London After Dark
George Martin
Release date: 18th June
Project Proposal


Rationale
After reviewing the first 7 units, I believe I have acquired a strong amount of knowledge in each different project. Each project taught us different skills that I’ll try and utilize in Unit 8 as a whole and I intend to create a large and ambitious project in the time-space provided. I know now how to produce Textures, Assets, Audio, Atmosphere and almost a feeling of realism. I believe knowing all of these methods has made me more ambitious to create more impressive environments and game as a whole.
Project Concept
The aims of my project are to create a game set in London. I intend to create a dark survival, first person shooter. I would like to add some backstory that’s told through scrap’s of paper and journal entries. I would like to create a strong sense of danger and isolated desperate survival, that’s set in the hellish, dystonia London after deadly chemicals have seeped into the air. Tower Bridge will be the main setting. You will have to cross this heavily guarded checkpoint to Infiltrate and Sabotage, a Bomb and Ammunition storage lockup. Since we have a larger window of time for this project I would like to try out and research some experimental ideas such as creating AI models with Pathing, Animations, Physics and that attack the player and chase them if the player decides to flee. Finally the game will be set at night because I believe this will give the game a nicer atmosphere and reinforce the isolated dark survival aspect that I want to capture.
Evaluation
I will evaluate my project progress at the end of each day ensuring that I’m on time with my timetable and if I fall behind understand why this happened and possibly change my timetable to prevent it from happening again. Having a clear plan of what to do and try to stick to it and possibly compromise if something needs extra time spent on it. At the end of each day I will ask myself if I’m happy with the progress I made and if not how can I correct this.
Bibliography
- Mathew Wadstein. (2011). Matthew Wadstein Tutorials. [Online Video]. 3 October 2011. Available from: https://www.youtube.com/channel/UCOVfF7PfLbRdVEm0hONTrNQ/about. [Accessed: 4 March 2019].
- Fallout 4 Vault Dwellers Survival Guide (Book)
- Unreal Engine 4. 2019. What is Unreal Engine 4. [ONLINE] Available at: https://www.unrealengine.com/en-US/what-is-unreal-engine-4. [Accessed 4 March 2019].
- SoundCloud. (2018). The Game Developers Radio. 1. [ONLINE]. 15 November 2018. Available from: https://soundcloud.com/the-game-developers-radio [Accessed: 4 March 2019]
- Nottingham Contemporary. 2019. Wednesday Walkthrough Andrew brown. [ONLINE] Available at: https://www.nottinghamcontemporary.org/whats-on/wednesday-walkthrough-with-andrew-brown/. [Accessed 4 March 2019]
- The Guardian. 2015. Fallout 4 review – spectacular, messy and familiar. [ONLINE] Available at: https://www.theguardian.com/technology/2015/nov/10/fallout-4-review-spectacular-messy-and-familiar. [Accessed 4 March 2019].
- TechCrunch. 2016. The History Of Gaming: An Evolving Community. [ONLINE] Available at: https://techcrunch.com/2015/10/31/the-history-of-gaming-an-evolving-community/?guccounter=1&guce_referrer_us=aHR0cHM6Ly93d3cuZ29vZ2xlLmNvbS8&guce_referrer_cs=fEI_fo8s8Ny-hDSp3CS8GQ. [Accessed 4 March 2019].
Pre-Production
5th & 11th March
During Pre-production, we needed to communicate our ideas beginning with rough sketches to more detailed and analysed drawings of aspects of our games. I began with writing down everything that I could include in this larger project and develop my ideas from there.

Writing all of these down was a good thing to do because it would allow me to see all my ideas all in one place and could start picturing what certain assets or locations could look like, writing them down would also allow to think about what parts were more important and should prioritize during Production to use my time most effectively.

After writing down all of those ideas, I decided to draw a certain area that plays an important part and visualize what it might look like, it was useful to bullet point all of the assets that would be visible to the player, such as Posters, Empty Whiskey Bottles, Crumpled Beer Cans and Old Torn Sale Signs. All of these would create a realistic and a lived in environment because no street is bare the’s always rubbish and signage located somewhere.
I also thought about how I could create these small models and which program would be most suited to it such as 3DS MAX to create a bottle or Photoshop to create poster decals.


After talking with my tutors about my project, we finalized some ideas and spoke about how I could create certain assets and manage my time well.
