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Bossmen Pitch Design Doc GCS Capstone
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Two guys on our way out Gregory Peng –greg@pengink.comgreg@pengink.com Jay Meistrich –jmeistri@andrew.cmu.edujmeistri@andrew.cmu.edu How do we go out with a bang?
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Observations GCS games rarely implement boss battles –Boss battles typically prioritized last –Projects frequently run out of time and never get to put in that boss battle GCS games rarely have playable builds until the very end –Not as much time to iterate
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Our Solution: Bossmen Bossmen is a game where one gun wielding hero with a jetpack is pitted against a variety of cubic themed boss monsters in epic one-on-one battles. +
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Base gameplay Player’s tools against these bosses are static and unchanging. –Laser gun shoots in direction that character is facing mouse aims player left click to shoot –Jetpack force that pushes the player up in the air WSAD to move player right click to turn on upward boosters
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Level and camera styles Two level/camera styles for simplification –Circular Level Camera follows player, set point of rotation around boss in the middle –Horizontal Level Boss is facing the screen, with the player facing the boss Camera follows player left and right, but not as much when they move toward boss boss P P
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Cubic Art Style Super low poly bosses, constructed out of basic 3d building blocks Minimal animation –any animation is just a matter of moving some blocks anyway Changing facial expressions textured right on their faces
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Sounds pretty simple… You’re right! –The player has a limited set of abilities –The art style is rugged yet charming –Harkens back to a simpler time, of arcades and quarters
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But what about the fun? If you may remember, the title of the game is Bossmen –Actual title may vary Variety in gameplay comes from the bosses
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Sample Boss #1
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Sample Boss #2
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Sample Boss #3
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Boss Design Framework Phases –Idle –Attacking –Getting Hit –Dead INSERT YOUR CRAZY IDEA HERE
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Demo でも
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Team structure BOSS engineer designer artist BOSS engineer designer artist BOSS engineer designer artist project leadengineering lead music
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Rapid Development Cycles 3 weeks max to finish a boss –Boss X taking too long? Drop him, move on Routine playtesting –Regular builds up on the forums Learn from each boss you make, starting real simple and getting more complicated with each new cycle
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Looking for these sorts of fine upstanding people 4x Boss Programmers –C# w/ Creation.Engine 4x 3D artists/animators –Bunches of blocks! Easy as pie. 4x Junior Designers –Mini-team leaders, coordinate with programmer and artists 1x UI artist –Life bars for player and boss People who can fill multiple roles PREFERRED –designer/programmers –programmer/artists –designer/artists
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Two guys on your way out Gregory Peng –greg@pengink.comgreg@pengink.com Jay Meistrich –jmeistri@andrew.cmu.edujmeistri@andrew.cmu.edu Sign up sheet
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