Art Production Plan
Polar Paradise
Legal
Polar Paradise (c) Payneful Productions (Jonathan Hallier, Mark Timmins, et al), 2007
Polar Payne (c) Team Dinky (Steve Royer, Jonathan Hallier, et al) 2003
Full legal, IP & copyright info can be found at: Legal
All other trademarks are the property of their respective owners.
Table of contents
Section 1: Art Team
Art Director
Name: Jonathan Hallier
Email:
Animator
Name: Jonathan Hallier
Modellers
Name: Wei Wang
Texture Artists
Name: Yogeshwar Lanka
Section 2: Executive Summary
Project Overview from the Art-creation Perspective
Polar Paradise will be a total conversion of Max Payne. Therefore the overall graphical style of the game will not closely relate to Max Payne. Rather than go for photo-realistic graphics we are aiming for a more comic/carton style to accompany the humorous characters, weapons and settings.
Given that the game is set in the North Pole and Santa is the game’s antagonist, there will be a Christmas theme running throughout the levels. This will include all items usually associated with the festive season; Christmas trees, turkeys, elves, tinsel, Christmas presents etc.
Delivery Platform
Polar Paradise is intended for use on PC
Section 3: Budgets
Characters
Main Character
Dinky is the player character and main character in the game.
Estimated polygon budget for Dinky: 800 - 1000
Bad Guys
There will be two main types of enemies within the game; evil elves and penguins – with variants of each.
Evil elves will come in a variety of colours and have different attributes – such as improved health or better weaponry
Estimated polygon budget for evil elves: 800 – 1000
There will be three types of penguin in the game. A bomb-penguin which carries an explosive device on its back and charges at the player when it sees him, a flying penguin that drops explosive snow balls on the player from high above and a worker/drone penguin that works inside Santa’s factory.
Estimated polygon budget for penguins: 600 – 800
Ultimate Bad Guy
The antagonist of the game is Santa - he resides within the control station of his toy factory.
Estimated polygon budget for Santa: 800 – 1000
Levels
There will be two levels in Polar Paradise – an outdoor environment and Santa’s toy factory. The player will start outdoors at the North Pole and fight their way to Santa’s factory.
Level 1 (outside) will be designed by Jonathan Hallier
Level 2 (Santa’s toy factory) will be designed by Mark Timmins
Weapons
Our intention is to create a set of custom weapons for the game: initial ideas include an icicle sniper rifle, a mince pie gun and a turkey blaster.
However, this is dependent on other critical factors for the game such as the creation of character models – if we don’t have time to create new weapons the existing Max Payne weapon set will be used.
Pick-ups
The game will feature a variety of custom pick-ups created for the game. This will include Rudolph Pizza and Reindeer Chow.
GUI
The graphical user interface will remain the same as Max Payne with one exception – the silhouette of Max will be replaced by Dinky the polar bear. This will be taken from an existing mod called ‘Polar Payne’
Section 4: Art Bible (Concept Art/ Style Guide)
Overview
This section of the art production plan will increase as more concept art is completed and work-in-progress is documented.
Reference Material
This section of the art production plan contains images/material that is used for the creation of in-game content.
Characters
Concept sketch for the evil elf:
Concept sketch for the Santa:
Concept sketch for the Penguins:
Environments
Level 1
Initial diagram of level 1:
Concept sketch which shows Dinky on his way to toy factory:
Level 2
This diagram shows the outline for the first floor of Santa's toy factory - this sketch was based on an actual factory floor plan found on Google:
(Work In Progress) Top down view of toy factory:
This is the same illustration as above with measurements to help with modelling:
Initial ideas for a toy breaking room and a room which produces evil elves – the elf-o-matic.
SketchUp illustration to show how toy breaking room will look:
Concept sketch to illustrate how toy breaking room will be filled - this sketch also shows the first room of the hodgepodge production line and how the elf pods will be connected via pipes that run along the ceiling:
This image shows how the toy breaking machine will look
A working illustration of the toy breaker highlighting specific dimensions for modelling:
(Work In Progress) Toy breaking room:
This sketch shows the dimensions for the conveyor belt that will span the length of the factory production line:
This sketch illustrates how the second part of the hodgepodge production line will be recreated in the game:
(Work In Progress) Hodgepodge production line:
Dispatch is where all the toys are stock-piled awaiting delivery:
(Work In Progress) Dispatch:
(Work In Progress) Office area:
This is where the evil elves watch TV and eat Rudolph pizza while the penguin drones work all day:
Sketch of elf pod:
Sketch of elf-o-matic room:
Refined elf pod:
Improvements upon original elf-o-matic room. Now featuring a center piece that produces green goo to make elves:
(Work In Progress) Elf-o-matic:
(Work In Progress) Refinement of Elf-o-matic:
Sketch to show how elves and penguins will have different toilets - signs will be attached to the walls for comic relief:
A locker room will be accessible before the lift to the second floor - in here the player will find health:
Diagram of second floor - the maze is taken from a maze game found on the internet:
Diagram of second floor - used for modelling:
(Work In Progress) Maze layout:
Original idea for maze floor - where the elevator comes up in the centre of the maze
Concept sketch for blender room
(Work In Progress) Blender room:
Detailed sketch showing how blender will be modelled
Sketch of blender showing how blades will work:
Weapons
Sketch showing initial ideas for the mince pie gun, icicle sniper rifle and jingle balls:
Revised weapons:
Weapon meshes:
Pick-ups
Sketch of health pick-ups for the game:
GUI
The graphical user interface will be taken from an existing mod called ‘Polar Payne’
Section 5: Final Art (as it becomes available)
Characters
Final render of penguin worker drone:
Final render of penguin bomber:
Final render of explosive penguin:
Final render of Santa:
Final render of Santa:
Final render of Santa:
Environments
Level 1
Level 2
Weapons & Pickups
Section 6: Cutscenes
Cutscene #1
The game will feature a short introductory sequence that sees Dinky walking around the North Pole – the game title will then appear on screen.
Section 7: Asset List
Model & Texture List
Characters
Dinky the polar bear mesh – used from existing mod ‘Polar Payne’
Dinky the polar bear texture
Bad Guys
Evil Elf mesh
Evil Elf texture 1 (red and green), 2 (blue & purple), 3 (all red)
Jumbo Elf mesh
Evil Elf texture 1 (red and green), 2 (blue & purple), 3 (all red)
Exploding-penguin mesh
Exploding-penguin texture
Bomber-penguin mesh
Bomber-penguin texture
Factory worker penguin mesh
Factory worker penguin texture
Weapons & projectiles
Weapon #1
Snowball – General Projectile Mesh
Snowball – General Projectile texture
(Projectile uses the same mesh)
Weapon #2
‘The Mincer’ – Mince pie automatic shotgun Mesh
‘The Mincer’ – Mince pie automatic shotgun texture
Mince Pie Projectile - mesh & texture
Weapon #2b
‘The Mincer’ Dual – Mince pie automatic shotgun Mesh
‘The Mincer’ Dual– Mince pie automatic shotgun texture
Mince Pie Projectile - mesh & texture
Weapon #3
Jingle Ball Launcher – Jingle Ball grenade launcher Mesh
Jingle Ball Launcher – Jingle Ball grenade launcher texture
Jingle Ball Projectile - mesh & texture
Weapon #4
Icicle Rifle – Sniper Rifle Mesh
Icicle Rifle – Sniper Rifle texture
Icicle Projectile - mesh & texture
Weapon #5
Turkey Blaster 6000™ – ‘Roast Turkey’ Launcher Mesh
Turkey Blaster 6000™ – ‘Roast Turkey’ Launcher texture
Turkey Projectile - mesh & texture
Weapon #6
Arctic Commando – Snowball Assault Rifle Mesh
Arctic Commando – Snowball Assault Rifle texture
Snowball Projectile - mesh & texture shared with snowball weapon
Weapon #7
Fun-Matic 2000™ Practical Candy Launcher ® – Submachine gun Mesh
Fun-Matic 2000™ Practical Candy Launcher ® – Submachine gun texture
Candy Projectile - mesh & texture
Weapon #8
Flame Thrower - From the original Polar Payne mod, made by Steve Royer
Flame is generated by fire particles
Pick-ups / aka Level Items
'Level Items' for all the above weapons share the same mesh & texture files.
Fish mesh & texture – used from the mod ‘Polar Payne’, made by Steve Royer
Animation List
The animations for Polar Paradise will be taken from Max Payne, Max Payne: Kung Fu Edition 3, and Polar Payne
New animations will be created for the Penguins, specifically:
-Standing Idle
-Walking
-Running
-Dying
Effects List
Weapon effects
Weapon effects such as muzzle flare and explosions will remain the same as Max Payne
Environmental effects
Environmental effects such as decals, footprints and bullet holes will remain the same as Max Payne
Interface Art List
Menus
An opening menu screen that features the game title and an image of Dinky.
Audio
Music
Music for levels 1 and 2 need to be implemented, plus additional stings and events for cutscenes.
Dialogue
Sound effects for dialogue need to be implemented into the game
Elf Noise - Elf makes a noise, alerting the player
Elf Group Noise - A group of Elves talking
Elf Alert - Elf spots the player 'hey! it's Dinky!' etc
Elf Group Alert - A group of Elves spot the player
Elf Death - Elf dying grunt
Santa Alert - Santa spots player
Santa Taunt - Santa taunts player
Santa Death - Santa dies
Penguin Noise - Penguin makes noise
Penguin Alert - Penguin spots player
Penguin Death - Penguin dies
Scene specific
Santa Tour 1-15 - Various dialogue of Santa explaining what each room does.
Section 8: Development Plan & Scheduling
Full development, scheduling, and risk analysis information can be found on the Development Plan page.
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