Tuesday 28 February 2012

Level Overview

Level Overview


Going to briefly go over the content of my level including all the rooms and cross sections, the order the player will face them and a variety of challenges they might face.

The order in which the level will progress goes something like this:

- Cross-Section 1
- Wards 1 (Subject to change)
-  Cross-Section 2
- Wards 2
- Cross-Section 3
- Mortuary
- Cross-Section 4
- Psychology
- Sanitarium
-  Cross-Section 5
- Hematology
- Cross-Section 6
- Surgery
- End Game (undecided)

That totals at around 14 rooms for my level, 6 of which are cross section interim parts with 7 rotating rooms; the 8th being an End Game climax / resolution.

The overall feel of the Level is slow paced and puzzle based (which I explained earlier) however there are sections where the tempo is increased and decreased; thus why the rooms are arranged in the above order, to suit pacing needs.

I've yet to actually "design" the Cross section parts of the world, although this will come with time. Ill continue a more indepth walk-through of each individual room below, however perhaps some of the details here will change when I get a chance to finalize my level designs over the weekend, adding and removing sections. (maybe even getting rid of whole rooms altogether.)

Likewise Ill mention my current thoughts on the cross sections linking the rooms, although expect that to change when I do some designs on them. Ahem.


Cross Section 1
The first initial section the player will encounter, coming striaght from the HUB world this corrdior style path will act as a taster for the theme and mood of the Medical Section. I dont want this area to be particulary heavy on gameplay, certainly not in-terms of puzzles, although there could be a few jumps and things to get past. Majority of this area will see the player passing various hellish and horrible Medical themed contraptions, so they know exectly what they are about to embark upon. 



Wards 1
This being the first puzzle to introduce the player to the rotating rooms of the Medical section, it is purposely meant to be easy. The current design sadly includes a pulley trolley (which the player will need to Gauntlet for). I have yet to decide to either simply give the player the Gauntlet at the very start of the level, which I am reluctant to do, or redesign a new level I can include before Ward 1 and combine both Ward levels into one larger room. For now, this acts as a beginner puzzle.





Cross Section 2
Not much to happen in this section, the earlier puzzle was meant to be quick and easy so the player can quite simple run through this section. Perhaps I will remove it altogether since it is essentially pointless to link both Ward 1 & 2 up rather than simply porting straight into either.

Wards 2
Again, this puzzle requires the Gauntlet is in the players possession. I am not 100% how I want the player to come across the device, although I think Wards 1 & 2 will most certainly be the introduction to using it, since it incorporates the moving of objects and swinging of ropes. Pretty simple puzzle, using the movable bed to bounce high enough to reach the rope, although needs to be solved by using rotation. Something the player should be very familiar with by this point. 





Cross Section 3
I feel like I would like to include another rotating room, perhaps named "Wards 3", that challenges the player for a final time using a combination of movable objects and swinging ropes. Ill have to get back to you on this this one, Ill attempt to get that done for next Wednesday. Otherwise this section will link up the Wards and Mortuary rooms. Since its acting as a breaker, it will probably be one of the longer cross sections with a few gameplay elements, perhaps signs that include navigation to the Mortuary. 

Mortuary
This is one of my favorite levels. At the moment, its a little bare, however the inherent "puzzle" remains consistent. If I've time Ill bulk it out a little and add a few traps and things for the player to be killed by in various locations. Again, the focus of the puzzle is to force the player into using rotation in a way they might no suspect. 



Cross Section 4
With the Mortuary being a rather slow puzzle, I intend to have Cross4 be slightly faster in pace, setting the player up for the next 2 levels which are much more speed orientated. Whilst not rotating, there will be timed traps and things to swing from, much like that scene from Indiana Jones, you know the one.

Psychology
Psychology / Psychological, something like that. Not the Sanitaruim bascially. These next two puzzles are closley linked, this first is focsed on rotating the room and one central rope along with it. The player must use this shift of axis to manipulate the same rope and reach the exit. Could have been a little better thought out this one however...




Sanitarium

Linked closely to the previous room, I think it unnecessary to have a Cross section linking these to together, although it can be easily added if need be. The main feature of this room is to again, use rotation to reach the exit in a certain amount of time. (before the door closes after hitting it open via the control panel) Simply running will not get the player to the exit in time and they must use the padded walls of the cells to their advantage. 



Cross Section 5

Cross 5 needs to bring the tempo right down, setting the tone and mood for the next room, my masterpiece, the Hematology department. Probably more Story heavy than gameplay focused.

HematologyI'm still drawing this one up, will report back once I am done. 

Cross Section 6
The last final Cross Section of the level. I sort of want to add something silly in this one, like a rotating section or collapsing floor, just to keep the player on their toes and give them something they arnt expecting. Ill get back to you.

Surgery
This was the first room I really "Designed" and it was inspired by various images I found of surgery rooms aswell as became some concept art for Emel! Which you can also see below. The main point of this room is to use rotation to gain access to the scanner device and blow through the wall to reach the exit. I liked it at the time.






End Game
I feel there needs to be some kind of conclusion to the Medical section, rather than it just ending. I've yet to think of exactly what form this will take, but there needs to be some kind of boss battle, whether it be in the form of a very hard room or something else. Ill work on this part over the weekend and get back to you.

____

That's essentially the entire overview of my level.

Probably 80% of this will end up in the document for hand in.

That's all for now folks`.







Friday 24 February 2012

Ok, have taken a break form Design to try and bust out some Concept Art for Emel.

I'm a little bit upset I didn't get more time to spend on this one. Ill do my darndest to get another something done before next art lesson, but sadly work likes to get in the way sometimes; which has lead to the lateness of this image.

Ill go through my sketchy sketch phases of making this, since it was a bit of a journey and Id like to give art as much TLC as I give Design, so here it goes from the tippy top:



This was my initial sketches. I did a few others but the Surgery room theme was something that stuck in my mind. Not sure what it was, I think the large scanner and incredibly creepy operating table made the scene for me. 

I also took a lot of inspiration from, believe it or not, Ether. No idea who did the Concept Art for it, but this image I always thought was cool and the layout of the Surgery reminded me of it as well as the overall moodiness of the atmosphere.


Maybe Ben can tell you who did the concept art, all I know is its by this company called WhitePaperGames, perhaps you've heard of them?

(That was a joke, Ben, calm down.)


Anyway, I took that image and sketched it up into Photoshop roughly, adding and changing bits here and there. I was going to scan it in, but it was such a rough and crude image there wouldn't be much quality lost just drawing it free hand. 



Wasn't sure where to go from here. Normally I would start painting straight away, but since I wanted to follow some form of technique I started by blocking out basic tonal areas.

I did a terrible job of this and totally missed the point of how and why to do this. But regardless, It did allow me to make judgement on the image as a whole and decide it was terribly, boring. 

I had a quick chat with Emel about it, talking mainly  about the composition of the image and how I could focus the views eye to certain areas by tweaking the sketch a little.


Emel also drew this for me, even though I didnt make it Ill show you the image since it really helped me to under stand the flow of the image a little better.


Not Mine. Not Mine. Not Mine. Not Mine. Not Mine.

The overall image flowed a lot better and was much more pleasing to look it. This is done entirely through composition and the clever placement of objects that complement the over all scene.

I decided then to restart my sketch and this time pay piece of mind to how and why I was drawing things, attempting to frame the image in a pleasing way.




I drew these at work when I was meant to be serving customers their fucking, lemons, or whatever.


Decided early on that I wanted the focal point to be the scanner and table respectively, so my early sketches favored these objects.

Likewise I tried to frame the rest of the surrounding objects so they didn't detract from the main point. 

Least, I tried.

This was my sketch, much like how Emel initially plotted his out.

I think the point came across in the framing and placement of the objects, at least the way I wanted them to. I left this sketch rough as fuck on purpose, since I was more interesting in practicing my "painting" skills than I was my drawing skills. 




I have a few more images of the above image in stages, showing how I made each aspect and coloured them one by one, but I figured no one was interested in that and if you've read this far, you probably just want to see the last image.

Almost there.

I put all the grey tones in and added the detail I wanted, admittedly rushing in some areas and taking my time in others. (where it was probably not needed.)

Once it was done, I felt the whole image was a little, dull. There was no real contrast in light and dark and it just look really, grey. 

Grey and boring. 





This is the final image, (Look its bigger than the others!) for which I simply focused on areas of harsh light and dark. Using essentially black and white, I just forced the shadows and added subtly elements of light from the scanner.

Whilst I think I could have done some things better, I did like the darkness towards the back of the room behind the scanner. A few errors, but I think that work in my favor to center the views eye on the action in the foreground, pushing uninteresting elements to the back of the room and into the darkness.




______


That's all for now.

Like I said I want to get something done before next art lesson but that is depending on time.

Sadly these sorts of images take me much longer to complete than I would like, so even though its one image, its very fucking labor intensive.

That's all for now.

Sweet success.



Wednesday 22 February 2012

Made this quick.

Ill upload it to Photobucket later so you all can get the larger version.


You CAN scale the image, just dont fuck up the length and height ratio, keep it proportioned.

As long as we all stick to this, it will keep the levels the same-ish for Ben and Sam to play with in the engine.

The tops of the Green and Red zones dictate the FEET of a landing Harland.

If your ledge is inside the Green or Red zone, then Harland will be able to land onto it.


I might re-upload this and make it better.

I wont change the sizes though so you can still use this for now.

Tuesday 21 February 2012

Objectives and Obstacles

Not really sure what I'm doing with this one, so I'm just going to wing it.

_____________



Objectives and Obstacles
Ill be splitting up the Objectives and Obstacles into their respective categories and doing a few mind maps for them. Initially, I wanted to do a different set of O&Os for each themed room; but then I realized there are consistent Obstacles types that are simply changed in style or appearance depending on the rooms theme. So I figured I will just do generic O&Os that are fitting to the game and allow them to be naturally placed into the game world.

Objectives
Objectives will change and adapt naturally as the game progresses and depending on the current level. Almost all rooms will contain the basic hierarchy of entering the level, solving the puzzle and escaping. At is most plain level, this is the structure of the game.

Depending on the puzzle however, will alter some of the decisions and actions the player must make and preform. Example objectives are below, tailored to each specific zone or area within the Medical Section.

Mortuary

UNFINSIHED


Just threw these together, I'm not really happy with them but they get the point across.

Ill talk more about them in the document, probably upload that text here when I've done it.

Thursday 16 February 2012

Sort of, been looking forward to this one.

Story
This story section will cover the individual information about each section of my level and its place in the world. Ill keep it brief, but this section should encourage my ideas about how the world of Spin Doctor came to be; for both the present time the player encounters the game and the events leading up to it. 



I might encroach on other peoples turf here and talk about the story of the entire facility, although Ill aim to keep it specifically about my zone. This is something that I felt, with afterthought, we lacked in the GDD, since none of us really know exactly what the facility is or why it exists. Ill give my take on it, feel free to agree or disagree as you please.


The Facility
Created sometime during the early 1800s (I have the exact date to be around 1820), a young and up and coming Doctor Reeves is invited into the Medical staff of a large research facility built to pioneer the fields of surgical, medical, technological and industrial advancement. Built and maintained by a large Military corporation, for its initial years the facility is able to thrive. 


During his time spent here, Reeves is able to learn the structure and layout of the complex and additionally has access to an impressive bank of knowledge and technologies being at the cutting edge of science at the time. The facility and Reeves enjoy a period of wealth and success, albeit, short lived.


Perhaps due to the rapid technological increases and the brink of the electronic dawn during the end of the 19th century and early 20th, the facility falls into bankruptcy. Perhaps a major event triggers the lack of faith in the structures benefactors and eventually leads to its closure. All Medical, Industrial and Military staff are discharged and the remaining subjects are either transported to separate hospital and research bases or executed. I put this event to happen around 1840.

This leaves around a 12-13 year gap of total abandonment where the complex is left in total isolation forgotten by the public and remained untouched, before Reeves moves in (based on the GDD timeline) during 1852, and begins work on the rotating room concept.

A further 15 years or so passes in which Reeves completes his project and tests his labyrinth out on members of the population. The project increases in size and ferociousness until eventually going dark around 1873 or so; most likely due to the increased fragility of Doctor Reeves physical and mental state. After 5 years of isolation and decay, Harland is the last person to be introduced to the gauntlet in 1878, in which the events of the game take place.

Medical Zone
Pre-Abandonment - 1815-1840 est.
During the Facilities most profitable time, the Medical Zone housed large areas dedicated to the advancement of Medical Science. Ranging from Biological to Mental diseases and aliments, the complex specializes in the understanding of everything natural and biological; attempting to understand the causes and effects of disease and eventually remove them from existence.

Reeves acts as an overseer during this time period in which, despite his youth, his incredible mind placed him years ahead of his colleagues in intellect and knowledge. Thanks to his position, Reeves is able to supervise research in every area of the Medical zone, allowing him to further his own research in each of the fields.

The areas covered and placed as high-priority by the facility are as follows:

Biological
- Surgery
- Dissection
- Mutation
- Birth Defects


Medical

- Drug treatments
- Blood malignancies

Psychological
- Mental illness

Additionally, the Medical Zones housed more specific hospital like areas such as wards and patient rooms, so that it may accommodate a vast array of high priority patients such as Presidents and Kings.

The complex at the time was the highest ranked in terms of medical science and therefor attracted many sick and well esteemed patients; for the right price. 



Abandonment - 1840 - 1852 est
Due to a major event leading to the closure of the complex, the facility is evacuated of all major personnel, patients and subjects being left relatively untouched and isolated from the rest of the world. Built specifically underground and in secret (therefor free of any direct Government involvement, giving them deniability) the complex is left alone to wait.   



The facility remains in generally good physical condition, suffering only slight decay due to overall lack of maintenance and upkeep. Despite this layer of dust, the places remains in primarily good working condition.

Reeves Moves In - 1852 - 1873 est
Familiar with the layout and contents of the base, Reeves sees fit to move his studies inside the complex. Whilst initially only planning the modifications to implement rotating rooms and adrenaline extraction, Reeves sets about renovating and removing the specific sections of the world.

The Medical section specifically takes the largest hit of Reeves improvements, since Reeves has little need of specific medical equipment. Thanks to this, the area only contains fleeting  hints to what it was represented, rooms are totally converted to deliver their hellish, rotating goal.

Rotating Rooms Post Completion - 1873 - 1878 est
In the five years prior to Harland entering the refurbished facility, the complex is left to rot and decay. Largely due to the massive changes and needs for constant upkeep and maintenance, the place falls into disrepair. The Doctor, now unable to give his work the attention it needs through his decreased psychical and mental state, the complex begins to fall apart and rust.


__________________________________

Ill add some more in the document about specific rooms, might blog it. Im a little sleepy now though so Ill finish this off properly tomorrow whilst I do the Photo Reference work.

Sweet Success.
Anyone who is gathering photo reference for any 3 of the themed zones might want to take a look at this guys work:

http://www.flickr.com/photos/scavo75/

Images on there that are fitting for all 3 themes, really epic photography.

Wednesday 15 February 2012

Idea, Purpose and Feature, Location and Environment

(Much of this will end up in my Document, just blogging it now)


Idea
The current idea is to craft around a 5-6 room level, with adjoining cross sections totaling in around 12 or so different interior sections Harland and the player will experience. Initially, I am unaware of the look, feel or content of these rooms an indeed the overall level, therefore research under the "Medical / Laboratory" theme, looking into various old style hospitals and asylums.

My research has taken me to various places, giving my both visual and written examples of just exactly how these places work:


www.28dayslater.com
http://logicmgmt.com/1876/overview/medicine/hospitals.htm
http://www.thetimechamber.co.uk/Sites/Hospital/History/Background.php
http://www.victorianlondon.org/


The list goes on but I'll explain in greater details inside the actual document.

Gleaned from this research, I have decided the best way to present the player will a visually stimulating and generally impressive level and world, is to give each room and section of the level its own individual theme and design; unique to each room in my over all level.

So far, I can only think of these rooms as examples:

- Surgery                - Patient Rooms
- Wards                  - Mortuary
- Pediatric               - Sanitarium
- Psychiatric           - Neuro / Psychosurgery
- Shock / Trauma   - Hematology (Blood)

Essentially a list of Hospital locations, although all of which carry a uniquely different style defined by the area of study and function they provide to the hospital. 

Not all of them however, are relevant. Since the world of Spin Doctor is set in some kind of disused Military Base or Research Institute, certain areas do not follow with the concept. 

I think I'm going to tailor my research to existing Military and Research areas to make the environment seem more believable, but for now, this is what I'm going on.

My favorite locations and I think the most interesting for the project go something like:

Patient Rooms - Wards - Surgery - Mortuary - Sanitarium

It's worth noting, that I see the facility at one time existing as some kind of, Victorian era Black Mesa, before some kind of mass evacuation happened and the place was left abandoned and Reeves moves in. From the earlier story elements, perhaps Reeves had some connection to the institute and was somehow responsible for the clearance.

In any case, since its construction, the place has always housed weird experiments and goings on. Since Reeves moves in however, they take on a more hellish and sinister approach. I imagine through a combination of years in existence and the few years of research and testing by Doctor Reeves (prior to the invention of rotating rooms late in the Doctors life) has left the world stained with history; most of which unpleasant.


Purpose and FeatureI found this one difficult to write words about, mainly because I had a misunderstanding of what P&F was actually for in the game development process.

I've decide it to mean this:

Purpose: Each element of my game level needs to have a purpose and a reason for existence. There can be no random inclusions and everything must make sense in context of the story.

Feature: Each section of my level must have a unique and interesting feature that will break the minority of game play. On a grander scale and in bigger games, this would be done via a level by level process, (like in Portal 2, adding the goo elements slowly slowly) but because of the small size of Spin Doctor I want to include a new feature during each room the player encounters.

Features I want to somehow impact on game play and to be presented in a context base format; meaning that the style of the room will breed the style of the feature. To make for easier reading, I'll go through my initial thoughts on P&F below.

Room: Patient Room
Rotating: Yes
Purpose: Themed around patient rooms, this area will be filled with beds etc where residents of the institute will be brought after operations and such. 
Feature: Moving beds on wheels perhaps add an element of challenge as they move with the rotating room potentially harming the player. Likewise perhaps they could be used as transport.

Room: Surgery
Rotating: Yes
Purpose: Area where much of the medical and biological experiments took place and perhaps the most grim and grotesque area of the level.
Feature: Surgical equipment. I figure there is still a chap on the operating table and the player has to do something with him, something along those lines.
Room: Mortuary
Rotating: Yes
Purpose: The part of the world where subjects are brought when they have lived out their need. Perhaps used years ago by the facility and continued usage by Reeves. (resulting in different styles of decay in each of the corpses. Eww)
Feature: Perhaps some kind of terribly morbid and totally disgusting puzzling involving the moving bodies of the long since deceased. I can only think of weight based puzzle which sounds hilariously macabre.

Room: Sanitarium
Rotating: Yes
Purpose: Once this area would house the patients and subjects deemed unfit for social interaction. The usual "padded white walls" thing here.
Feature: I figure the padded walls could be used to cushion the blows of the players fall, perhaps allowing the player to jump and fall greater distances before death.

Room: Psychiatric
Rotating: Yes
Purpose: Sort of a, rehabilitation area I suppose. I see this themed in a similar way to the Study area, although found within the Medical Facility section. Long couches and Rorschach tests, that sort of thing.
Feature: I think there is a cool puzzle in here with the rotating of Rorschach tests on walls, although I'm not 100%. Something related to Psychology though, obviously.

Room: Wards
Rotating: No
Purpose: Used as a connecting point between rotating rooms, could even have markers on the walls and arrows which give the player a sense of direction and the feeling they are inside a large living facility.
Feature: More environment based puzzles in terms of traversing the worn environment. These sections are designed to be quick and I can extend them in length by adding obstacles the player needs to jump and swing past.

Room: Hematology
Rotating: No
Purpose: Hematology is research into blood malignancies so I figure large tanks full of the stuff would be a fitting style for this room. I want to have some cross sections that go beyond just "corridors" and walking from A to B. This can aide me in pacing out my level and ensuring its long-lived. 
Feature: Thinking some kind of puzzle to do with liters of water here to open the door and continue. I figure something along the lines of Die Hard 3, like with the jugs of water, one, three and five liters? Replace the water for blood and the jugs for tanks and we are golden.

Room: Pediatric
Rotating: No
Purpose: Another cross section. This was more an aesthetics inclusion but I wanted a room filled with kids toys and decoration, since I think that would be terrifying in the final game.
Feature: Something to do with children's toys, or maybe this is just a simple section the player can walk through for aesthetics.


Ill think of specific features from a game play point of view, when I come to designing the levels on paper, since they need to make sense structurally with the rest of the level and world. But for now, these are my starting ideas and dreams.

In addition to the strange why I've included Purpose and Feature regarding each room as a separate section, I also want the whole level to have an overall purpose to exist.

The Medical section needs to be about discovering just how evil and disturbed Dr Reeves is. By the design of the level and the challenges the player will face, I want it to be so that by the end of this section, the player literally hates Reeves. It is about building up an image of the Doctor so that it is clear just who the player is dealing with and showing the antagonist in his entirety.

The level is about realisation.


Location and Environment
I suppose this section will focus more on the actual visual style of the level as a whole and each individual room section. I'll go through some of the key factors when defining visual style and simply talk briefly about each category.

Decor / ThemeInvariably, the level is set in the Medical / Libratory zone and therefore must inherit the connotations in look and design we image when picturing these types of environments. That for me, means heavy on the white wash and sterile feel hospitals bring.

I think this will create an interesting visual aesthetic when combined with the decayed and disused environment ideas in creating the old and creepy facility.


I'm also very interested in creating interesting visual moments that stir the player with emotional visual imagery. Games like Limbo did this very well and its essentially the driving point behind visual Photography. I want certain sections to have an impact on the player.

I feel like I can explain this better with images than I could with words, so here are some examples:



Victims hanging from meat hooks (Fear 3)

Hanging Child in the distance (Limbo)


I have no freaking idea whats going on (Amnesia: The Dark Descent)

Corpse in the sand (Spec Ops: The Line)

Reapers attacking London (Mass Effect 3)


The last one wasn't really in the backdrop of a horror setting but it was just to get my point across. One thing the images have in common, is that they are emotionally jarring. Sometimes from sheer shock value but other times it's a story related feeling.

Areas like Pediatrics etc in my level will work in my favor to create visually intense room designs that aide the purpose of my overall level.


Atmosphere Spin Doctor to me has always been first and foremost a horror game. Everything about it screams horror, from the setting and characters to the levels and designs. As such, the atmosphere of the game bleeds into this horror genre and theme. Rooms will be dimly lit, environments, whilst having the sterile white wash feel of hospitals will be strain with grunge and age. Everything about the level will scream to the player that it is a place they do not belong to.

Music is a key factor in increasing the tension and pressure of a level. During the main rotating action sequences the music will need to be played dimly in the background however convey the same sense of panic as the rest of the world.

Likewise during the slower cross section areas, the music will need to fall to a slower and more creepy tone, allowing the player to calmly navigate these areas.

It is during the cross sections I want to induce much of the "horror" aspects of my level, with creepy music and imagery in abundance. The rotating room sections will focus more on action and interesting level game play features.

Colour Scheme I would like the world to change its colour scheme as the player progresses through the levels. Showing a change in area. For the medical zone at least, harsh whites and greys will be used to instantly imply the medical feeling of style to the player. Combined with the rusted and ancient feel, browns and reds of dirt and blood will add elements of horror and make certain sections stand out on the blank canvas of the concrete walls.

LightingLighting is a good way to usher the player along and create easy focal points for the designers. Since our rooms rotate there can be some interesting inclusion of dynamic lighting illuminating different areas as the world moves.

I think this will create some impressive sections for the player to experience. Additionally, the medical section by nature will be bright and well lit, to combat this I want to include areas of harsh light, almost blinding the player, which in turn creates areas of harsh shadow.

Much like the contrast of white and red in the colour scheme, the light and dark areas will make the medical zone stand out from other sections of the game.


_____________________________

I suppose that's enough for now, this at least covers the initial section for the deadline and my thoughts on it. I'll be adding much of this (probably in less detail) into the document.

Saturday 4 February 2012

Saved myself a job whilst I was free and did all my Level Walkthrough screenshots.

There are 52 in total. 


Done my level in SketchUp.


It took fucking ages and Google is an awful interface.



For everything it does amazingly RIGHT it does a hell of a lot WRONG.



Ah well, images below:



(Ill do a walkthrough later, I'm just showing images now because it took me ages and you`re forced to acknowledge my victory over computers.)









Thank god for that.

Guess that's the camels back well and truly broken, Ill just leisurely do the Document now.


Sweetest success.

Friday 3 February 2012

Uploading my 3D Sketch-Up design so far. Sort of, a work in progress.

I'm still playing with the concept of the level whilst i create this, in that, I'm using 3D to rough it out.

Its easier like this I find to visualize the level being played and thus, make changes I wouldn't have seen otherwise on paper.

These ones are the roughs of my Alley way scene.





These next ones are of the city and level as a whole (colour coded as per the level map).

I've slip them into 2 separate sketch-up models because it makes it a hell of a lot easier.

The latter part of the level is mostly contained to the rooftops, meaning that it would congested the world a little if I was constantly switching up and down to populate the ground and skyline.

The opening section of my game then, that which is centered on ground level, will be modeled separate from the main city, with the rest of the level built as one large model.






That's everything for now. Ill be finishing the sketch-up models over the weekend and making a start on the document itself. Likewise I will be finalizing the posts to make sure I have each of the 7 minimum needed. 

I think story is all I am missing.

Thats all.

Btw, the new Ghost Rider film looks epic.