Documente Academic
Documente Profesional
Documente Cultură
By
Joseph Waring, Andy Cooper, Malek Benelhag, Tom
Kielski & Jake Wallwork
Storyboard
Level States
Asset Table
Gameplay
Embedded Narrative
Emergent Narrative
Map Layout
Metrics
Mechanics
Camera Perspective
10
User Interface
10
Image References
11
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Level Structure
Opening Cut Scene
Environment: Outside Bolton One.
Characters:
Triggered by:
Start of Level.
A paper letter is shown on the interface with a debrief for the detective that lets the player know what
is happening and what he has to do.
After the player closes the letter an opening cut scene starts showing the surrounding area as if the
detective is looking around. Along the ground there are red marks and stains which alert the player that
something bad has recently happened.
Gameplay Segment
The clues around the area will lead to the swimming pool, the player must find a key to enter the
swimming pool. Once the key is found and the player enters, the lights are turned off. When the player
turns the lights on they find a dead body floating in the swimming pool, after the player spots the body
the lights will go out again, forcing the player to leave and search for more clues.
Triggered by:
The player gets killed, by the murderer, in the casino parking lot.
Triggered by:
The player switches to Frank Carsons Grandson, 40 years later, Jimmy Carson who has become a
detective, hoping to find his grandfathers killer.
Gameplay Segment
The player will realise that the killer has not been found in all this time, they must pick up where they
left off by searching for clues to find the killer who has caused havoc in the area all this time.
Characters:
Triggered by:
The player enters the swimming pool after finding the clues, he enters the room to see a mysterious man
staring at you from across the pool, as you enter the doors close and lock behind you. The murderer
answers all the questions the detective asks, once the talking is over they begin to shoot at each other.
The murderer receives a fatal shot and his body falls in the pool.
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Storyboard
Level States
The Level will begin in a Pre-change state showing a modern day look of the Bolton One building and
its surrounding areas. The post-change will happen as the player progresses through the level and
completes the necessary objectives. The post-change of the level will be set 40 years in the future
where the world has advanced technologically, taking inspiration from sci-fi games and TV shows e.g.
Mass Effect, Star Trek, Halo. Also in addition to the newer look parts of the area will also be run down
and look like they have been abandoned over time but in the distance the player will see the
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PRE CHANGE
POST CHANGE
BOLTON ONE
Yes
Yes
MECCA BINGO
Yes
Yes
CAR
Yes
Yes
LAMPOST
Yes
Yes
BIN
Yes
No
CAMERA
Yes
Yes
KEYS
Yes
No
SWIMMING POOL
Yes
Yes
CLUES
Yes
Yes
RAIN
Yes
No
DUST PARTICLES
No
Yes
NIGHT VISION
Yes
Yes
UV
Yes
Yes
Gameplay
The player will control Frank Carson, a detective who has been sent to Bolton to uncover the mysteries
of a series of murder cases which have happened there. The game will be a detective puzzle game in
which the player must find clues to uncover who the murderer is. There will also be minor puzzles to
complete throughout the level which will help the player achieve their objective e.g. boxes must be
moved around to get to higher locations and find more clues. Some clues can only be found using the
players UV goggles, these can be activated at any time and will show white marks where clues can be
found e.g. blood stains, fingerprints. Once certain clues have been found cut scenes will be triggered
which create transitions from the pre-change world state to the post-change state.
Narrative
Embedded Narrative
The narrative which is embedded into the playable game is fairly simple, this gives the player some
story and motive to do what they need to, but it also gives the player freedom to play and explore the
level without being stuck watching too many cut scenes. The player has the opportunity to explore the
environment completely at their own free will so they can create their own ideas of what has happened.
Emergent Narrative
Each player will get their own narrative experiences from the game but we want to make sure that in
each instance of the level, the player will get a completely different feel for the game, this will be
achieved by changing the look of the level to a point where it feels like a completely new area for the
player to explore, but you will be able to see that it is set in the future. The area will have an extra
gloomy dark feel to it as the area will be made to look as if the building has been run down and unused
over 40 years. This will give the player more of a scared feel than before as they are hunting a killer in
a derelict part of town.
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Clues Found
In our level we will have discoverable objects, known as clues, each clue found by the player will be
displayed on screen. In total we will have 10 clues to be found in our pre change level, only 4 of them
will have any significance the other 6 will be red herrings which might look like clues but actually lead
to nothing. In our post change level there will be 8 clues, 5 will be important and 3 will be unimportant.
UV Battery Life
The UV light will have a certain amount of battery life which indicates how many times the player can
use it, if the batter runs out the player must find batteries around the map to recharge it. The player
will be able to use the UV light 5 times before the battery runs out, there will be a total of 5 extra
batteries in each instance of the level.
Night Vision recharge time
The night vision will be able to be used for 30 seconds. Once the charge runs out the player will have
to wait for 10 seconds before they can use it again.
Mechanics
Clues
Clues can be found throughout the level, there will be a select few which the player may think is a
clue but they will discover that it really means nothing. This means the player will have to explore the
area thoroughly before they find the necessary clues to find the murderer. Key clues, when found, will
give the player slight audio feedback so they know what they just found was important.
UV Scanner
The UV Scanner is a tool which the player can use to uncover hidden clues. If the player is stuck and
cannot find the necessary clues to progress they will be able to use the scanner, which will then change
the UI to show it is equipped. It will show where there used to be blood stains or fingerprints which
couldnt be seen otherwise.
Night vision
Night vision will work similar to the UV scanner, this will help the player navigate through dark areas
when activated but they wont be able to use it all the time, a short recharge time will be needed before
the player can use it again.
Object interaction
Some objects will be moveable, this will give the player chance to interact with the environment which
adds immersion and means they will have to search various different areas for clues on where to find
the murderer.
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User Interface
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