Technical Design Doc
Technical Design Doc
Technical Design Doc
Technical Design Doc

Technical Design Doc

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  • 7/29/2019 Technical Design Doc


    Technical Design Document

    1: Executive Summary

    1:1 Project

    1:2 Technical

    The platform is PC/Mac and if possible console. We will be using 3D modeling and

    sculpting packages which will include 3Ds Max, Maya and Zbrush or Mudbox. Unity will be

    the engine used. All assets will be exported in FBX format so they are compatible with all


    2: Hardware and Software

    2:1 2D Software

    Adobe Photoshop

    2:2 3D Software

    Autodesk Maya, Autodesk 3DS Max, Autodesk Mudbox, Zbrush, Roadkill

    2:3 Sound Software

    Logic Pro, Sibellius

    2:4 Programming


    3: Evaluation

    3:1 Engine

    We chose Unity because it is free and is better for creating FPS games. Unity Pro is also

    available in University with more options.

  • 7/29/2019 Technical Design Doc


    3:2 Platform

    Weve chosen PC/Mac platform because there arent many limitations and is popular withthis type of game.

    4: Development Plan

    4:1 Itinerary

    We have modeled some assets and characters in previous projects to minimize the time

    spent on production.

    4:2 Project Goals

    Our goal is to create a playable demo level that lets the player see what the game is aboutto gain interest in creating the whole game.

    4:3 Finished Product Goals

    To gain enough interest and support to create a full level of the game.

    5: File Formats

    5:1 2D

    Textures will be saved as TGAs because they save quality but the file size is not to large.

    5:2 3D

    FBX as it is compatible with all 3D packages and exports all relevant information.

    5:3 Unity

    5:4 Audio

    Mp3 because it can be compressed and it more common.

    6: Level Layouts

    7: Asset List

    7:1:1 2D Art

    Difuse maps, normal maps, specular maps, Sky texture, 2D plane images, decals.

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    7:1:2 3D Models

    Dustbin, vehicles, lampposts, power lines, bikes, plant pots, tyres, fences, signs, oil

    barrels, shipping containers, play area, pylons, rubble, gas canisters, bottles, nuclear

    tower, gas masks, guns, weapons, pipes, drains, limbs, grids, bullets, military barriers,

    sand bags, toys, post box, phone, wheel chairs, Geiger counters, camera, rubbish,

    hospital, gas station, empty buildings, swimming pool, flats, playground, nursery, school,

    hotel, shop.

    7:1:3 Audio

    Footsteps, wind, bullets, fire, water, bullet interaction, mutated people, light flickering,

    door creaking, game menu selection sounds, game menu music, introduction menu music.

    8:1 Guidelines

    8:1:1 Artists


    WIP files must be kept as photoshop files with no collapsed layers until told so. Pleasename every layer. When the texture is completed save out as PNG. Texture size must beset to 2048x2048 so we can scale down. Do not delete Photoshop Version.

    Poly Count

    All characters have a 8000 poly count limit therefore use normal maps. Props are subject tothe type of object thats being created. If the prop isnt seen up close use less polygons.Delete loops that arent being used. If unsure come to the directors for advice.

    8:1:2 Animators

    All animations should be set at 30fps.


    Casual walk: 1 second, 30 frames

    Slower Walk: 1.5 Seconds, 45 frames

    Fast Run: 0.5 seconds, 15 frames

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    Breathe/Standing(on the spot): 1 Second, 30 frames.

    Zombie Attack: 3 Seconds, 90 frames

    Zombie Initial Hit: 1-1.5 Seconds

    Zombie Death: 4 Seconds, 120 frames