Analysis of components and assets required for project

Visual design

The main aim of the visuals, within the game, is to encapsulate and simulate the Fukushima nuclear station. They are to also guide the player through the station, introducing different objects, intractable assets, routes and spaces. Environmental storytelling will play a huge part in the narrative behind this game, therefore it’s important that assets are created with clear visuals - so players can identify them quickly. If assets are not identifiable, it will take away from the simulation immersion. Furthermore, 3d models that are created must be used appropriately - simply scattering them will not be accurate or appropriate. All of these thoughts will be explored and solved during planning, design and the iteration process in semester 2. I intend to make 3d models within blender and export them as FBX files into the Unity project. If the model requires animation (e.g. a button) I will keep it as a separate component, so when a player interacts with it, I can animate it within unity by changing its height. This is a more efficient way of animating within a project - keeping processing power required minimal. I can also do this for lifts and other mechanical assets.

Sound Design

Sound is crucial and arguably the most important feature of this project. I do not intend on creating a soundtrack, but rather a large portfolio of Foley recordings and sounds. Sound will work in tandem with visuals to guide the player through each level. Most importantly, different sounds will be used to paint a picture of the environment around the player. As the majority of the game, the player must quickly traverse through different rooms, their focus will be on visuals and where they guide the player. For that reason, sound will somewhat be compensating for visual story telling - by creating a picture from audio around the player. Additionally, sound will assist in maintaining a tempo, with explosions, water breaking through the reactor walls and floor collapsing behind the player, it will be intimidating and create a sense of urgency. A sound bible will be created where all sounds are documented and organised.

User Interface

User Interface will be at a minimum. This is to not take away from the immersion and simulation experience. There will likely be a menu at the start, to start the game and change settings - that is the extent of User Interface within this project. In order to be inclusive, settings will aim to include the option to change: colour contrast, key bindings/ hardware, audio volume.

Promotional Material To promote and generate interest in my project, both throughout the project’s development and the final product, I will create promotional material which will engage with an audience. Primary forms of communication and engagement will occur through different social media platforms - with the main one being Instagram. I would like to also, if it is possible, create small stickers and other little merchandise items. Creating merchandise will generate more interest as well as encourage a loyal fan base that can support the brand/game. Merchandise can include shirts with the logo and other small tchotchke and trinkets (like key rings and stickers).

Gameplay

The core gameplay experience is an immersive simulation, parkour puzzle game, were you attempt to escape the famous Fukushima Daiichi plant during the 2011 tsunami.

Escape!

Primary focus of the player is to escape the reactor and survive. How they choose to do this, which routes they take is their choice. However, there is time limits in different rooms – some may be filling up with radioactive water, others will be falling, and you need to make your way across before everything has collapsed.

Interactions!