polarparadise

 

Art Document

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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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