Team Moreno Michael Daniel Joel. Synopsis  You are a (playable character) criminal that gets put in jail for doing petty crimes. You meet five acquaintances.

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Presentation transcript:

Team Moreno Michael Daniel Joel

Synopsis  You are a (playable character) criminal that gets put in jail for doing petty crimes. You meet five acquaintances that will help you pull off the biggest heist of your life, but you have many obstacles to face on your road to riches.

Genre :  Platform action and adventure  Third person / first person shooter  Sandbox Setting:  Today's los Angeles California and Washington D.C.

Influence of Level Design WORLD BANK

Goals for Prospective Characters ( Playable & Non-playable )  Main character bio  Character Name: George O'Conner “aka” O  Character history at start of game: Petty theft, Turned bank robber  The entities in this game (structures, characters, objects, unknown objects) will consist of a realistic effect, sandbox atmosphere and ability to be seen from a third and first person point of view.  Characters of game consist of : cops, thefts, drug dealers, enemies, and pedestrians.  The characters in the story give a sense of help, betrayal, and anger towards the main character.

Objectives of Project: Heist: By Any Means  Hit every bank in the Los Angeles area in order to make it to the (World Bank) in Washington.  Successfully navigate through the city, while avoiding obstacles that get in your way.  Venture through the fast life of crime to find ultimate happiness and satisfaction, with the money you steal.  Steal and take anything and everything you need until you can get the satisfaction you want.

Features in Gameplay/Combat  “Diversions” allow you to create a mishap for an easy and crafty exit.  As you become a better thief, you will need different tactics (safe crackers, explosion expert, electrical technicians) to successfully complete the mission.  A torch gun can be used as a weapon to block cops, and enemies from getting to you or your partners.

Atmosphere & Ambience:  Everywhere is a hiding spot, which helps you to make good decisions. Simple electronic devices help you get to know your way around the city such as: GPS allows you to locate resent stash spot, new or old hideouts, mini mission around the city. The I-cell lets you communicate with friends during missions and outside of missions for odd jobs. It allows you to call enemies for setup plans in which you are able to eliminate the competition, and take over their territory. It also lets you surf the internet. The features of this game well look and resemble Los Angeles of today, from graffiti on the walls, trash and debris in the streets, good and bad neighbor hoods, street names and stores. It will also resemble Washington the same way. Features in Level Design

What makes Heist: By Any Means Fun?  A level of excitement that comes from the adrenaline rush of performing a bank heist, without a trace of anyone knowing you were there or taking the chance of getting caught.

Assigned Jobs & Duties  Michael Project Manager – Game schedule/monitors progress/status report Gameplay Designer Web master  Daniel Lead Designer – presentation/spec framework/oversees design spec Look & Feel Designer Level Designer – Game levels/special features  Joel Character Designer – Designs/documents game characters/entities Lead artist Editor Each group member will act as editor – Michael will assemble the design document & share it with Daniel & Joel, who will provide additional input and final revision.