shipping containers, play area, pylons, rubble, gas canisters, bottles, nuclear tower, gas masks, guns, weapons, pipes, drains, limbs, grids, bullets, military barriers, sand bags, toys, post box, phone, wheel chairs, Geiger counters, camera, rubbish, hospital, gas station, empty buildings, swimming pool, ats, playground, nursery, school, hotel, shop. 7:1:3 Audio Footsteps, wind, bullets, re, water, bullet interaction, mutated people, light ickering, door creaking, game menu selection sounds, game menu music, introduction menu music.

8:1 Guidelines 8:1:1 Artists Textures WIP les must be kept as photoshop les with no collapsed layers until told so. Please name every layer. When the texture is completed save out as PNG. Texture size must be set to 2048x2048 so we can scale down. Do not delete Photoshop Version. Poly Count All characters have a 8000 poly count limit therefore use normal maps. Props are subject to the type of object thats being created. If the prop isnt seen up close use less polygons. Delete loops that arent being used. If unsure come to the directors for advice. 8:1:2 Animators All animations should be set at 30fps. 8:1:3 Casual walk: 1 second, 30 frames Slower Walk: 1.5 Seconds, 45 frames Fast Run: 0.5 seconds, 15 frames

Breathe/Standing(on the spot): 1 Second, 30 frames. Zombie Attack: 3 Seconds, 90 frames Zombie Initial Hit: 1-1.5 Seconds Zombie Death: 4 Seconds, 120 frames

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