Pirvu Daniel
Game project
presentation

Pirvu Daniel
Games Technology
Semester 2 - Project
Planning
For this group project we had to make a 3D game with a theme of our choice .Each of us came up with a different game idea and in the end we voted for the best idea. I chose the idea based on what the design would look like, what kind of complexity of the details it requires, but also how fun the game is. The idea that won the pool was a games based on Mirror's Edge developed by EA DICE. After having the main idea we start setting up the tasks and also to split them.
We wanted not to copy Mirror's Edge completely and try to come up with our own concept of content, gameplay and design.

3D Models
Because the game idea we chose requires a lot of props, buildings and objects for level detail, we decided that everyone should do anything of their choice import them in the scene.
I started by doing a low poly level design to help us figure out more easily what objects we will put and what kind of blocks we will make. Because it is a parkour game, We decided to make the view first person so i decided to make the character's hands and animate them. For the environment I made some essential objects that can be found on a building roof, some blocks and objects for details.


This is a low poly model of the main path of the level, based on this concept we start creating the buildings and the enviroment objects




All objects are made to be used several times and connect them to create a different environment for each building so that the player does not feel repetitive. For the pipes and the air in ducts the pieces are made to use them like in a puzzle, to put all the parts together and create different shapes.




The hanging pipes have double purpose: for design and for the player to slide under them .
The fence is for design too and for arias that the player is not allowed to go and to guide him to the right path.





I made all these blocks in Blender, I used mostly Loop Cut, extrude and insect to make these shapes of windows and design.
I put that flag with the name of the game using UV Unwrap.

I tried to make these hands as close to reality as possible and to animate them in such a way as to fluid for the gameplay and to offer the player a good experience.

I made the crane to help the level flow and gameplay, for the player to interact with it in a certain way, to climb on its load and to help him to get in some arias .

Scripting
This parkour script is divided in three parts:PlayerInput, PlayerController, PlayerMovement, because there are lots of inputs from the player and the environment around the player and for having a faster and better flow of calculations.
Player Input


In the PlayerInput script we register the player key input and set up the jump funtionality. The possible inputs/actions are crouch , run and jump. In here all the inputs are stored in raw function on the X and Y axis depending on the inputs from the keyboard. The jump can be done only when the they keys for the others action is pressed before space key. This is for not abusing the space and jump continuously.
Player Controller
Shortly , the PlayerController script checks which action is performed every frame and updates a status variable accordingly. Based on this status this script tells the PlayerMovement script what action to be performed.

In this first part i declared all the variables that are needed.

In the update part of the script we update and check for each action .

In FixedUpdate we check the status and tell the PlayerMovement script what action should be performed






For each action we created a method which changes the status and a method that checks for that specific action based on that action's requirements (e.g. for the slide the player need to be grounded and the CanSlide to be true, which means he needs to be running and not sliding.
Player Movement


This script is used by PlayerController to perform the actions based on the status modifications around the input.

Design
All my design is based on every upgrade that I have made for better gameplay with a specific purpose as the main menu background, design of the map, and how the gameplay should work. Almost everything has a specific purpose: wires, pipes, and all the objects are for a better-looking environment, the objects you can interact with are placed specifically for the player can find and use them easily. The main path of the level is structured to give a non repetitive feeling and a fun experience because is a game, and games need to be fun.

This is a render from Blender that i've made it for our game's main menu, for this i used a free human model from Mixamo.com and some shapes with different colors and light emission.

In this part of the level the player need to grab those three orange boxes and place them near the wall to climb it . I used the orange color for them to be more visible and like a hint for the player. All the wires and pipes are there just for details because the rooftops were empty and boring.

After climbing the player need to cross this labyrinth , at the end of every stuck road the player will find a trashcan, i place it for a fun experience while playing.


Here the player needs to take that bar and place it on the edge but it has to be careful because it can fall. After placing the bar our recommendation is to put all the boxes on top of the bar to keep it from moving while the player is crossing it.


Wall running aria and the part where the player need to reuse the bar to cross these places are a bit more difficult to pass, so you've got to bring a lot of emphasis and attention. The game was built to be simple at the start and difficult at the end.






All this photos show how i manage to design every rooftop. My contribution on level design was 80%. There are some Ads placed on some buildings , gif Ads made by one of the teammates.

This is the main menu design , is made in Photoshop and in game the lines are moving left and right with a random speed.

This is the main path of the level.

Game presentation
In this part of the level the player need to grab those three orange boxes and place them near the wall to climb it . I used the orange color for them to be more visible and like a hint for the player. All the wires and pipes are there just for details because the rooftops were empty and boring.