executive Summary 01
Functional Requirements 02
narrative overview 03
Avatar and NPC design 04
Player statistics 08
Skills & Talents 12
Global & Local Navigation 18
Main Menu 19
Ingame Layout 26
Roleplay Gaming 30
Victory conditions 31
Environment Layout 32
Narrative structure 33
visual Design User Experience 39
Design Mock-ups 34
Website Design 36
Self Appraisal 40
Logo Design 37
The setting is based on an isolated landscape around a glazed utopia called Overon City. It
is a modern day civilization that is dated in the near future where the territories were formed
by government and corporation business interests. Its population built on corruption, broken
promises, religious fanatics seeking salvation and greedy ambition fuelled by the gluttony of
The main goal of this project is to achieve success by gathering as many gameplay features
into one combined package. The emphasis is expanding the gaming experience beyond the
traditional confines of the genres by creating the highest concentration in gameplay features that
are rarely seen in first-person shooters to match head-on with fantasy roleplay.
The videogame is based on free-form play of venturing through the universe that is a rare
breed rare of gaming experience. Its overview concept grants a vast choice on the player to
have multiple modes of weapons fire, several ammunition types, weapon upgrades as well as
enhancing the avatar’s character profile.
One of the gaming platforms is a paper-based fantasy roleplay adventure that is built upon the
Black Industries’ Warhammer Fantasy Roleplay engine, because of its versatility and playability.
With added features of combat and weapon management that has the potential in becoming the
most sophisticated system, more than any roleplay titles like Dungeons & Dragons and Vampire:
The roleplay adventure game is an independent development built as an adaptation to the
Warhammer system. The main content acts like a rulebook expansion pack to the existing
content and no copy written materials are unlawfully duplicated. By having only some of the
rules are revised upon; matched with instructions for both existing and potential players to get
A stylised board-game product that does not require any electronic assistance to play. The
rulebook itself acts like as a combined instruction manual and a gameplay toolkit for people to
come round and have fun with a team building partnership it solve and act on the scenarios given
by the Game Master that rules the sessions. The requirements are standard issue supplement
among the following guidelines:
• Rulebook, a Game master
• Recommended: 2 - 4x players
• A printed set character sheets per player
• 2 ten-sided dice and a pencil for each person
PC - Minimum requirements:
• 1.5 GHz processor
• 512 Mb ram Cooperative
• 128Mb Graphics • LAN connectivity
• Keyboard & mouse • Broadband connection
• Split screen
Console Single player
PS2 / PS3 / XBOX 360 1x Controller + Spare for player 2
Nintendo Wii 1x Controller + Nunchuk
This edition is a rough guide and working prototype combined by moulding into a general rulebook
as well with some narrative chapters to elaborate on them. The book will work as a toolkit for the
potential or interested players to create their own scenarios, mission objectives and stories to
expand the gameplay as well.
The advantages of it being paper-based with generic statistics and collective rules; what the
player can do is rely dependence on their imagination. The participants themselves have the
potential to reach extreme feats of action that can easily breach the growing capabilities of a
computer game version.
The emphasis on this game is based on no matter what method and how you progress to your
objectives, the free-roaming aspect will always be available. The possible video game version
will allow you to venture through the streets regardless, because like many other console games,
it’s centred on playability and open-ended experiences.
There are no clear timelines of filling in the gap of the present age to create an inter-relationship
between the two timelines. Also no third party adaptations in existence like fan-based conversions
were produced outside the Black Industry publishers’ Warhammer merchandise. The closest
pieces made created were small expansions of minor narrative scenarios and gameplay
mechanics. No evidence of entering completely different universes like the Wizards of the Coast
selling their gameplay engine for reaching into other franchises, like the paper-based Farscape
PC & ConSoLe
More or less exactly the same universe the players will be venturing through. The entire storyline
narrative is generally simplified for the players to follow through. Whilst the roleplaying game has
episodic missions, the given missions on this version shall lead on to a path in power struggling
to get at the top everything in the city. The end result will get your character to become one of
the leading parties for governing the Overon Territories.
When going through the GC realm, it can be shared with playing another interested party by
having cooperative mode. The gameplay features will simply be a hybrid first-person shooter
with complimented roleplay elements of interaction.
Avatar and nPC design
The preference of choosing to act either on a good or evil path will be reflected on the progression
on the success and failures in mission objectives, and story because each one has its own
rewards. Appeal of the dark anti-hero would be expanded along the way in keeping the starting
profile of the player’s character as a neutral party in the universe. The enrichment of philosophy
and psychology in dialogue, movement and body language of avatar interaction with other NPCs
or entities impersonated by the games master will implore the user in further involvement in
anticipation towards the next chapter of mystery and wonder.
Most of the character designs are based on description, due to falling into the third parties that
surround the players’ avatar with various orders that have power struggles between them. The
three opposing categories against the player haven’t changed at all, but in-fact they have been
established and expanded upon from the proposal document.
gangs Corrupt Cultists
The Bürella Gang The Dràtar Family The Emôri
The Supreme balance Commonwealth society The Ascendance
Criminal Defense & Affairs Zodiac Tribe
In the developed rulebook, the plot creations have been enriched with thorough narrative back
stories for the player to ignite possible conflicts between them, etc. Each group under those
categories stand for the different people you player will meet and in the roleplay package; they
all have the own motives to work from. Also not to mention the common folks in the government,
corporations, military, and of course, the police force.
This edition is based on group practise, where all the participants begin with randomised character
generation of appearance, skills, talents, characteristic profiles and different career paths that
are grouped together as all participants become a singular task force. Visual designs are entirely
emphasized; when it is only individual players’ preference to design their own interpretation
when following the characters’ description on the roleplay sheets provide with each player.
The actual character sheet design itself has the same content template as the original WFRP
engine to maintain relevance to attracting the experienced player who already knew about the
game. Also I’ve deliberately themed the aesthetics to match the Blue Caster product without
provoking further confusion if any player decides to include other sheets. The avatar features
are in-fact very similar to the pre-established character generations techniques, but with subtle
Some of the modernisation updates were to include the constellation star signs and restricted
it to only humans alone, instead of plural species of inter-racial conflicts from other narrative-
driven products. Also there are no implications at all beyond the need to address eye & hair
colour, because preference of skin colour shall be banned in the design process for avoiding
dangers of discriminating the audience.
Past before developing the early chapters of the rulebook was research on law enforcement
positions that were being broken down the listed careers hierarchy for from over a hundred to
twenty one jobs (split between Basic and Advanced). Everything about the controlled characters
by the participant will be the users themselves to develop their personalities, etc. They will create
their own adventure of speaking through them and initiatively respond on their available skills &
PC & console
The gameplay is basically streamlined into a fixed narrative for the player to follow; the following
two pages give a general description of them by personal characteristics and individual gameplay
bonuses. The videogame edition has two characters to choose from and it is optional to partner
with another player on the same system or through the Internet / network for a live connection to
share the experience as a cooperative experience.
One of the finest cops in the
precinct that is proficient in
leading fire-with-fire operations
against the criminal anarchy.
The department is proud of his
professional achievements, but
would rather not get associated with
his personal issues.
As described in first impressions; a
fully functional drunk that does the job
regardless to state of mind. In deeper
understanding of how he works is by a shady
period of having a role in the military, in choosing
to partner with this man, you’d have to get used to
his dry sense of humour and blunt nature!
A natural hoarder of delivering personal
protection and those with him by creative
concealment of weaponry.
This woman is a subtle and elegant choice of the two because
with her range of dialogue, you can rip through any mans’
defences by catching them off guard. A personality based
on more social attributes with heightened charisma and
subterfuge to match her manipulative talents of distraction.
She possesses bonus proficiency with covert feats of discreetly
sneaking through compounds and having a sharp eye for
reading through people.
As a private eye, armed with a flirtatious nature, you can
easily win trust with shady executives by getting closer and
winning their trust just as easily as anybody else. So any man
that fall prey to your charm wouldn’t at all be aware of being
simultaneously interrogated. Also this character is gifted with
exceptional agility to quickly evade danger and sneak items
away from distracted targets and slipping others objects in its
Claire Fallemn Drake
Also in her right, very intelligent in accessing secured data
from computers at an experienced level and not many locked
doors can stop her.
When the fantasy roleplay system has a lot of profile characteristics to offer; the console version
has the following list that is concisely cut down. The list has been shortened to a point where the
gameplay experience remains simplified and less crowded to maintain a high level of playability
for electronic console market for targeting the majority of the market.
This based on your character’s development by measuring your physical and mental stature.
This is profile characteristic template of the characters personal growth in maturity aspects of
unlocking new directions of interactive dialogue and to inherit certain benefits in how good you
perform your tasks.
This section of attributes is based on your character’s build by enhancing you’re the muscular
performance. The more brute power you have, the better chances of survival in combat by reflex
actions of retaliation against directed attack from deadly foes alike.
Strength - This measure how much you can lift and move objects. The bigger the rating, the
more weight and mass you can shift aside. Starting from dealing with objects like wooden boxes
to mastery skill level of peak muscular finesse of heavy weight lifting.
Dexterity - This sees how fast you can walk and run by rate of terrain coverage. The better the
rating, the faster you are to olympic status. Able to jump over higher obstacles than the average
physique and flexibility in dodging blows with quicker reflex actions.
Stamina - This gives a boost to see how far the avatar can ran and jump as many times for as
long as it ingame reading diminishes through exhaustion. The higher advancement, the less
energy drain and more health points granted to withstand more punishment from all hostile
This section is based on your affiliation with people around you. It’s generally layered on the
characters’ personality by how well he/her communication and interaction are with others. It
grants more dialogue options to grant bargaining for rewards and escaping trouble.
Charisma - This reflects on well you can draw people closer to you with less hostilities.
Depending on how good you can peacefully negotiate with enemies; neutrality is possible. When
bargaining for better prices with merchants and shop keepers, you can get cheaper sales and
Subterfuge - Higher the rating the more likely you can pass on a bluff. It measures how good
you are in keeping a poker face by concealing your motives from other shifty personalities that
wish to give question. The better you do, the bigger lies you can perform by manipulating anyone
to your bidding (even rendering the all parties confused in not knowing where your true
The details here are based on your psychological strength in resisting mind games from the
enemy. The more intellectually developed you are, the more potential heights of evaluating
problems you can recognise to create solutions.
Intelligence - This measures how good your IQ reading is by judging your characters’ performance
in intellectual problem solving. Situations like cyber-hacking and security access will be finish
quicker than the default estimates.
Discipline - This defines how well your avatar can cope under pressure with being creative in
accessing password protected documents and classified documents. The higher the rating, the
wiser in fortitude and constitution the character possesses.
This list defines specifically what are your avatar’s main functions are and how well the character
can perform them. The selection is primarily based on what are the common activities you must
do to progress through the game.
It’s kind of self explanatory from here, because the more upgrades given means more damage
effectiveness there is achieved on every strike. Meaning every battle will get quick and easier
and though its skill mastery will better prepare the user to fight against more brutal opponents. All
the following criteria are based on keeping you alive against offensive obstructions by improving
your layers of self defence (of course with aided boost from Strength, Agility and Stamina).
Brawl - This shows how menacing your character truly becomes when left only with just bare
hands. The better it developments, the more deadly the avatar is with every throwing blow of the
fists and feet.
Firearms - This rates your skills in how you handle your ballistics weaponry from mastering the
rapid response to short range difficulty of pistol to distant targets through a sniper. The better
you are, the more accurate you’d become with speedy targeting and better damage afflictions.
It shall boost the speed of aiming, reloading and any other details to compensate the weapon
hardware upgrades in turn.
Melee - It determines how well you can sheaf a blade a wielding it against your foe. The better
your skill, the more control you’d grant over larger swords, staffs and heavier blunt objects. You
can master parrying in defence more easily and efficiently against attackers; with more likely
opportunities to cut deeper into their flesh with as much flexible might. Mastering the melee
weapon can simply give an edge over unarmed combat with crowd control on overwhelming
As a PC & console conversion, these are the basic skills either a detective or private eye must
master as professional specialists.
Perception - This rates how focused you are in keeping a sharp eye out for little things that
look potentially suspicious. Staying alert is one of the skills that are inherited from on the edge
constantly for new surprises. On high skill mastery, you can easily spot others in disguise as well
as them to you!
Stealth - This proves how good you are in sneaking past guarded areas that rely on sight
and hearing without causing alarm the move sophisticated your technique is, the quieter you’d
become when moving around. People would notice you considerably less when concealed in the
shadows or behind a worthy disguise.
When having knowledge equals power in democracy, but usually guns resort to the same
highlight under aggression. The more you progress within this field, the less places anything
could hide anyway from you!
Hacking - Is to measure proficiency in accessing electronic security terminals and computers.
Lurking into password protected systems will be your private business in finding more reliable
and honest answers than the very people you’d speak to. The higher your skill, the larger security
measures you could combat against and faster information retrieval.
Security - This is based on how good you are in dealing with security measure that obstructs your
path. Even decrypting manual locks is part of the job to collect intelligence and clues. The higher
the clearance, the more efficient you are in cracking the though safes, suspects’ apartments and
buildings. This gives a combined boost with discipline and hacking profile characteristics.
The following gameplay statistics are variables that can go in both directions; up, down like a
meter reading. The feature is inherited from the LucasArt’s Knights of the Old Republic to test
your dark or light side of the force. It is inspired as well with reference to Humanity Points on
the White Wolf’s story telling gains in efforts to suppress the uncontrollable beast within the
animalism shell of existence.
Since the avatar’s console characteristics profile has been covered and explained, the general
user interface layout will visually demonstrate how the statistic management works (refer to
Authority Points – This is acts like a meter reading to tell your how much respect or fear in
reputation and status to who ever recognises you. And this determines whether you are a good
cop, or a bad one; whilst it’s dependant on your next following actions.
Style Points - Another characteristic that give a similar reading. A questionable gameplay
additional that is based on street credentials in proving your reputation by making a big entrance
through rooms. The players’ actions and through dialogue selection will boost ratings by delivering
an abrupt attitude of knowing what they want.
When it comes to governing your actions by certain triggers ingame with the arcade version, the
meter reading attributes act very much like the profile Insanity Points that are still going to be
relevant in the paper-based engine. Their function is based on guarding the character’s morals
and sense of judgement.
The two characteristic were going to be implemented in the Fantasy roleplay system by updating
the profile sections of the character sheets, but eventually they were rejected by practicality
issues. Not much of the triggers were clearly thought of, except casual edition. Since roleplay
system needed to be modernised with new gameplay features that should match the specified
era by replacing the Magic characteristic with the following alternatives.
There is a complete refurbishment with the magic types and effects of what the player can
conjure. The game has taken away the chaos worshipping and expanded it with cultist rituals
and psychic powers. No magic involved, except looking at scientific theories and altered states
of mind to match the modern day academic and common knowledge.
extra-sensory perception (eSP) was surprisingly the new replacement for middle earths’ Magic
by potentially expanding the gameplay arena of more diverse objectives and action. Since the
game has cultist and ritualist parties, having psychics as well wouldn’t destroy the theme, but
actually make the experience more exciting and edgier. It’ll fall under parapsychology as the
subject topic with ritual castings and practises.
By introducing the psychic abilities; it’ll have its own set of rules to work with and shall be split
into three specialist talents. They are reader (to probe into other people’s minds), premonition (to
look through the corridors of time and space), and manifestation (to create physical conditional
elements like producing fire out of thin air).
Also conditions of using these special gifts will risk moments of suffering insanity. Each different
psychic talent will have diagnosed different symptoms of illness by certain triggers. For example,
an avatar has become a reader, but tries to focus that gift in a crowded room. In effect that when
falling under pressure by numerous thoughts distorting the path; the countered emissions can
temporarily over rule the original personality and dominates the player to become a schizophrenic
When considering the adventure will contain mature content; the provided evidence is the player
using drugs to boost performance of mental summoning of psychic talents to momentarily push
beyond the default boundaries. It can further risk insanity by rolling a skill test against addiction
and using them can add more bonus statistics to other characteristics attributes & abilities.
Though there are mixed feelings about forwarding it to the console version, since many replicas
on similar concept like biological and cyber modification seems to become repetitive and genre
cliché among computer generated narrative. But the skills management could be enough to
stand out by only having the psychic talents as separate allocated like the sub categories of the
Warhammer templates. Each gaming progression from start to end will only allow one psychic
talent per character (to encourage replay longevity).
SKILLS & tALentS
This is a completely separate area of the characters abilities that are further defined from the
character’s statistics profile. It is an action management section in the roleplay game that is fair
more complex than what the console version may have (if with further development). Since the
videogame genre features have mostly self-explanatory design, the range of skills & talents
are guidelines in what the player can do with the Game Master having the govern the entire
Now that it calls for revising the existing lists available, there are some new additions included
and rehearsed modifications to suit the period of the narrative’s time and setting. None of the
existing skills or talents has been directly reproduced exactly to avoid plagiarism, because the
provided list in the beta version rulebook only has an additional changes and extra components
to match appropriate gaming conditions. Thankfully only a few rules have been discarded for
irrelevant usage. More have been expanded with new functions like Academic Knowledge
with psychology, criminology and science included among the range because the character
generation will show evident signs of exercising their education.
The more experience point given will get each subject topic a more in-depth mastery, like science
leading onto biology for better killing effectiveness. A lot of the new talents have the same diverse
additions like new combat feats of idol stance and combat styles that have numerous ways to
fight with the same weapons. This roleplay game will have a lot more to offer in combat action
than the original codex, because both the weapons and the characters are as fast, deadly in
comparison to the middle earth realm of clunky armour and impractical arsenals.
The rituals are supplement replacement to the magical spell castings by segmenting them in
light, dark & ancient practises. Also having tier progressions of skill mastery, so if the successful
in rolling under Will power or one other characteristic specialised on different ritual types; the
player or NPC can create more powerful results of the existing spells. The psychic abilities have
the same management system in each level gained; grants further extremes in the specialist
field, like a reader can sense surface thoughts beyond emotion.
The PC & console version simply has automated mathematical triggers to work with tweaking
the setting through the menu hierarchy. It only operates with three settings of the combat statistic
variables. Changing the settings will reflect on the damage effectiveness with the weaponry and
NPC competency. Either way, there would be no changes in pricing of items, and the items you’ll
receive from your foes (except for enhanced weapons).
easy - The challenge will be lessened by having it more of a casual tour by reducing fatal risks
on player deaths and ease to complete the objectives quicker. Weapon accuracy and damage
rates will increase only by the player holding them. Lifespan on health will increase 125% as
insurance and the NPC intelligence will diminish slightly by slower reflexes and alertness. You
don’t have to add as much power to your arsenal to cripple your foe. Even though any boss that
comes in your way would be as imaginative with them except for higher strength, agility and
normal – All the gaming configurations are within default parameters and the combat settings of
the weapons are equal to your own collection. The only thing that can make you just as deadly
as the rest is buying the deadly upgrade attachments and modifications to outgun the opposition.
Only potential bosses may have similar features to your own.
Hard - Player’s life expectancy would be reduced by having the default health reading down to
75% and the weaponry effectiveness will increase by 125% for accuracy, and damage dealing.
The AI would be slightly improved by having quicker reaction time and alertness. The majority of
the public may have similar enhancements to match yours, even the boss matches will become
potential slaughter arenas for you to tread lightly.
When in comes to playing nice on the roleplay system, the rulebook will have gameplay tips
and advice to carryout. With a few suggestive alterations to keep the experience simple when
moments of triggered actions can be too in-depth and complicated for a beginner. The GM
(game master) can grant wishes in cancelling out a few details like armour differences and
numbers of enemies to fight against.
Either way the rulebook itself will be a toolkit for the players themselves to create their levels and
scenarios for extra adventures. The premise of the roleplaying genre is exactly that which the
games development industry continuously struggles to invite user-create content on their video-
game by free-roaming clones and open-ended narratives. Most designers are looking back into
the Dungeons & Dragons era for inspiration on statistics and various conversions updates.
In both versions, the main coinage is generically named as credits, and is split into three
different values; gold, silver and bronze (which can be addressed as copper, shrapnel, etc.).
Also ingame, merchants of different classes can value the same items in individually (like middle
class citizen would count mostly by silver, the high priced ones do the same in gold, even the
poor in bronze).
Even though all the items have a fixed price, the cost will be expressed in various assortments of
coins. For example, a wine bottle has been ordered, but it cost 20 silver, another shop sell the same
brand, and marked for 1 gold. The chart below will demonstrate so and the videogame version
won’t have to worry as much when organising the currency, because it is all automated.
value gold Silver Bronze
gold 1 20 100
Silver 20 1 5
Bronze 100 5 1
The game has modern weaponry of today’s pistols, machineguns and rockets launchers to
contempt as well as having various melee swords and blunt objects to fight with. The items are
further customisable buy having upgradeable features.
Most of the described items are intricately broadened on randomised result generations by
embracing more situations in rolling the dice. Even medical kits can have effects that are possibly
more harmful than good if rolling unlucky numbers. The gameplay details in the rulebook are
based on provoking unpredictable situations where it’s all a matter of chance.
The inventory has got seven different types of ammunition to share with firearms & explosives
to arrange different attack effectiveness against various enemies and obstacles. Both versions
console and roleplay share the same munitions selective range when reloading them in unique
magazine clips. All the bullets are conveniently colour-coded for quick visual representation of
recognition with the interface management.
• Standard (grey) – is general multi-purpose bullets to fire against medium
• Dum-dum (brown) – with carved heads of standard rounds, they give extra
punishment to fleshy targets. Although considerably not as affective
against armoured units.
• Hollow point (beige/orange) – is for firing fleshy surfaces against the skin.
People without any armour and wearing normal clothing.
• Armour Piercing (black) – used for heavily armoured attackers and better
effectiveness against incoming vehicles.
• tranquilizer (blue) – handy for infiltration by rendering any person knocked out
and eventually wakes up confused and disorientated.
• Poison (green) – once shot into an enemy a few times, the mass dosage
concentration can be fatal enough to gradually kill the target, even when
evading attacks and shoot breaks until worn out.
• Corrosive (lime) – is made to categorically melt down unit’s armour before ]
making severe burns on the flesh. Just as deadly as any poisons and
phosphorous, by slowly eating away someone’s limb.
• Phosphorous (yelllow) – are generic rounds that catch flames onto peoples
clothing if they have flammable fabrics, and even torch the environments
to burn down some obstacles or over-heat a nearby fuel tank.
• explosive (red) – for relatively extremely armoured unit and thick plated walls
as medium range instant demolition.
The evidence of these bullets working will be visually evident ingame of the PC & Console
edition. The mechanics in the paper-based roleplay system will be mostly turn-based and active
by the roll of a dice on Combat, Damage and movement chapter of the rulebook adaptation.
Although the seven bullets listed above are clearly for offensive purposes, but sometimes on rare
occasions, the mission objectives may require combining the weapon with more sophisticated
equipment. For example, like firing a tracking node on the target or electromagnetic rounds to
jamming equipment for short periods of time.
Detonation modes – when firing grenades, or special high-priced rockets, here are some
launching features in combat the player must consider because the munitions are configurable
armed switches within the following three:
• Bounce: The momentum of the fired grenade can be redirected in its trajectory with
calculated aiming around corners to catch anyone who within range when out of
sight. The rebound limit will be between 2-3 times.
• Impact: Once it has hit a solid object, the explosive will simply do its job after following
• timed: The ingame physics can do the rest by letting gravity take control over the
launched explosive once launched, so the player could escape its wrath until the
timer runs out.
• Manual trigger: The grenade stays dormant only until you pressed the detonator.
The players have upgradeable armaments just like the characters’ profile, because the game
offers multiple ways of enhancing performance in gaming ground against more powerful enemies.
The following pages show the available features for the videogame edition, because that version
only offers them to ballistics. Knowing that the paper version had just recently introduced the
added details of upgrades and ammunition rounds; the operational support in multiple platforms
with be managed differently with limitations on practice.
This range is based on physical attachments on the weapon that will be visibly evident if weapon
is equipped. The only draw back is sacrifice small fragments of your sight when looking around
Laser - When the player’s line of sights is not obstructed; then it reveals clearly where the barrel
is actually pointing. So the player gains a better aiming accuracy within close to mid range
Scope - Adds a lens attachment along the weapon. So the player can target enemies in longer
distances. It shall increase the aiming proficiency status to pin-point accuracy when aiming
through the lens.
Clip - Increases ammunition capacity. The viewable effects will be the weapons’ handle looking
longer than the handle its. Extended fire rate would increase beyond the default percentage to
125% to 150%.
Silencer - Eliminates most noise and sound emissions. Holstering any weapon it’s one thing
and able to kill an enemy silently by a blade is the same, but using a firearm against in covert
operations is another story altogether. The visible evidence will be expanding the barrel radius
and extending the dimensional length.
Bayonet - This allows the player to have combined defences of cutting down the enemy at close
range. Blades can only be used when a target is at close proximity and firing munitions will only
do so when out-range from melee attacks.
torch – Allowing you to see in the dark when having a torch comes as a separate piece of
equipment. When armed with a single weapon, gameplay still goes as normal, but if having two
weapons at one, to activate the light you must sacrifice the left handed item. If this is attachment
is activated, then you can see through the dark with and remain well-armed at all times.
Micro-Launcher – It is actually a 40mm Enhanced Grenade Launcher Modular (EGLM) that
fires single explosive rounds towards medium ranged targets. Once attached, it’ll be a far more
accurate aim than throwing one by hand.
The following attachments; torch, bayonet, laser sight and micro-launcher could not be amended
along the bottom side of small arms like pistols with a special armament bracing. Without will
resort to equipping them separately if couldn’t afford or find one lying around. The next best thing
with pistols is having one for holding a torch and another to include the short blade.
This is based upon configuring the weapon mechanisms themselves. It is another direction the
play can take to improving his or her self defence capabilities instead of continually strengthening
the ingame profile characteristics of the avatar themselves.
Accuracy - Less bullets will be wasted when the radial flight-path of the munitions don’t spray
into random approximation. A generic application that examines the weapon as a whole, the
every bullet won’t go away from its intended direction from the barrel. The cluster radius will be
smaller by 150% within med to long range.
Calibre - Increases damage effectiveness by taking down a target with less bullets needed from
paralyse the killing them. Every shot will become just as deadly by adding 20% each time you
tweak the gun (limited to no more after 160% total damage).
Range - Boosts the effective range capabilities on the weapon. A pistol for example, will have
better chances of shooting against guarded posts without having to look through the shoot. The
munitions flight-path shall be extended with a certain radial direction.
Recoil - More counterbalance against the triggered momentum. The aftershock of each bullet
fired normally joints the weapon out of position, so with the rebound cushioning would improve
the accuracy in the immediate following shots.
Reload - It reduces the reload time of replenishing the magazines. So even though normally
most players check their rounds in midst of battles, sometimes enemies require more than one
clip to be taken down. So the benefits are speeding up the process by 25% percent each time
(can not be used on the same weapon more than twice).
The firearms can be used a lot more effectively when fully juiced up with longer range, higher
damage, and better reload management. Also the melee selection has been put to consideration
by having the same number of upgrades to match the projectiles. Though all items have different
compatibility in whether it might need it or would combine, because with certain rules to balance
the challenge, some weapons can create a bug in itself if it is over-powered and biased.
The paper-base adventure has a balanced list Melee Ballistics
of upgrades that offer bonus effects to both - Grip - Clip
guns and swords balance It is arranged as a - Balance - Bayonet
quick reference tick-box system for the players - Refined Edge - Bipod
to record their items quickly. Their functions will - Vibro Treatment - Scope
be as evident in the rulebook, among pages of - Expanded Blade - Laser Sight
the equipment chapter. - Compound Materials - Flash Suppressor
- Insignia Markings - Silencer
gLoBAL & LoCAL nAvIgAtIon
The level progression in the fantasy system is strictly episodic. So there won’t be a clear ending
to the entire game in itself, because all missions are open-ended to be non-linear, regardless if
any objective is success or failure. There’s always going to be a specific structure for the players
to follow by beginning, middle and end.
This is the main global navigation area where the user should negotiate the settings and access
to the gameplay, etc. The following sub-links are below and shall be further segmented into local
navigations and with descriptions of functionality.
A default gaming mode of adventuring through the city blocks with independence to work alone,
but doing so will most likely be interacting with only NPCs to fight with you.
This feature has become ever more popular each new since the first release of Halo and
Timesplitters. The main difference is when handling the inventory selection, no pause in gaming
shall occur and that only happens when you are configuring the controller options and difficulty
select, etc. Split screen action if working on the same console (if playing on the Xbox360, PS”,
etc) and playing online through the Internet or LAN to simultaneously interaction with different
people. For example, one can talk and sell items in the same time, while the other player is
roaming the corners (depending on server option settings).
Loading individual player profiles will take advantage of the hardware and other memory storage
mediums. Though if connected online, it could be possible to upload the configuration settings
and progress files by streaming online!
new / Load / Save
Obviously a standard where along the way in getting immersed into the game universe, automatic
checkpoint saves will be in order on certain location by having an template progressive history.
File management with only accumulate manual saves and have singular autosaves on each
Just like the New / Load / Save feature; where it comes as standard in the package by configuring
the visual brightness, interface alpha transparency, etc. Also the difficulty setting will be integrated
under this page.
An ingame supplement for the player’s collection of items, because as they progressively grow;
it has sub-links to divide the list. There is no encumbrance limit for the electronic version. They
are sub-categorised for combat, armour, medical and miscellaneous uses.
Another sub-category among the selective range that too further splits into different types of
common functional purposes. Also it is supplied with macro-management features of handling
add-ons and modification upgrades and construction options. All items that require don’t require
two hands to handle, they can be dual wielded.
Items & trappings
These are for miscellaneous uses of accumulating the likes of medical supplies, artefacts and
other useful pieces of equipment. Trappings are an entitled generic remapping of separating the
clothing and armour from the rest, so the player can immediate put on a disguise and armoured
This allows you create different items like another medical tool, or extra bullets with enough
raw materials collected. The starting conditions when you embark on your journey will have no
instruction guidelines to read and learn the creation process, because they can only be unlock
when you ask suitable parties that know the methods. For example, some doctor maybe glad to
give you advice on creating serums against certain drug and antidotes for poisons. An armourer
can give you the trade secrets of creating specific types of bullets.
This lists out the long ranged projectiles from small calibre pistols to high-calibre snipers and
grenade launchers. The available weapons will be a modern design and sometimes vintage
antiques as well. Since the paper-based system has advanced misfires by chances of not
working, also the videogame version will perform normally, but finding the right munitions are
quite rare to find the right bullets.
There are different firing modes on handling multiple barrels and chamber on the weapons
(like the twin-barrelled magnum). The player can also load one type of munitions in the primary
magazine and another type of ammo for the secondary magazine.
• One mode is firing one cylinder at a time, until it’s empty and then
use the secondary stack to fire with.
• Another is strictly burst fires in simultaneously shooting all barrels;
though it’ll have at least 1-2 seconds delay between the scheduled
• The third is shooting a steady stream of taking turns on each barrel,
one at a time. Then reload is necessary when all empty.
This list shall provide short ranged weapons, so the player could parry against the incoming
cutting blades, etc. Like the firearms selection, you can acquire numerous blades, blunt staffs
and instruments from different cultures. You can fight with cultist weapons and riot shields.
This section under weapons is only applicable to enhancing the player’s firearms as well as
possessing different types of ammunition. The video game version won’t have any modifications
for the blades weapons, because during gameplay, it’s a case of consulting a NPC blacksmith,
artist or technician. The listing itself will be organised alphabetically and the following upgrades
are split into two categories (add-ons and modifications).
This is giving added protection against suffering deep cuts and bullets holes on your person. So
thing goes separately from your clothing because it’s strictly designated for combat purposes
allow. The selection ranges from bullet vests, plated drench coats and arm guards. Helmets
would come in different forms by shape or size to accommodate different situations. Like military
issue will be useful against firearms and re-enforced riot-guard visors to protect you from a few
frontal head shots (depending on the weapon).
Comes as separate around armour, because it supplies uniforms and disguises to infiltration
restricted perimeters within causing suspicion. Though depending on the material thickness of the
clothes will determine minimal protection. The selection will determine what kind of appearance
other see you as, like dressing up as a high-classed waiter/waitress, doctor, security guard, gang
member, or military soldier and officer.
This is based on describing how advanced your character is by measuring it from 1-10. Start
from one means that you are trained as a beginner on the field, but naturally being on zero
means you had not experience. The higher reading you produce up to 10 will grant you’re a
mastery rank of discipline on their specialist fields. Having these statistics about your character
actually separate the avatar further from the other entities by what you are actually capable of
beyond the described position of its bios.
The presentation of statistics would be based on a mixture of various influences in past game
structural navigation as a standard form of aid and practise to regular users. Simplifying the
information into a manageable size and mapped out into separate sections is a top priority
with the interface, because the need to serve generic functional purposes because too much
however would make the navigation less coherent.
Its structured layout on the screen the screen is combination of tick-boxes for general use of
graphical data handling will be looked upon between the establishments in designs on the
cross-platforms and character sheets. It was originally from the Vampire: Bloodlines system;
in possessing both sections of attributes and abilities nicely arranged into a simple tick box
During research, I’ve been looking over and comparing varied games that handle character
profiles differently and found a pattern that resulted in the majority of the electronic versions like
the Star Wars: Knight of the Old Republic series have mutated from the original Dungeons &
Dragons control system material.
From the previous interface design of
the players’ statistic; they have been
heavily revised and remodelled away
from the direct template on Vampire
the Masquerade: Bloodlines’ game,
because it would invoke plagiarism
and bad design practise. Though
efforts were wasted by reshuffling the
data still keep the idea of using grid
boxes as simplified display.
Specifically the following characteristics were deleted by confidence of supporting similar effects
with compound measuring. Dodge, finance, intimidation and manipulation has been removed
because in most cases, the main content only requires the most vital components that’ll assess
the character’s abilities. Hence stream-lining the information and stabilize suitability for console
Such examples; like subterfuge was under the talents section, is now moved to the social criteria
and to serve combined purposes with charisma for persuasion and manipulation for additional
boost in covert actions. Security has been moved under knowledge, due to mostly working
together with hacking (renamed to fit pop cultured vocabulary in simple terms instead of just
‘computer’ and ‘computer use.’ In other words the re-organisation has put more value to certain
skills and more ergonomically generic.
To be dynamically automated under further combinations with the attributes, or other option
of manual choosing in additional skills as another menu design layout. Manual choice could
actually encourage the game to be less linear and there could be special unlockable skills to
behold from interactive with other characters, so that’ll give more clarity from merely picking up
and studying new items.
The gameplay system has to operate differently apart from the Warhammer system in order
to work properly on grounds of maintaining simplicity in design. Due to unsuitability in general
areas like deciphering a career path progression wouldn’t really be coherent at all. Also the need
to program its mechanics could be dangerous on the likes of a PC or console.
Having this game being based on a techno-gothic world with dark & edgy twists is a descendant
of influence from the current masters of interactive roleplay, such as the best works of Bioware
Entertainment and the deceased Ion Storm. Bringing back the elegance of innovations in
interface and level design characterisation will be deeply be enhanced with a mature story-
driven adventure through a corrupt cityscape, into a twisted high-tech middle earth scenery of
bizarre cults, to high-octane action. Yet once again, exploring the flaws of a decedent utopia has
been the focal point of its philosophical and cultural nature.
In the videogame assortment, the user has a skill
mastery range from 1-10, just as described before,
though it is displayed as a segmented graph that is
inherited from the circular design from the Bloodlines
progress management. Though it still holds relevance
since the character sheet of the fantasy engine have
the similar layout on the skills & talents section on
the second character sheet. Since there are limited
attribute & abilities to advance from, the progression
has doubled to compensate the pacing, and obviously
the more advanced tier has a higher cost each time.
This sub-directory of the ingame navigation holding vital information that gets accumulated over
the journeys taken. Reflecting on them with various pieces of many puzzles will eventually come
clear in what direction you may be guided towards.
It’s nice to have a little back story of self exploration into the past and knowing what kind of
person the player’s avatar will be acting as. It describes what your characters’ strengths and
weaknesses are in written format beyond the graphical representation of the players’ profile
characteristics. Depending on the player’s actions, the bios would have live updates on how the
avatar’s personality responds.
Probably one of the most useful and highly common place to look at when reminding the player
what kind of target he/she’s looking for and any bonus tasks available. On top of the step-by-step
guidelines to follow, there will be also the variable rewards offered in general items, currency and
Allies / enemies
To knowing who and where your friends are, also you enemies are to see what position you
actually stand in running for solid ground of salvation. This criterion in the log is extremely useful
in recording individuals and crusades in whom to approach and what to avoid.
This records key pieces of information from conversations, founded information from systems,
concealed documents and objectives. If the player has questions about what password they
need to remember and whom to contact next, etc. It’s an ideal fallback asset in reference to fill
in missing pieces between the main acts and directives.
Also this section might include image references of sometimes what target you’ll need to look
for. For example, an objective could be trailing a suspect that may have a distinctive looks
to look out for and probably what visual description of an item the player has to look for in
Even though the Overon territories is quite a vast landscape to cover; having specific routes and
rendezvous points to meeting with contacts and main mission hotspots. Where the player goes,
the travelling would beyond the reaches of the city gates into villages and uncovered military
blueprint layouts of where to look in search of central command and avoiding barracks full of
troops on reserve.
Since the scenery was built from a mining colony of natural resource collecting of rare materials;
most of the city is overlapped the shafts and tunnel networks. These tunnels in the narratives
have been make-shifted into catacombs for the dead nearby church buildings and forgotten
underground structures. Not to forget there are canal routs as well for the player to be appointed
to intercept smuggling routes and trafficking.
As it stands, the videogames’ primary perspective is first-person, and could optionally incorporate
third-person if need be. The gameplay interface had a few solutions in maintaining minimalism
and only showing pieces of data when absolutely necessary. In combat, the user will only know
their health status and anyone else will be concealed. The tell-tale signs of the enemy taking
damage will be visually evident by seeing them limping, etc. as well as audio signals of yelping
Ammunition / health UI
This is the general layout of the ingame setup, most of the vital information will visible at the
corners, and by preference, it can be re-positioned at the top right, and or bottom. Obviously the
weapon handling illustrates the point of viewing through the avatars’ eyes.
The crosshair is segmented with some pieces
Cluster radius only come visible when needed, like the cluster
radius is a general approximation of where the
bullet may hit when dual wielding, handling a
Range meter shotgun or semi-automatics.
The centre point will always be available on
any projectile aiming; also the focus aim will
Focus aim measure the recoil imbalance (the closer it is
to the crosshair, the more accurate the barrel
is against the target). The range meter can be
used quickly to assess whether the target is
Centre point out of range, or reload timing with the focus
Health meter /
Second ammo count Mag. graphic UI ornament?
cylinder / magazine Primary
The weaponry graphics are revised from the original UI mock-ups from the proposal doc and
sacrifices little elements like a radar, plus compass (so that’ll be part of using the military issue
swipe deck separately). The munitions count has been portrayed as an elongated bar graph
for the chambered rounds. As for the total stocked remains numeric, and identified with the
magazine graphics behind them the identity what weapon is being equipped (regardless whether
it’s holstered or not).
These visual bars represent how many rounds there Coloured coded (eg, red = hollow point)
are available to fire until reloading is necessary. Also Shots fired
they are colour coded with certain types of bullets
the weapon has to his magazine as a visual check.
The image in the right demonstrates so.
One of the key issues was how to display the player’s health without
looking common to most games. The female figure within the
interface detail was originally merely an ornament piece to dress it
up without looking boring, but I figured it can be granted with some
functionality. Players’ health
The colour overlay shading red will represent the player’s health,
and only darkens to black when taking a beating. The alternative is
changing that colour order around, so the armour readings can be
overlapped with be blue shade, though fades with damage.
There are simply three different types of injection that would will help the player stay alive, with
enough initiative to stock and consume the following encase an eventual situation arises.
This helps restore some of the players’
health if taken hits, whether the assessed
extent of damage needs some attention. It
is a temporary alternative to side with more
affective med kits or services appointments
from the doctor / surgeon.
This repairs some of the player armour, when
the vest plating gets beaten enough. So it
reinforces the protective strength around the
covered areas of the body to absorb more
impact against the flesh.
This is used if the player is incidentally
poisoned or suffers from any tranquilizer
affects from any enemy fire, slit by a tainted
edged blade or cause within an air dispersal
radius from gas mines planted nearby.
The gaming interface has more options to offer than simply a straight
forward shooter, with basic interaction and attacking opponents.
Along the way, the player gets a military issue swipe deck that is a
small device with several functions to operate with in convenience.
In GPS and proximity radar is inbuilt, so activation will be done
separately when only not two-handed weapon or dual wielding.
Also this enables cyber hacking through software countermeasures of sophisticated lock designs
and defences. With enough skill mastery the user can acquire secured files by highly developed
programming from merchants and trading hackers.
The swipe deck is modifiable with collecting circuitry chipped cards disguised
as credits cards as single use disposables. Virus programs like a corroder,
ice breaker, trojan, worm and labyrinth encryption packages are similarly
distributed in the black market for various purposes. You are able to break
into accounting kiosks to secretly ciphering money from others, disabling
hardware perimeters like turrets and surveillance.
Another design is tracking a door locks’ coded frequency, so the player can scan input the
correct digits without raising an alarm with a false one. Other forms of access goes like a mini
game in itself with examples like; linking circuit nodes with a specialised smuggler’s cylindrical
cord, modifying size and height of teeth grooves, etc.
The necessary interface data would show once equipping the swipe deck at hand and the fantasy
roleplay share this with further coverage descriptions on functionality in the rulebook.
The level progression in the fantasy system is strictly episodic. So there’s won’t be a clear ending
to the entire game in itself, because all missions are open-ended to be non-linear, regardless if
any objective is success or failure. There’s always going to be a specific structure for the players
to follow by beginning, middle and end.
The mission introduction can be randomised into different briefing locations and multiple goals
that could intermingle with other motives where players can benefit. The roleplay rulebook is
simply a toolkit as well for the fans to create their own! The ones supplied near the end of the
book are sample guideline scenarios to introduce the plot interactions with the players and
demonstrate the case-study potentials of what can grow into a climactic journey.
The most common cases will be murders by appointing them to the morgue, surveillance on
criminal activities / suspicious couples, intercepting trafficking of illegal shipments, etc. The
clients (anyone you’ve agreed to serve or to follow orders from) will give you instructions and
some directions to follow through.
This as where you have the freedom the walk the path in whatever direction preferred. Your
interactions through talking to people and fighting them will decide what clues you’ll gain. In
combat, the GM manages all the opponents that get in harms way against the players, and can
reduce the numbers of combatants for difficulty purposes with newcomers. All the players are
just as vulnerable as the NPCs because the only thing that would separate the avatars; are how
far ahead their profile stats are against the rest. It is a definite that all the participants’ characters
can die and sometimes more than once if defeated (that when Fate Points come in as the
number of lives they have left).
Along the way, the players can go for retail businesses to buy and sell items for prepare to
advance to their next career or just for better armaments and medicine to get ready for any
surprises. After the combat sessions, the players are allowed to search the corpse and collect
their armour and weaponry or any other valuables. Sometimes among the loot could be found
items that can part of a bonus objective or to examine for value. A thief can hold quite a lot, and
their whereabouts could be traced to a compound of stashed goods.
Success will gain general rewards of experience points and currency. Also extra income on the
rewards will be allocated as well if optional objectives were to be achieved. Like saving all the
hostages without taking any casualties and completely neutralise the terrorists who’ve captured
Items themselves are another source of rewards like various jewellery and weapon attachments
or simple trade in for new information. The client themselves may have certain networks of
people they know to learn important information and speculated rumours. Most of the time; it
goes like ‘work for me, them I’ll work for you’ rituals.
Failure will simply grant no rewards at all, but a narrative round up will then get moving on to next
mission. It wouldn’t affect the players’ progress as much, but only postpones their advancements
in character proficiency.
PC & Console
Final victory conditions:
Depending on how well the player follows the principles in handing over judgement to the law by
halting progress of criminal activities and tracking down the source of the chaos. The end result
is getting a key position of advertising yourself as the ultimate law enforcer for exposing the
corrupted syndicates and managing to bring order & peace to the eco-system of gangs, ritualists
and politicians for the better good.
The alternative outcome for making the progressive path less linear is by the not always following
the rules of righteous actions to set things right by instead thriving in the madness of criminal
society. Money comes by more easily when others ask you to take action on looking out for
big bounties and your sense of authority will ride among the waves of the streets on fear and
Any organised leader shall falter to your demands by any payment of mercy; when getting on
top of the game by becoming a supreme bounty hunter as an entitled separation from the police
force altogether as a renegade. The ritualists will try to run and hide from you by declaring an
all-out witch hunt.
The third option will be much more interesting by playing neutral on both sides against each
other. So while they eventually get worn down, you’ll manage to gain profits from running errand
and manipulating the parties’ motives and actions. If the player plays his cards right, the only
thing he/she’d be worried about is self sufficiency on independence against being caught out in
the act with exposure.
The worst thing that could happen is all parties blaming you as a result by becoming a scapegoat
for global territorial propaganda. The third option of being a spy and a freelance gun for hire will
be loads more exciting with danger of achieving extremes in both ends. Failure will result in being
labelled as the national tyrant and the successful outcome will be living rich with profiteering from
all sides by their expense.
The districts of the city stand as self-contained environments as ingame levels for the player roam
in. They are marked as individual zones as well to examine your safety in knowing the occupants
may welcome your presence or sees you as an enemy of the state. Each will have importance to
the narrative progression, like travelling through the neighbouring sectors in search of a hospital
or a specific clinic encase you need a reliable surgeon to treat your wounds.
Time is also a factor in the game since all the available locations open to the player have certain
opening hours during the day and night. During the day, you’d get most of the legal businesses
in to and find food, clothing, etc. But at night, it’s a whole new story when numerous open house
bars and clubs when the night sky is illuminated with neon lights to signal everyone to dine
with sin. Mission briefings and interceptions do match with multiple schedules, like a stake out
in scoping a discovered smuggling route, but waiting for any changes and confirmations could
take a while, so starting from the day, it may be confirmed under cover of darkness when the
The narrative structure of the videogame progression is displayed as a flowchart in showing a
summary of what happens in certain directions you’ve taken. Even though the roleplay system
may be episodic, but it would share the same details when writing progressive chronicles with
the character’s career advancements.
enD Becomes the leading Your power struggle has come The most feared bounty
entity for enforcement to an end after secretly gaining hunter that targets all!
power by profiteering from
Exposes the core
parties of the corrupt Many oppositions are
threatened to collaspe Hunts the most
by losing to you. difficullt targets and
Discovered the true undercity leaders
motives and identities
behind government. The religious and psychic
orders entitled you as
More direct contact with witchhunter
the cultist leaders. The authorities
Broken down strength Reader: information
behind the gangs by gathering
force as they lay by Premontion: foresight Next victims are high
mercy of the law incoming dangers society members and
MIDDLe ESP as a weapon the hunts get more
The police promote optional: difficult, you start with
your command for psychic training religious fanatics.
being an idealist
Smuggler & mercheants
become your clients for
Gone through classified record Raiding the military
in the military compounds. sotes for supplies
Founded rumours of
smuggling activities Introduced to the ritualistis Starts bounty hunting
Arrested some minor The underworld invite
gang suspects your efforts with bribes.
Roam the city in search
of intriguing rumours.
At the start, the main character
BegInnIng recovered from the hospital
and back in action.
I have been experimenting with
3D Studio Max for creating various
objects to go forth into the Unreal
engine. Though sadly there wasn’t
enough development time to have
a preview sample while create the
main core engine content for the
fantasy roleplay version.
The best outcome was indeed the
dual-barrelled magnum revolver
during the late stages of the
Other design elements had been produced with minor architectures and district landmarks
segments of skyscrapers, and were used to be optimistic in building on top of the Overon city
map. But appointing landmarks and key objective locations had to be but into consideration.
Since the map was created as a large
downloadable image for the players
to examine closely, I’ve created a
randomized sprite program to quickly
fill the districts with a little texture
details. The small toolset originally had
an isometric building placement section
as well for automatic referencing.
Though discarded for maintaining the
three dimensional palette when it could
mainly be useful for connect generation
on the mobile phone platform.
A generic bridge design, if with a little
more completion; it could accompany
four lanes of bypassing cars, etc. and
combined with underbelly structures to
support monorail train passage ways.
Ingame, this will be the most direct
route across the river mouth if heading
to the other side of the arena.
Among the visuals, one of the best results was using
Poser as the figure anatomy reference, though have
spent soon experimenting with the render setting as
it is along the right. My intention were to renovate
and finalise it become a stylised poster or wallpaper
There are other character designs in the roleplay
rulebook to keep it less focuses on purely text based
description. Further expansions with the game can stir
up a franchise by potentially writing internet comics to
elaborate with developed story arcs from the primary
narratives and probably fan-made editions to gain
marketing grounds of attention.
One of the default styles I’ve tried to emulate was the
film noir genre to match the initial pitched direction.
Knowing that a typical narrative structure would be
placing the character into desperate situations where
he/she is outnumbered and usually out-gunned.
As a free-roaming game with multi-layered management system, the best
defence for the player to retaliate and having to think things through with
The imagery do demonstrate that medium, but
the narratives and gameplay rule tell a different
story as a parallel of instead massive nation-
wide scoped combat driven scenarios built on
blood-bath feuds and twisted emotions.
PRojeCt Logo DeSIgn
The logo design itself is gamble in trying
Giving the project with a to create some elegance into the project
unique identity with a desired when targeting a mature audience;
visual style; based on clean where it’s more than just a game
construction and simplicity because I’ve always liked to include
(also generally useful for a little inquisitive mental stimulation
of literature references.
The women’s outline as
the key feature of being a statuette
figure head for the game, like the
One of the main design challenges
traditional figurine statues in front of
I’ve had to face is trying not to
sailing ships at sea.
make the game as a male centred
audience, but encourage a broad
Though trying to provoke a
interest from the open market.
little historical deliverance in
One of the main design metaphorical saying it is all about
challenges I’ve had to face is discovering uncharted territories.
trying not to make the game as The ‘embrace’ pose as she
a male centred audience, but openly displays is put forward as
encourage a broad interest from an insignia hybrid. Also there is
the open market. All the notes no intended relation what so ever
written were carefully monitored it super imposing the Christian
to not discriminate any party, Crucifix to summon encase there’s
so even though to encourage any offence in forum topics under
potential players and a network of controversy.
existing members is difficult.
The figure itself will mainly be an
To determine the ratio of women outline to shade and blur out certain
taking part is only measured by body parts to maintain it is being artistic
past surveys in the critical study, and igniting controversy in being an
but only the existing PC & Console example of adolescent pornography.
platforms were discovered with gender
imbalanced results.Even though that Some interface features are the same
isn’t at all surprising, because the in both aesthetics and functional design
real personal disputes are to know the purposes.
consumer statistics of the paper-based It’s pretty much similar to the seductive
roleplay games in perceiving how exactly feminine silhouettes of James Bond and
popular is it as a group practise. only trying to make the gain more exciting
and interesting without discriminating the
female audience ratio.
The game’s existence is now established online with a clean and simple content design to fulfil
its purpose of content storage as well as product distribution. During the design process, I never
wanted a traditional layout design in comparison to most among cyberspace.
A Romanesque style marble sculpture detail around the imagery frame was a visual aesthetics
attraction I was personally drawn to. A combination of worn down tones ranged in greyscale
shades to reminisce an art deco period theme as well to illuminate futurism, traditionalists and
contemporary styles. Also with a bold contrast of dark toned text.
The content has a summary about the game and what it offers. It’ll have the rulebook and other
promotional material to support it with the likes of desktop & mobile phone wallpapers. Also
having affiliate links with the original game engine website and my portfolio site.
vampire: the Requiem
This is paper-based version of the game universe most gamers would associate with the video
edition of Vampire the Masquerade: Bloodlines. The copy I was reading through is a revised
engine from the original release and looking at it as market research of existing product, the
content is almost entirely story driven to a fixed scenario. The main draw back I’ve found is only
seeing it as more of a story than a game. It is difficult to expand on the gameplay and create
new twists into experience were the main freedom you have is only dependant on the players’
actions, the GM is restricted to the supplied guidelines, and nothing more.
Although just by looking at the visual presentation of the cover and the simplistic colour scheme
is of high calibre by standing for acknowledged experience alone. It made me realise what sort
of design I’d need to attempt. The management layout of the weapons also reminded me about
including the number of shots the semi-automatic guns need before they need reloading and
having to conceal them from the public.
Call of Cthulhu
This was a supernatural horror title that’s inspired by H.P. Lovecraft’s work and I have been
reading through the gameplay mechanics of the Wizards of the Coast d20 edition roleplaying
game as a framework reference. Though broken away from its engine, because there was too
much writing involved to create the universe in comparison to amount of gameplay rules give; it
needing to be more user friendly.
As by reading through the text; the main inspiration was from the equipment and weaponry
available that very much suited the based era Overon was targeting. The separate ammunition
sizes and the number how much they cost helped speeding up the process of engineering my
selection with the tools and medicine design. Also since looking at the definitions and descriptions
with the hollow point bullets and separate ballistics attachments; helped me to create a complete
range of all conceivable upgrades possible to give more depth of diverse possibilities.
Completion and distribution of the game will attract potential players that are accustomed to the
existing fantasy adventure by recognising the Warhammer engine itself. There is a large online
community on the roleplay subject-based forums and discussions because of vast quantities of
emails and messages from the RPG fans in telling their stories of what they’ve experienced.
The emphasis on the gameplay is based on group practice in getting involved together by
working out narrative puzzles and conspiracy that are given in guidelines of the books and any
implemented stories by the player who’s the Game Master.
Discussions about the future of gaming have taken place with on-going arguments in whether we’d
succeed in creating something new and unique. Since the fall of E3, the Games Development
Conference has grown its captive audience by gathering developers and other creative
professions of interactive media. It’s now like a current fashion ideal of striving to achieve the
‘User-Created Content’ in design as the next logical step of development.
It is about empowering the players themselves in search of new talent when bringing forward
the same tools that developers use to make their games. So the users can have the exactly the
same capabilities of creating their own adaptations, titles, etc. Many platforms are assimilating
this concept, so independent designers won’t have as much restrictions in creating function
prototypes on separate operating systems and consoles.
As Microsoft’s XNA for XBOX360 have been trying this with examples like customized soundtracks
through the integrated music player. Even so the crew behind Sony Playstation 3 are interested
by their starting attempts. Other dominant examples are Internet downloadable game-conversion
and modifications for Windows, etc that have extended most products’ life span on playable
interest. Also the Nintendo Wii for having customizable avatar designs ready to control within
their title range.
The general round up of the project was the fantasy roleplay game took the most time for
development as a personal judgement of priority, since it was predicted to create a more finished
result as a commercial functioning prototype. The reasons were particularly tied with knowing
what my productive strengths are and what can be achieved in the constrained schedule of pre-
As a result, the entire project would have been a lot more complete by having both fully functioning
beta version games working if I had team members to work with. The original plan was to centre
the videogame system first by trying to make it stand out from the rest, but the challenge mainly
lies on how far can the ideas go, because one of my personal goals were not to create a
predictable mediocre title like most products are forced to be with exceedingly tight schedules
and a huge range of audiences to consider.
When I dedicated most of the process delivering the roleplaying game more to life, the narrative
plot building and structure were more defined with surprising twists. I never really anticipated
that psychics in the mix, because I first pitched it as an interactive law enforcement adventure
in being a dynamic and edgy plot between a detective & private eye duo. If prioritising the
videogame first, the concepts would not be as diverse, nor as creative, because it could as
well become a dystopian replica of Elder’s Scroll: Oblivion or the Deus Ex series. If so, then the
biggest item on the agenda would be creating numerous visual concept arts that would most like
be kept in strictly theory will be half finished.
The paper-based system has inherited features that link the console edition, so in production
perspective, the background descriptions have been thoroughly covered of what to expect in
live interactions. Though since most of the project was composed of solidifying the mechanics
in describing roughly how the produced game would work with a clear vision. In some ways I’m
glad to introduce a welcoming concept of attempting to bring the gender gap closer together,
because the rulebook itself could be a seed of an expanding franchise in which fans of the game
can successfully create their own stories and gameplay without necessarily having to learn
software programs to invent like most mainstream titles.
Since the diversity of the roleplaying market is relatively slim by only reaching the extreme reaches
of fictional universes; they’ve always resorted to dark realms of modern society, medieval, and
futuristic grounds. Hopefully this product should be easy going enough to attract new comers
of interested readers. Luckily I wasn’t entirely alone; since having a friend’s guidance of many
books as reference and with extensive experience. Gregory Jones helped with additional ideas
and more depth to better accompany the seasoned players as an audience factor as well as
The project itself was a little too ambitious, the price I’ve paid for it were to make a few sacrifices.
I didn’t do as many images as I always want because most of the development was dedicated
written theories created along the way and only minimal visual aids. Designing user interfaces
weren’t my strong suit; the learning curve was proficient enough to make concept generations at
best, but my strengths seem to develop on the gameplay mechanics details and with narrative
support. Also having slightly fallen into a trap where it risks being biased on the gender audience
by the silhouette stylised health indicator, because I’ve created an alternative design that’ll
hopefully swing away from the dilemma. Another personal disappointment was not having a
strong affinity in level designs and produced working environments.
In proposing to experiment with the Unreal engine, even though I’ve acquired some basic skills in
handling it, but was really curious about focusing adequate time to create a few working weapons
and actually code them into the engine. Though sadly despite having internet tutorials available,
other priorities took place with making sure the project will be complete on every foundation
ground works first. The promotional website itself needed to be rethought by playing it safe in
displaying advertising material of preview samples to get some attention from the Internet public.
Also I was wondering about using Myspace.com to be used as a guest/commentary bookmark
for the audiences’ replies and networked attention.
The potential on future commercial applications of this project will be on creating more narrative
scenarios and gameplay features if the games get noticed by potential interests. I believe it can
employ another thread toward the Black Industries’ forum directory in showing people’s diaries
of documenting their crazy moments. The fantasy roleplay edition could almost guarantee
immediate attention of further development. Although the Blue Caster videogame adaptation can
do nothing more, but take its time waiting for the right time in convent paper-based adventure
(that is if fan-base has grown large enough to suit the main-stream market and fashion).
In future, I should manage my objectives more carefully and don’t create a too bigger challenge
that may risk being far out of my capabilities. The urgent need to improve my initiative of decision
making will have to be more sharp, clear and quick in response because I can perceive myself in
dire need to be a lot more assertive in what has to be done. It was an issue that has been picked
up by delay some of the awkward areas of the project and proceeding with the next.
Between future projects, I’ll put my attention towards expanding my personal portfolio and further
enhance my practical skills in gaining confidence to work for better result in the next coming
projects. Also I do hope to improve on both grounds of quality and quantity for open advertising
benefits in lifting the designs of the ground an actually bring them to life by getting closer to the
final production designs.
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