Original Concept Anne Quenton Reinterpretation of the Jungle Book - - PowerPoint PPT Presentation

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Original Concept Anne Quenton Reinterpretation of the Jungle Book - - PowerPoint PPT Presentation

Original Concept Anne Quenton Reinterpretation of the Jungle Book Post-apocalyptic universe Humanod animals Original Concept Original Concept Interest The Jungle Book: part of the popular culture Offer an accessible and effective game


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Anne Quenton Reinterpretation of the Jungle Book Post-apocalyptic universe Humanoïd animals

Original Concept

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Original Concept

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Original Concept

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Interest

The Jungle Book: part of the popular culture Offer an accessible and effective game Possibility to create a licence (wide universe)

  • Prequel
  • Sequel
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Concept

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Our adaptation - Sharp

Main character: feminine Mooglie Forest environment: Alberta Fighting & exploration Infiltration & tracking Player as a predator

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Aim of the game

Victory

  • Complete all the levels
  • Fight against Shere-Khan and his minions
  • Collect all the collectable objects

Defeat

  • Die in a level
  • Presence of checkpoints
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Data sheet

Title Sharp - The New Jungle Book Support PC Genre FPS Action / adventure Target Men between 16 and 35 years old Mod Solo Software Unreal Engine 4

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Mooglie

First person view Exploration

  • Move on the ground and in the water
  • Slide
  • Jump
  • Climb

Confrontation and infiltration Fighting

  • Shoot
  • Kick / Backstab
  • Elimination combo
  • Animal instinct state
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Mechanics - Bow

A bow as the only way to attack Hunt / tracking Different sort of arrows

  • Normals
  • Specials
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Mechanics - Bow

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Mechanics - Bow

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Mechanics - Bow

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Mechanics - Bow

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Mechanics - Bow

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Mechanics - Fighting

Kick et Backstab Combo system

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Animal instinct

Mark enemies Detect the environment Wolf’s call

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Challenge - enemies

Different enemies Presence of boss Scouting Behavior pattern analysis

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Levels distribution

A hub links together all the levels Replayability Link with the storyline Shere-Khan’s castle

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Exploration - Level design

Minimum of two possible paths Exploration / Confrontation Understanding of the environment Enemies location

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Exploration - Collectables

Arrows Posters Original book pages Bow appearance

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Experience evolution

Difficulty progression Items distribution

LVL 1 LVL 2 LVL 3 LVL 4 LVL 5 LVL 6 LVL 7 LVL 8 LVL 9

New arrow Boss New enemy Difficulty : 1 3 Collectables 5 7 8 9 9 11 12

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Target audience

Rather masculine concerning action and shooting games Average player age: 31.5 yo Most used platform: PC Sharp:

  • Main character: woman
  • Diversity between action - reflexion - universe

Majority of players play offline

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Prototyping

  • Character Controller
  • Basic enemy
  • Arrows wheel
  • Fire and explosive arrow
  • Arrow blueprint
  • Checkpoint / respawn system
  • Different crosshair states
  • Interactive objects
  • Menu/HUD
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Video

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Encountered difficulties

Problem of a common vision Problem of tasks prioritization Redefinition of the concept and the intentions midway Solutions : Management tools

  • Outsourcing
  • Trello
  • Drive

Meetings Organization of the tasks by theme/member/priority

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Tasks repartition

Jonathan Belot - Game Design, Level Design, Prototyping Charles Bruel - Game Design,UI/UX Design Flavien Caston - Game Design Quentin Debard - Project Management, Game Design, Game Design Document Writing Corentin Nedelec - Project Management, Game Design, Game Design Document Writing

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Thanks

Special thanks to:

  • Anne Quenton
  • Philippe Louvet
  • Yannick Berthier
  • Emmanuel Regis
  • Gilles Benoît
  • Mathieu Akita
  • Aurélien Montero