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Rachael Huitson
L1070014
Final Year Project
Traditional Meets Technical
Aeternum
Contents
 About Aeternum- Aim and objectives/Blog
 Research
-Role Playing Game Genre
- Similar style games
-Historical Research–Medieval Europe
-medieval town layouts
-medieval architecture
-Medieval Town Layouts
-Medieval Castles
 Oblivion Tes Kit
 Chorrol World and Layout
 Asset List
 Controls
 Oblivion- Aeternum Revamp Concept
 Aeternum Back Story
 Level Layout Ideas/Plans
 Final Level Layout
 Level In Editor and Construction
 Interiors in Editor and Construction
 Complete Level Construction
Complete Interior Construction
 Level/Player Mechanics
 Quest Lines
 Quest Scripts and NPC Overview
 Audio , Dialogue and Sound
 Further Research and Inspiration
-Inspirational Industry Artists
-Inspirational Mood boards
 Traditional Artwork
-Environment Art
-Character Art
-Npc Art
 References
About Aeternum
Project aim:
Is to cover both areas of traditional design and concept art methods such as hand drawings and
photoshop art, as well as showing the more technical work which will include a Oblivion mod
designed around my hand drawn concepts and characters.
The mod will be a fully polished and interactable environment that will include interiors with
working linking doors, furniture that you are able to interact with and use, horses you are able to
ride as well as animals to populate the land. Secondary assets you can pick up and loot will
include filled barrels, clothes, coins etc.
The mod will also be featured at night for atmospheric lighting outside and inside the houses, the
lighting will include fires, candles, light fittings such as sconces and chandeliers, outdoor castle
wall light brackets and the same on the houses, along with street lights.
The mod will also feature standard and custom made npc’s to populate the level even though it
is set at night I plan to have some guards and commoners strolling around.
Project Objectives:
-A fully designed level/town on paper along with relevant research
-Concept art to be drawn for ideas and designs in my design document
-Design document to include relevant research on each section of my processes
-Oblivion mod fully researched and the Chorrol world analysed.
-Terrain for the town and exterior wall terrain built an textured from scratch within the editor
-The houses within the town to be placed accurately after medieval town layout research
-From Chorrol to Aeternum I want to show a re-vamped town with my own designs
-Trees, foliage, rocks and plants to be hand placed
-Paths, secondary assets like crates, barrels, fences to be hand placed
-Wild animals and horses that are interactable to be added to the level with boundaries
-Interiors to be created and fully placed with assets interactable and non.
-Interior doors to be linked to and from Aeternum the town.
-Lighting to be fully functionable outside and inside.
Online Work Diary: http://rachaelhuitson.blogspot.co.uk/
Role Playing Games
Role playing games known in the short term as RPG’s are games in which players can assume the
role of one/multiple protagonists in a fictional setting, players can adopt and take on responsibilities
for acting out the characters roles within multiple narratives such as literal acting and laying out how
the character acts and behaves or you can play a character through processes of structured decision
making and character development strategies. Often the actions you take can ultimately decide the
fate of your character or the game; this is due to a formal system of guidelines and rules.
RPG’s come in a variety of forms from traditional live action roleplaying to online games called
MMO’s () below I have stated the main forms.
Table top
There are table to and pen and paper (PnP) RPG’s in this form, often played in discussion with small
groups of people, the game master (GM) would start by describing the game world along with its
inhabitants. The other players would then describe their intended actions through their characters,
before the GM would then describe the outcomes controlled by the game’s system or the game
master.
Live Action
Live action role playing often referred to as LARP is seen as improvisational theatre in a way,
participants would play by acting out their characters actions instead of describing them like in table
top RPG’s. The real world’s environment would then be used to represent the imaginary setting of a
game world with improvisations. LARP players will often use physical combat with simulated arms
such as airsoft or foam weapons to resolve game conflicts.
Electronic Media
Table top versions of RPG game’s where translated into a variety of electronic formats such as pcs,
consoles and audio. The early versions of these have set the base to influence games that are even
produced today.
Single Player
Single player RPG’s form a loosely defined genre of console and computer games, which they change
the experience of RPG games to provide visual representation of a world and emphasising on
character development.
Multiplayer
Multiplayer RPG’s involve many players over a text based interface online, They are games played in
real time, known as MMORPG’s players can coheres in roleplaying but only through the text box
interface and if other players choose to cooperate.
Similar Style Game Inspiration
Two Worlds
An action and fantasy based role playing game that was developed by the Polish video game
developer known as Reality Pump. The game was published by TopWare Interactive in Europe but
also by SouthPeak Interactive in North America. The platforms available where Xbox 360 and
Microsoft Windows. The Sequel Two Worlds II, was released in Europe on the 9th
of November 2010
and in North America on the 25th
of January 2011.
As for Gameplay the game takes place in a real-time three dimensional fantasy world which is non-
linear. The game is a free roam so the player can explore the vast landscapes, accepting side quests
at will, As well as the core quest line that runs throughout the game. The game is primarily set on
rescuing the protagonist’s sister being held by mysterious forces who are set to open the tomb to
the god of fire known as Aziraal.
Fable
The Fable series is an action role-playing game set in an open world, Developed for platforms such as
Xbox, Mac OS X and Microsoft windows. The Game was developed by Big Blue Box, being a satellite
developer of Lionhead Studios.
Fable was published by Microsoft, firstly in 2004 on September 14th
. The extended version of the
game was then released in September 2005. Fable II went on to release in 2008, and Fable III in
2010, being a high definition remake of the game, entitled Fable Anniversary.
As a player you control your character in fable from a third person perspective, known as the hero of
Oakvale, you can interact with a vast number of npc’s, battle foes and objects along your journey.
The general goal is to finish quests to advance in the games plot but the game also features optional
side quests, jobs and options to buy property and even fall in love with npc’s in the game. It is all
down to the players actions as to what path your character will take.
Dragon Age
A high fantasy role-playing game series, this game series was created by a company named BioWare.
The first game Dragon Age: Origins was released in 2009, Dragon Age II was released in 2011 and
there is a third set to be released in 2014.
You play as a Grey Warden, being one of the last of an ancient order of guardians who have
defended the lands of this game throughout the centuries. The main aim of the game is that you
must hunt down a betrayed once trusted general and bring him to justice.
Along your journey there are many obstacles, side quests and distractions you may face,
The Witcher
The Witcher is an action packed role-playing game with hack and slash mechanics. The game was
developed by CD Projekt RED to be then published by Atari Inc. on October 26th
of 2007.
The game itself being based on the book series of the same name takes place in a world of Medieval
Fantasy following the story of Geralt. Being one of the few remaining Witchers, a travelling monster
hunter for hire. Geralt is gifted with the use of unnatural powers and the game hinders on the
system of moral choices as part of its storyline and quest lines within game.
In game there are three different camera styles for the player to choose from to suit different needs
in and out of combat, the player can also choose one of three fighting styles to use in different
situations, which is different to most traditional RPG gaming experiences.
World Of Warcraft
The World of Warcraft is known as a massively multiplayer online role-playing video game, perhaps
one of the most popular. The game was created by a company named Blizzard Entertainment being
the fourth released game in the fantasy set of the Warcraft Universe. The game was published on
November 23rd
of 2004 and is currently still ongoing with new expansions and content.
Being the next step up to traditional RPG games, as a player you have a lot of free creativity and
customisation when playing this game with a wide range of races and classes to choose from. You
control a character within the game either in a first or third person view that can be changed at any
time, the game also requires an on going pre paid subscription system in order to play.
The universe within the game itself is a free roam, offering the player endless possibilitys and playing
styles such as PVE- a player versus environment style for questing, leveling, dungeons and raids. PvP-
a player versus player more suited to combat, world fighting, battlegrounds and arena systems. RP-
for those who like to roleplay and involve the lore and take it easy within the game. Not to mention
the endless possibilitys for mount collectors and achievement hoarders. There is simply too much to
mention!
Dark Souls
Dark Souls is an role-playing action game that is set within an open world environment like most RPG
style games. The game was Developed and published bt Namco Bandai Games Internationally for
platforms such as the Playstation 3 and Xbox 360. The release dates include september 2011 for
Japan, October for Australia and Europe.
As for the gameplay it is based on a survival style RPG setting using deaths as a way of teaching
players how to react in relentlessley hostile game environments. The player has many different
available paths to them, however certain objectives have to be met before you are able to unlock
some areas, Bonfires are also scattered throughout the game and are used for resting points and
and save points. As you make your way through the game by killing enemies you gain souls and
humanity which are also used as a form of currency and experience, however if you die you are
returned to your last nearest campsite and lose any currency gained. There is also a online mode
available for this game that adds more dynamic interactions between individual players using co-op
and player versus player modes. But when playing online communication between players is
deliberately limited.
Guildwars
The game is a competitive online role playing game, a competitor of World of Warcraft that was
developed by the company ArenaNet to be then published by NCsoft in April 2005.
The reason for it being marketed as a competitive online RPG rather than the traditional MMORPG is
the fact thay it instances all the gameplay areas and that it is more focused as a player vs player
game. The game features two main modes of gameplay, cooperative roleplaying component and a
competitive PvP component both hosted on online servers.
Historical Research
It is difficult to put an exact time stamp on the game engine that I am using but also the age and look
I am aiming for surrounding my game. The look and feel of my game could be anywhere from the
Dark ages right up until the late medieval times of Tudor England.
Therefore my research will cover vast sections of each of the eras to give me some insight and
inspiration towards my concept art and level designs and layouts.
Medieval Europe
There are three different traditional divisions of Western History, Antiquity followed by the period I
am researching – The Middles Ages and also the Modern Period. Where the middle ages can then be
subdivided into the following categories: Early, High and Late middle ages.
From what remained of the Western Roman Empire, barbarian invades as well as various Germanic
people formed new kingdoms upon this, this began in late antiquity with Depopulation, invasion and
de-urbanisation.
The high middle ages began sometime after AD 1000, where we see the population of Europe
increase greatly, due to agricultural and technological innovations which therefore allowed trade to
flourish.
Villages began to have more organisation when it came to peasants owing rent and labour services
to nobles and feudalism. Knights and lower status nobles then owed military service to their over
seers in return to be able to rent from lands, these examples show just how organised society began
to be in the middle ages.
The Dark Ages
A term which I find most intriguing that was originally derived for the middle ages in general, this
was roughly the time between the 6th
and 13th
Century after the fall of the Roman empire, However
with increased recognition of the accomplishments in these times, when applying the term Dark
ages it often leads to historians and people who study the era to deem it misleading and inaccurate
for any part of the middle ages.
The dark ages was originally believed to be a time of intellectual darkness and economic regression
that occurred in supposedly Europe following the collapse of the Western Roman Empire.
Today we use the term ‘the dark ages’ to describe nearly a thousand years of history that can be
hard to understand and differentiate due to the lack of surviving artefacts and documents. I find that
the dark ages where often seen to be clouded by legends and myths, where we see Europe under
the rule of kings and feudal lords, where we see castles and villages dominating its landscape.
The church during the middle ages had become the most powerful of the medieval institutions,
controlling everything and everyone’s lives in a sense, including the passing and making of laws
alongside the publication of books. Even the art and architecture produced in this time had strong
influences and connections to the church.
Exploration during the crusades led to change, stories spread of different cultures and architecture
began to adopt new forms, advances in medicines and trade brought imports such as rare spices,
silks and cottons from around the globe, however these advances also brought with them there risks
such as disease.
Late middle ages
The late medieval period has always been difficult to define, however people tend to see to be the
ending of the renaissance period.
The late medieval Europe still being heavily religious and Christian, however we see the
establishment of some Muslim states in Europe for the first time. This resulted in the exchanging of
ideas and the transfer of a lot of scientific knowledge and translations of classical texts to western
Europe.
Also in the late middle ages we still see the effect of war, religious intolerance among many and
even the plague ravaged the end of the middle ages, being a very significant and defining feature of
the period. However on the plus side many inventions started to appear at the end of this age that
include printing, …. And also the founding of modern institutions arising in the form of schools,
universities and even hospitals.
The Book of hours – Christian devotional book in the middle ages.
Medieval Architecture
Medieval architecture is a term used to loosely represent all the vast and various forms of
architecture found during the middle ages that are most common in Medieval Europe, the main
forms include;
Religious Architecture
Consists of the Latin Cross plan, which is seen most commonly in medieval ecclesiastical architecture
which takes the Roman basilica as its primary form with developments from this.
Civil Architecture
Military Architecture
Military architecture simply stands as secular architecture that was mainly served for defence
purposes, such as castles and fortified walls, Windows usually had a cross-shape not only for
decorative purposes but for bowman to use. Crenelated walls were also popular providing shelters
for archers on the roofs.
Pre-Romanesque
Romanesque
Romanesque architecture was prevalent in Europe between the 11th
and 12th
centuries in particular,
it was the first European style since the Roman Imperial Architecture, This form of architecture is
formed and characterised by the use of rounded or pointed arches, cruciform piers and supporting
vaults or barrel vaults.
Gothic
Gothic architecture also emerged in 11th
and 12th
century buildings; Verticality is most emphasized in
Gthic Architecture, featuring almost skeletal stone structures with expanses of glass that are
supported externally through flying buttresses. Gothic architecture also features pointed arches
using an ogive shae, clustered columns, pointed spires and ribbed stone vaults. Windows also began
to hold stained glass that often depicted stories from the bible. These advances in architecture led to
the designing of cathedrals to rise becoming an inter-regional mandatory building to have.
Tudor England Architecture
The look of the tudor housing has proved to be a very popular design that many games,
architectural, sculptural, concept and many other forms of artists like to continue on using. The
design has proved itself to be an iconic period of time and design. Therefore looking into these styles
was important to my outlook on my level, you see the style in the chorrol world of Oblivion showed
assets and buildings of a similar design and time period, however in its own fantasy form.
http://www.brickfields.org.uk/text/tudor-homes.html
Tudor England- late medieval times. –housing
The architectural style of the Tudors see’s the final development of the medieval architecture during
this period 1485-1603. It followed a Perpendicular style holding a longing and famous traditional
English look and taste.
The main defining feature of these styled tudor buildings had to be the four centered arches, formly
known as the tudor arch, these distinctive and bold beams are even kept in modern day buildings
not just in England but in many places throughout the world.
The tudor style is a awkward style to designate to one particular period due to its continuity through
the period of the tudor dynasty.
Medieval Town Layouts
I have looked out many medieval town layouts and maps not only from Europe to set an inspiration
for my towns map and overall design, I found that by looking at traditional and accurate forms of
medieval towns and comparing these already constructed levels and towns within the creation kit I
am using it would be possible for me to re develop and design my own town with accuracy and a
deep filled explorable environment.
http://corkheritage.ie/?page_id=831
http://www.celendo.eu/Hotel-BinderBubi-Sighisoara-Romania.aspx
http://www.timeref.com/townlife.htm
http://www.edwardianexeter.co.uk/exeter-tourist-information.html
http://en.wikipedia.org/wiki/Ostsiedlung
Medieval Castles
Castles are a European innovation initially, that originated from around the 9th
and 10th
centuries after
the fall of the Carolingian Empire. This resulted in castes being built by lords and royalty to control
areas for both offensive and defensive purposes.
Castles would have been originally built from natural resources like earth and timber before later
replacing these most likely by stone, early castles obviously lacked important features however these
things where always an on-going development. During the late 12th
and early 13th
Centuries new
approaches to castle defences emerged, which led to proliferation towers for flanking fire, arrow slits
and a central keep.
Oblivion Creation Kit
After conducting my research of the time period related to the
concept that I had in mind, I am interested in producing a level layout
design to be turned into a fully working environment piece that is
interactable using a mod programme that is free called the Oblivion
Tes Kit.
I chose this over UDK (Unreal development kit) as it proved to be
more suited to what I wanted build when it came to the asset’s
included It held more than what UDK had to offer me.
The Oblivion Tes Kit was made in so being quite an old piece of
software there are newer versions available, however only for the
newer games such as Fallout and Skyrim Modding. The Tes Kit has
proved to be quite tedious to use and very time consuming when it comes to its controls and manual
inventory systems, there are no ways to search for items you are looking for so you have to manually
search for things within sub sections. The technical side is also very tricky and complex to use
everything has to be entered manually and figured out using your own initiative as the forums are
less active and the tutorial material is very limited.
Below Shows my own screenshot of a pre-existing town named Chorrol in the Tes Kit Editor.
Chorrol World
Before starting my level plans and designs I found it important to take a look at the area of the game which I
found most interesting and attractive to look at. So I studied the world of Chorrol and its layout from the game
to compare it to previous medieval town research and develop ideas from there.
Below shows Chorrol in a slight top down view along with its map of the town from the official website:
Chorrols design seems to be in all a beautiful place to look at but rather flat and too compact, so I felt the need
to re-design this and give it a whole new look and feel.
Above: a view from Chorrol showing the middle and upper houses along with its cathedral.
My findings when looking at Chorrol the world seems to be quite flat however well cluttered and
designed, it may not be realistic to any form of real world design but the town is tailored to the
games genre and setting within a make believe realm.
The town is also quite small and compact with its design within the walls the houses are arranged
well but are quite close to the significant landmarks of the level, there is not much of a walk
between the houses and the castle or the cathedral. There doesn’t seem to be an area for livestock
apart from a few pens in the lower housed section.
Below: is a zoomed out screenshot of the complete town including the castle.
Asset List
This is a list of all the assets in Oblivion that came with the game that I have used within my level,
showing their importance and what I will be using them for, whether they will be interactive or not,
and listing them as primary or secondary assets.
Town Level
The town will hold the most of the assets, everyone will be hand placed taking the majority of time
making sure they are placed professionally and not repetitively, it needs to be fresh and dynamic for
the age of the game and editor.
Primary Assets: Castle Walls, Perimeter walls, Bridges, farm houses, Lower Houses, Middle Houses
and Upper Houses, Trees, Foliage, Rocks, Pathways, Church, npc’s, lights, doors, animals, horses
Secondary Assets: Crates, Barrels, Stalls, Fences, statues, fountains, animals, armour, armoury,
rocks, stones, trunks, hay bales, kennels, benches, boat jetty, field fences, garden walls and gates,
cemetery tombstones, wells, centre circles,
Interact able: Benches, Chairs, Barrels, Crates, Doors, horses
Interior Levels
The interior levels will hold some of the outdoor assets such as barrels, crates and lights. The interior
assets will all be hand placed, again keeping it looking dynamic and immersive. The interiors will hold
the most of the interact able assets that can be collected and used.
Primary assets: Lights, Beds, tables, chairs, bar, bookshelves, doors, wardrobes,
Secondary assets: Rugs, Tapestry’s, shelves, books, Candles, paintings, Trunks, curtains, stools,
armour, barrels, stove, cooking pot, firewood, plates, mugs, bottles, food, clothes.
Interact able assets: Books, food, mugs, plates, chairs, benches, beds, doors
Controls
For my game the only platform ideally available for now would have to be PC, as that’s the main
platform for the creation kit and what I am building and developing my game mod on. The controls
are precise and easy to maintain and coordinate.
Keyboard Controls
Activate
Auto Move Forward Jump Switch View/ Rest
Vanity Mode
Slide Left
Grab Back
Slide Right
Sheath
Weapon/
Torch
Cast
Menu Mode
Always Run
Run
Block
Crouch/Sneak
Mouse Controls
Use/Attack Block
Click to switch between third and
first person views, Hold to enter
Vanity mode. You can also scroll to
zoom your view in and out of third
person.
Oblivion- Aeternum Revamp Concept
The idea
The idea came to me as I researched my areas of research during the summer, I knew what it was I
wanted to design and draw when it came to concepts, below is a brief overview of the setting and a
description of the town along with a peek into the story alongside it.
Aeternum is a town set within the hills, a pretty desolate location that little know about on the
human side of the world, its walls are disguised by tall hills covered in trees that not many would like
to hike across for any old reason. This town is said to be the only known place where magic and
‘different’ folk reside as they are not looked well upon in the real world, it features a range of wealth
related houses with a communal cathedral, a small forest with a walkway through it leading you to a
climb up to the castle. The town is not deprived as the overseer and the king of the land has
provided a sanctuary for its people. Cursing a plague upon the world outside that’s eating away at
the heart of the real world, you see the overseers daughter ran away from Aeternum’s walls to
follow a love interest with a mortal, losing his only daughter cost the human world a ravaged and
fatal existence. The fate of the innocent is in the kings grandchild’s hands if they can prove their
worth and rightful existence, the inn will be the players home for now.
Where it started
My idea started with my ongoing passion for role playing and fantasy orientated games, with vast
exploration and wonder factors, I enjoy story driven and lore based games with a lot to offer the
player when it comes to immersive content.
Style
The style of the game for now will be set to the art style of the oblivion mod, the assets on the game
have the style I was initially looking for being fantasy but at the same time medieval and realistic.
When it comes to my concept art they will be unique to my own drawing style which will be
contemporary with a realistic touch, this will show designs of the beasts for further levels and
gameplay, the king, the parents of the player character, and a couple of variations of the player
character for visuals and a way of communicating my ideas and showing where they came from.
Aeternum’s Back Story
Rewind the pages in time to the end of the middle ages when religion and superstitious
beliefs where still rife and not uncommon, we begin with a tragic tale between a families
misfortunate events.
You see when Ariana was growing up she was not a part of any ordinary family, her mother
Seraphina being the only daughter of king Rhaegal misled her father and betrayed his trust,
she was set to lead a royal life and betroth a worthy suitor, but not all was what it seemed.
Seraphina used to explore beyond the walls of the town, taking a horse and visiting human
towns on the low, where she found love in a lonely human’s eye thus breaking the family
chain. From that day on everything outside Aeternum’s walls began to fall into dis array,
sickness, fear, and even death swept the lands for the king’s daughter had loved another,
the world was set for ruin.
Not all was set for a happy ending on either part, the king had set to bring chaos upon the
human race, outraged as his only daughter has set her own certain fate, her powers will
eventually fade with the air of the mortal lands or to risk being charged for witchcraft.
Ariana’s father Favian fearing for their child’s safety sent Ariana away, you see the townsfolk
had found out what her parents swore to keep hidden from her to protect her future in the
mortal world and so are on the run, but Ariana knew something was not as it seemed.
But it was too late, since then Ariana grew up moving from town to town, as soon as the
next town discovered what she was and what she was capable of they did not wish to keep
her around for a moment too soon, Ariana tried her hardest to control her inner powers.
However Ariana growing up always wanted to know deep down where she came from, who
her parents where and what was her purpose in this world, as she didn’t fit in she seeked to
know the truth behind the stories of her childhood about a long lost town beginning with
the letter A, that no one dared to speak of.
This mysterious town known as Aeternum is full of exiles and fantasy beings that don’t fit in
with the human folk beyond the vast hills and forestry.
Level Layout Plans and Ideas
Below are my first initial sketches of the town that I drew out on paper, it features a few variant
landmarks but also a sectioned out town, this design has been subject to changes for practicality and
the adding of extra buildings.
My idea on paper was then
taken into Photoshop and re
drawn there, at this stage I had
already started creating my
terrain in the editor, in this
drawn up plan I added more
houses so the town was not
as spacious as before,
Final Layout Plan
Top Down Level – In Editor
Above is the first section of my level, these print screens are not able to show the full extent of the
exterior terrain, only part of the inner. The editor only shows and loads sections of coordinates at a
time in order to control lag and optimisation. Below is the second half to my town build.
Constructing the Level Screenshots
Below Shows screen shots of my constructed terrain and level within the tes kit over time, the
terrain has been built and altered along the design and asset placement process in order to fix
errors, textures, and the terrain shape.
Above: Each square section of terrain has been careful edited and structured as well as textured
with multiple layers of dirt and grass tones, as well as a 3D Grass texture.
Above: shows the angle of my level facing the castle on the hill, as well as the surrounding terrain,
small lake/river and some of the exterior terrain.
Below: Again showing a section of my level facing the main heart of the town with the centre circle,
middle and upper class housing area.
Finished Level Build
Below are screen shots of my level cluttered, lit and finished in the editor, the large red and orange
boxes are the parameters for the moth, butterfly and firefly animations. The light bulbs and red
speaker like objects are for the light and the sounds attached. Also the benches have markers
around them in the editor indicating they are interactive.
Above and below: Shows the upper class circle of houses from different angles, this area is neatly
decorated with seating and floral plants.
Above: Shows the town looking down from the upper housed section revealing the middle houses as
well as the centre of town piece, this area is cluttered with more rocks, boxes, barrels and crates to
indicate it thrives more during the day.
Below: Shows a section of the town situated next to the centre, not all houses are accessible in this
level however the doors will indicate that they require keys to open.
Above: The centre statue looking down towards the last of the middle houses before reaching the
locked gates of my level.
Below: A closer view of the last of the middle houses on this side, some have been built with paths
off of the main floor indicating different sections and areas of the town.
Above: The section of the town that is strictly set as the boundaries from the town to the gates, this
section holds the towns stable as well as a small guard monitored section.
Below: A closer view of the stables, with the town being sealed off from the outside world the
stables have been made small for this purpose.
Above: Before the stables there is a walkway off to the left leading you to a more compact housed
area and the main Inn of the town, this is where the player begins there journey.
Below: Attached to the centre circle there are also three more middle houses, one being accessible
and the one in this image being the blacksmiths of the town, conveniently close by to the stables.
Above: The house that is accessible due to the link outside the door, this is not visible in game. The
person that lives here is a part of the player’s quest line and journey.
Below: This section of houses are opposite the Inn of the town, not accessible but close together
indicating moving down to a lower populated area.
Above: The inn can be seen here on the left also the last of this section of houses, part of the
cathedral can also be seen here through the foliage.
Below: This shows the last house from the Inn section as well as the path leading from town to the
cathedral and the farming area.
Above: Standing at the cathedral showing the lower farming area which includes two houses, a well
as well as a field for produce.
Below: The farmers field with livestock, mainly sheep. Further down this area leads to the small lake
in the town for fishing or swimming as it has a jetty.
Above: Past the farmers field we see here the small lake that run’s to the other side of the level, also
the jetty and banking as well as the bridge taking you over to the castle’s road.
Below: Moving back past the farmer’s field, this is a view of the cathedral and lightly forested area
disguising the path to the castle.
Above: The Inn’s back gardened area with a unique tree centre piece, each section of the town holds
a unique centre piece, this garden also has a small seated area.
Below: Another view of the middle housed back gardens that are fenced off, however the player can
still enter them through certain walkways.
Above: The last view of the middle housed back gardens, through the opening you can also see
visible the centre of town, this was taken from the path to the castle.
Below: The view from the upper and middle class connecting section, shows the road between the
forest to the left and cathedral to the right, this road will lead you on to the bridge.
Above: One of the views from the castle’s lit road to the cathedral and farming area, this area has
trees and foliage just enough to cover part of the players view.
Below: A view of the opposite side looking into the small forested part of the level, this has enough
trees and foliage to make it feel like a forest, however It is not too overpowering and easily
manoeuvrable.
Above: The end of the first of the castle’s road where the bridge connects the player to the higher
section of the level up to the castle, the main heart of the town.
Below: A view from the other side of the small lake overlooking the small forested area, the towns
walls and exterior terrain area.
Above: This is the higher up section of terrain with the winding steep path up to the castle, it is a
long walk and would require a steed for a quicker journey. The castle is purposely placed furthest
away to show its importance, much like a traditional medieval town.
Below: Another view of the castle and the path leading to the castle, this area again is well cluttered
with trees and foliage in order to not reveal too much to the player at once.
Above: A side view of the castle with foliage, walls and exterior terrain.
Below: Shows the back of the centre middle houses gardens towards the gated end of the town,
these are individually sectioned.
Above: Behind the middle housed section there is also a small cemetery hidden away, due to this
being a fantasy town populated by different beings there is no need for this to be any bigger, there
aren’t many deaths due to the town being sealed off from the human world.
Below: A view of the cemetery from the side, past this lies the upper houses and the small area of
grassed land around them.
Above: A shrine that is hidden away within the small forested area, in game this shows more 3D
grass and effects.
Below: Another view from within the forest, there is also a unicorn stowed away within it, this
creature cannot be harmed, however it can harm you if you choose to attack it.
Interior Construction Screenshots
Below shows the three interiors I have filled before and after over time and different save files, the
houses chosen where specifically and accurately designed for a purpose. The assets are placed
individually to make the clutter realistic and of a high standard, the environments need to feel alive.
Inn Interior – Lawrence’s
Middle House Interior – Meredith’s
Upper House Interior – Gaston’s
Gaston’s house is one of the upper class houses situated in my level at the top end of the towns
centre square, the house sits on slightly higher ground deviating the symbol of higher status. The
house therefore needed to have plenty of space, multiple floors and to of course be decorated in the
finest of items the oblivion tes kit had to offer.
Finished Interiors
Below show my interiors fully cluttered and lit within the oblivion tes kit the lines around objects
show the objects location and parameter.
Inn Interior – Lawrence’s Inn
The feel I was going for with this in due to it being in the lower sectioned area was that it would be
un kept, showing a shadow of its former glory to the town now being sealed off from the outside
world.
Middle House Interior – Meredith’s
Upper Interior – Gaston’s
Level Mechanics
Research into what is already available in Oblivion with a brief overview of what they are and used
for.
-Stats, inventory, magic, maps and quests menu
- Inter actable assets
- Inter actable Buildings
- Collectable Items:
- Inter actable animals
- Containers
- Houses and horses for sale
- Shops and Vendors
- Achievement System
- Companions and Followers
- locked rooms
- enemy npc’s
My own ideas outside Oblivion:
Mechanics to add to the game if there ever became a re vamp in the future.
-Tarot Card Readings: to be used as a mini game or as a waver in deciphering your characters fate in
the game. The mini game will hold fortune readings that can determine future encounters.
-Crystal Ball visions: Player can channel there powers into using a crystal ball to view places in the
world or npc’s actions. Possibly be able to carry a small one around with you, otherwise the player
will have to obtain or use one at their own caution in someone else’s property.
-Raven messengers or watchers: Channelling your sight through the eyes of an animal to venture
into dangerous zones without risking your own danger, can be used to spy or even collect object.
Otherwise the player may use a raven to send messages to other town’s / npc’s.
-Relationship building in game: Much like the mini game already available in oblivion that builds on
bribes and npc’s feelings towards you, players can work on making relationships with npc’s to go
along with owning a property that oblivion already features.
-Scrap book journal: collecting mementos on your travels, jotting down notes and taking screen
shots all to go in a compact and on hand journal that the player can use whenever they feel to make
the game that little bit more personal.
Player Mechanics
Research into what is already available in Oblivion with a brief overview of what they are and used
for.
Already included in game:
-Player Races and Classes
-Combat
-Swimming
-Riding: Able to ride horses and some mythological beasts.
-Lock picking: as a mini game.
-Bartering, haggling and persuasion: as a mini game.
-Skills, mastery levels and skill perks
-Magic skills
-school of conjuration, school of illusion, school of destruction, school of restoration, school of
mysticism, school of alteration, alchemy, spell making and enchanting
-Stealth Skills
-Levelling and skilling up ability: Athletics, fatigue, spell and health.
My own ideas outside Oblivion:
-Shape shifting: Apart from Oblivion already having a form of stealth it would be nice if the player
could learn higher levels of magic that can transform the player into their chosen animal form,
limited to only one animal to not over complicate things.
-Pushing and pulling objects: Can be used for a grappling hook to attach to objects to pull yourself
up on or pull objects to you, as well as the ability to carry and replace or push and pull objects to
interact and move with in order to reach high places or unblock an area, perhaps even to create
barriers to ward off enemies.
-Professions: mining, wood cutting, tailoring to earn gold as in creating jobs within the game that
the player could possibly have to commit a certain time in the game doing.
Quest Line Stages
To fit in with my plot and the style of RPG games, I have come up with a basic quest line that will
guide the player throughout my level to let them progress around my level to see the maps full
potential and design. The idea behind this is so that the level will be story driven and full of mystery,
free roaming with a guide giving you an insight into story and choices.
Start: You’re rented room in Aeternum’s main inn, speaking to Lawrence the inn keeper, he will give
you some brief information and tell you to look around the town and get used to your surroundings
before reporting back to him once he remembers your face.
Objective one: Speak with Lawrence and find out some very brief information on what you should
do.
Objective two: Lawrence has sent you to explore the town, Get acquainted with the town and
its inhabitants.
Objective Three: Return to Lawrence, he remembers a little on a forgotten prophecy and
family secret, he guides you to seek out a sorceress named Meredith.
Objective four: Find the small sorceresses house an elf will be waiting there for you by the name of
Meredith, a dear old friend of Lawrence, she has some history and story to tell, she believes you are
of importance and should get assistance to make your way to the castle.
Objective Five: Take Meredith’s advice and seek out a town member named Gaston he will be able
to borrow you a horse from the towns guard post, he will also give you directions to the castle.
Objective Six: make your way across to the guards stable and ask the guard at the stables to
borrow Gaston’s horse.
Objective Seven: Ride carefully through the town and make your way to the castle.
Quest Line Scripts and NPC’s
Quest Line 1
NPC: Inn Keeper Lawrence
Voiced by: Jack BickerStiff
Traits: middle aged
Profession: Inn Keeper
Level: 10
A forgetful and lazy yet harmless
Character, he does not get much
custom these days.
Lawrence: Hello can I help you?
Player: Hello, any idea why I have been sent here?
Lawrence: Well I can’t say I know you, hmm that face… no.. Come back to me later child. Best you
get to know your way around the town, maybe then I can help.
Player: oh.. Ok I’ll see you soon then.
Lawrence: yes, like I say just take in the town maybe even speak to a few locals, though not many
people will be out at this hour. See you again soon.
(Player explores the town and comes back)
Player: Ok I’m back, figured anything out yet?
Lawrence: I cannot say, if truth be told you could be. No. Meredith will have more information.
Perhaps she could clarify. Yes go and visit Meredith.
Player: Information? Wait who is she?
Lawrence: She is one of the wisest of all in this town, you will be surprised of what she could know
about you. Go now, she won't have much time to spare.
Player: But, where is she?
Lawrence: My dear, if you explored the town enough you will see a house at the main circle to the
right there will be a sign above the door. What is your name?
Player: Ari, why is it you ask?
Player: Ariana. Thank you, farewell.
Lawrence: maybe coincidence, goodbye Ari.
Lawrence: Goodbye and good luck
Quest Line 2
Npc: Sorceress Meredith
Voiced by: Rachael Huitson
Profession: Town Mystic
Level: 50
A strong willed character that has the
ability to see ones future and determine
fates, she is not a force to be reckoned
with.
Sorceress Meredith: Good evening, is it Ari?
Player: Yes.. Wait. How did you?
Player: No it is not
Sorceress Meredith: I was made aware of your arrival child, it’s not very often we have people
arriving in this town. You noticed the inn was empty?
Sorceress Meredith: You don’t need to hide anything from me child...
Player: Yes, but why am I here?
Player: Yes, what is up with the townsfolk?
Sorceress Meredith: Why you are here? There could be many answers to that question. I for one
have a feeling your purpose is true. If the stories have unfolded, it’s only a matter of time
Sorceress Meredith: I wouldn’t worry about them, their concerns lie in many a places. It’s best to lay
low. Rumours spread quite quickly if you talk to the wrong people.
Player: Stories? What stories?
Sorceress Meredith: You can’t be that foolish child, you know where you came from and your
restrictions. I don’t know why your parents were trying to keep this from you. (But I will do my best
to point you on the right path.)
Player: My Parents told me nothing.
Sorceress: You will see in due time, you were and are different from the others back home. In a way
you are lucky to have been protected from the human world.
Player: Restrictions, Where never fun.
Player: I can look after myself.
Sorceress Meredith: Restrictions can save people even yourself, now we best make haste and get
you on your way
Sorceress Meredith: I’m sure you can Ari but with courage comes discipline and knowledge, which
you do not possess yet.
Player: But where must I go?
Sorceress Meredith: My dear girl you have friends in higher places to help you seek truth and put an
end to strife, it will be no easy task. I want you to find Gaston.
Player: Gaston? Who?
Sorceress Meredith: It does not matter for who he is but he will allow you to borrow one of his
horses for the journey, given a few coin.
Player: What?? How even? Where am I going
Sorceress Meredith: Here take these, keep the scroll safe? You will need it later. Find Gaston in one
of the upper houses in the circle, you must go to the castle.
Player: Right now?! Can’t you tell me more?
Sorceress Meredith: The world around Aeternum is deteriorating Ari, we cannot wait any longer,
this relies on you, hurry along.
Player: ahh, I’ll do my best.
Player: uhmm, don’t count on me.
Sorceress Meredith: See you again, I hope. I’m always watching.
Sorceress Meredith: Ariana, I’m telling you this as it is your path in life, do not doubt me.
Quest Line 3
Npc: Gaston
Voiced by: Kjeld Dijk
Profession: Town Nobleman
Level: 20
Has many associates in the town,
only trusts a few. Willing to help for
a good cause. Stay on the right side of
his favours.
Gaston: Hello, and who might you be?
Player: I have been sent here by Meredith
Gaston: Ahh you must be Ariana, I have received word from Meredith that you would be arriving.
What can I do for you?
Player: My Journey Requires assistance
Player: Tell me more about the castle
Player: Is what Meredith tells me true
Gaston: Of course it does, take my horse he is the Bay down by Aeternum’s gates. The guard won’t
give you any trouble, anything else?
Gaston: The castle is the heart of the town, run by the king from many o generation, however that
has declined in recent years, causing unsettlement and strife.
Gaston: Never doubt Meredith, I’m not as wise as her but I know that what she says does not lay
with any false hope, she is one of the few I trust in Aeternum.
Player: Strife? What do you mean
Player: Castle Directions?
Gaston: Well Ariana, losing family cause's chaos, be thankful it's not affecting this town. The fate of
the human world lies on a return of family and order.
Gaston: Sure you haven't seen the castle? Follow the lit road just outside to the left, it will lead you
on and up, but do take my steed, it's a long walk.
Player: I see, can you tell me more?
Player: Thank you Gaston, goodbye.
Gaston: I'm afraid not, that's all I know, things are kept on the low around here. I don't think it's a
situation anyone wants to be in or involved with.
Gaston: Farewell, Ride Safe Ariana.
Npc’s in town Dialogue:
NPC: Blacksmith Darion
Voiced by: James Paddock
Profession: Town Blacksmith
Level: 20
A older town member, can be
rather stern when it comes to his
work and wasting time. He doesn’t
involve himself with other’s affair’s
Darion: Evening, any business?
Player: No thank you Darion
Player: What is Aeternum?
Darion: Well leave me to it than if nothing else.
Darion: That's a silly question, wait. Your new here?! Not very often we get new comers. Watch your
back.
Player: Uhh, I will do my best... bye now
Darion: Yes... Goodbye stranger.
NPC: Maid Elaine- Town member
Voiced by: Rachael Huitson
Profession: Maid
Level: 10
A concerned town member who
won’t rest easily, she likes to know
what’s going on but won’t share
details as that may lead to trouble.
Maid Elaine: Oh dear… oh dear. Oh! Hello…
Player: Something wrong?
Maid Elaine: Huh, Haven’t you heard about all the trouble?
Player: Trouble? What trouble?
Player: Can’t say I’m interested
Maid Elaine: Well what can I say... Not too loud. The king is riled and planning on sending more you
know what out the gates...
Maid Elaine: Oh well, you will soon see. Not all is as it seems. Farewell
Player: Wait... What? Sending what exactly?
Maid Elaine: Oh but I mustn’t say what it is exactly, keep shush. Go on be off with you child.
NPC: Guard Radcliffe- Stable/Gate Watcher
Voiced by: Nicklas Weiss
Profession: Night Guard
Level: 60
Wont concern himself in un-important
matters, follows strict order’s and is not
willing to offer guidance. Keep out of his
business and he will stay out of yours.
Guard Radcliffe: Yes?
Player: I’m here to borrow Gaston’s horse
Radcliffe: So long as your taking his horse that’s nothing to do with me.
Player: Why are you guarding the gates?
Radcliffe: Even though they are locked at this hour, no one must go in or out. Only set times unless
it’s royal business.
Player: Royal business?
Radcliffe: Yes. None of your business, now off with you.
NPC: Farmer Yoon- Produce / animal breeder
Voiced by: Daniel Hunt
Profession: Farm Worker
Level: 10
A light hearted and hard worker, he likes
to keep to himself and is willing to
cooperate on terms of business matters.
Yoon: oh, you startled me…
Player: Sorry, I was just looking around
Yoon: Looking around? At this hour... Foolish. Come back tomorrow if this regards business.
Player: Ok, sorry to disturb you.
Yoon: Yes... now I’ll go back to checking my herd.
NPC: Elder Chronus
Voiced by: William Marsden
Profession: Wise Elder
Level: 50
Once a wise and respected mystic
alongside the likes of Meredith, however
old age leaves him to wander in the middle
of the night seeking insightful remedies.
Chronus: Hello there child, come close. Those eyes… you look like... No, no. Can’t be.
Player: Excuse me?
Chronus: Oh never mind child, old eyes, old mind. What are you doing out so late?
Player: I could ask you the same question
Player: Exploring... That’s all.
Chronus: A nightly stroll keeps me feeling youthful, run along. I need to rest. Run along now.
Chronus: Secrets aren’t healthy child, run along now.
Audio
Each NPC in my level has been voiced by people I know who where willing to be a part of my
creation, each section of audio has been clipped and edited to fit each character, also scripts where
given to the voice actors along with a brief trait in order for them to work with the character.
Right: Shows just one of the folders for
the Imperial Race NPC’s within my level
audio file along with the lip sync file for
that specific line of text.
Below: Each line of audio after recording is organised and re named accordingly in corespondance to
the names located within the response editor, each piece of adio needs to be named and in the
correct place in order for it to work to collate a lip sync file within the editor.
Industry Artist Inspiration
Glenn Rane:
http://www.glennrane.com/#!gallery
Art Lead, Creative Development at Blizzard Entertainment
Past: Vivendi Universal Games
About the artist:
I find Glenn’s artwork to be unique even though it is stylized especially for world of Warcraft, there is
something about the colour and composition that draws your eye over. The subject matter I found
to be what initially drew me to start following this artist, a great interest of mine has always lay
within fantasy and imagination bound beings, even some of world of warcraft’s art to have links to
movies, like the skeksis from the dark crystal.
Feng Zhu
http://www.fengzhudesign.com/index.html
About the artist:
This artist I stumbled upon back in first year while studying a concept art module, his photoshop
work I found to be breathtaking and so full of life not only detail. From a range of fantasy, sci fi art
work to drast landscapes and realistic paintings this artist also shows some of his speed paintings on
youtube, a definate inspiration to follow along his journey.
Andy Park
http://www.andyparkart.com/#
About the artist:
Andy is an artist I found due to his range of artwork, from comic related to fantasy based artwork
mainly created using digital paintong software. Andy also paints using many different and interesting
view perspectives.
Katia YBourykina
http://ybourykina.blogspot.co.uk/
Associate Character Artist at Blizzard Entertainment
About the artist:
Katia being a fairly new industry artist for blizzard, shows both a clean and professional art style but
also developing and initial concepts that arent so pristine but still hold excellent quality, which draws
attention to the fact that blizzard artists still use traditional methods of working.
Jonas De Ro
http://jonasdero.deviantart.com/
About the artist:
Stumbled across Jonas work on deviantart by chance during research, he has painted numerous
medieval themed pieces as well as fantasy, sci fi and realistic city scapes, the detail put into the
paintings are astounding, drawing the viewer into it as though it where a real world.
Mood boards
A collection of inspirational images and pieces of art work that I have collated together to create
mood boards and references to look at
Inspirational Environment Images
Environment Drawings
Creature Drawings
Character Sketches
References
Similar Style Games
Two Worlds:
Fable: http://www.gamespot.com/reviews/fable-ii-review/1900-6199669/
Dragon Age:
The Witcher:
World of Warcraft:
Dark Souls:
Guild Wars:
Medieval History
Middle ages:
Dark Ages:
Medieval Architecture:
Tudor Style Architecture:
Medieval Castle Architecure and designs:
Medieval Town Layouts: http://users.trytel.com/tristan/towns/townint5.html
Oblivion Editor and Images
Oblivion Editor Information and download: http://www.elderscrolls.com/oblivion/downloads/
Oblivions Forums: http://www.uesp.net/wiki/Oblivion:Construction_Set
Map of Chorrol: http://www.uesp.net/wiki/Oblivion:Chorrol
Screenshots of Chorrol world: http://www.weitwald.com/Oblivion/Chorrol/00.index.htm
Exterior Construction Print Screens: Taken of my own level build by myself within the Tes Kit
Interior Construction Print Screens: Taken of my own level build by myself within the Tes Kit
Quest Lines and NPC Profiles:
Quest lines hand written by myself
NPC Profiles generated by myself, the non-player character is created within the editor, the screen
shots where generated for my design document straight from my level in the editor.
Industry Artists and images
Glenn Rane: http://www.glennrane.com/#!gallery
Feng Zhu: http://www.fengzhudesign.com/index.html
Andy Park: http://www.andyparkart.com/
Katia Bourykina: http://ybourykina.blogspot.co.uk/
Jonas De Ro: http://jonasdero.deviantart.com/
Mood Board Images:
Mood board one:
Ram Image: http://zombieportraits.com/zombie-zoo-animals-undead-ram/
Darksiders Concept: http://haydndalton.wordpress.com/2008/09/07/darksiders-concept-art/
Mood board two:
Black and white environment: https://www.facebook.com/pages/The-Art-of-Jennifer-
Kearney/187105101313811
Medieval Perspective Colour piece: http://cghub.com/forum/showthread.php?t=15732
Pencil drawing concept: http://macguffingames.com/2009/dev-blog-player-city-concept-art/
Dark ages Environment: http://jonasdero.deviantart.com/art/The-Dark-Ages-312263111
Middle ages night environment: http://penemenn.cgsociety.org/portfolio/project-detail/805762/
Medieval Town Painting: http://www.conceptart.org/forums/member.php?u=40687
http://windmakerart.blogspot.co.uk/search?updated-max=2013-08-01T01:05:00%2B03:00&max-
results=7
Black and white house sketch: http://lordoffog.deviantart.com/art/medieval-house-concept-
255887008
Concept Art:
My concept art is hand drawn by me, transferred into Photoshop and added to a background for
decoration.
Aeternum Play through Video:
Software Used: Windows Movie Maker
Fraps Recording Software
Oblivion Creation Kit and Game
Voice Actors:
Sorceress Meredith: Rachael Huitson
Maid Elaine: Rachael Huitson
Noble Gaston: Kjeld Dijk
Blacksmith Darion: James Paddock
Farmer Yoon: Daniel Hunt
Guard Radcliffe: Nicklas Weiss
Inn Keeper Lawrence: Jack Bickerstiff
Elder Chronus: William Marsden
Aeternum Trailer Video:
Software Used: Windows Movie Maker
Fraps Recording Software
Oblivion Creation Kit and Game
Music: https://soundcloud.com/rfgb/epic-adventure-music-chosen-1
YouTube owner: https://www.youtube.com/watch?v=NDg2kSwVXU0

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Huitson rachael l1070014_aeternum

  • 1. Rachael Huitson L1070014 Final Year Project Traditional Meets Technical Aeternum
  • 2. Contents  About Aeternum- Aim and objectives/Blog  Research -Role Playing Game Genre - Similar style games -Historical Research–Medieval Europe -medieval town layouts -medieval architecture -Medieval Town Layouts -Medieval Castles  Oblivion Tes Kit  Chorrol World and Layout  Asset List  Controls  Oblivion- Aeternum Revamp Concept  Aeternum Back Story  Level Layout Ideas/Plans  Final Level Layout  Level In Editor and Construction  Interiors in Editor and Construction  Complete Level Construction Complete Interior Construction  Level/Player Mechanics  Quest Lines  Quest Scripts and NPC Overview  Audio , Dialogue and Sound  Further Research and Inspiration -Inspirational Industry Artists -Inspirational Mood boards  Traditional Artwork -Environment Art -Character Art -Npc Art  References
  • 3. About Aeternum Project aim: Is to cover both areas of traditional design and concept art methods such as hand drawings and photoshop art, as well as showing the more technical work which will include a Oblivion mod designed around my hand drawn concepts and characters. The mod will be a fully polished and interactable environment that will include interiors with working linking doors, furniture that you are able to interact with and use, horses you are able to ride as well as animals to populate the land. Secondary assets you can pick up and loot will include filled barrels, clothes, coins etc. The mod will also be featured at night for atmospheric lighting outside and inside the houses, the lighting will include fires, candles, light fittings such as sconces and chandeliers, outdoor castle wall light brackets and the same on the houses, along with street lights. The mod will also feature standard and custom made npc’s to populate the level even though it is set at night I plan to have some guards and commoners strolling around. Project Objectives: -A fully designed level/town on paper along with relevant research -Concept art to be drawn for ideas and designs in my design document -Design document to include relevant research on each section of my processes -Oblivion mod fully researched and the Chorrol world analysed. -Terrain for the town and exterior wall terrain built an textured from scratch within the editor -The houses within the town to be placed accurately after medieval town layout research -From Chorrol to Aeternum I want to show a re-vamped town with my own designs -Trees, foliage, rocks and plants to be hand placed -Paths, secondary assets like crates, barrels, fences to be hand placed -Wild animals and horses that are interactable to be added to the level with boundaries -Interiors to be created and fully placed with assets interactable and non. -Interior doors to be linked to and from Aeternum the town. -Lighting to be fully functionable outside and inside. Online Work Diary: http://rachaelhuitson.blogspot.co.uk/
  • 4. Role Playing Games Role playing games known in the short term as RPG’s are games in which players can assume the role of one/multiple protagonists in a fictional setting, players can adopt and take on responsibilities for acting out the characters roles within multiple narratives such as literal acting and laying out how the character acts and behaves or you can play a character through processes of structured decision making and character development strategies. Often the actions you take can ultimately decide the fate of your character or the game; this is due to a formal system of guidelines and rules. RPG’s come in a variety of forms from traditional live action roleplaying to online games called MMO’s () below I have stated the main forms. Table top There are table to and pen and paper (PnP) RPG’s in this form, often played in discussion with small groups of people, the game master (GM) would start by describing the game world along with its inhabitants. The other players would then describe their intended actions through their characters, before the GM would then describe the outcomes controlled by the game’s system or the game master. Live Action Live action role playing often referred to as LARP is seen as improvisational theatre in a way, participants would play by acting out their characters actions instead of describing them like in table top RPG’s. The real world’s environment would then be used to represent the imaginary setting of a game world with improvisations. LARP players will often use physical combat with simulated arms such as airsoft or foam weapons to resolve game conflicts. Electronic Media Table top versions of RPG game’s where translated into a variety of electronic formats such as pcs, consoles and audio. The early versions of these have set the base to influence games that are even produced today. Single Player Single player RPG’s form a loosely defined genre of console and computer games, which they change the experience of RPG games to provide visual representation of a world and emphasising on character development. Multiplayer Multiplayer RPG’s involve many players over a text based interface online, They are games played in real time, known as MMORPG’s players can coheres in roleplaying but only through the text box interface and if other players choose to cooperate.
  • 5. Similar Style Game Inspiration Two Worlds An action and fantasy based role playing game that was developed by the Polish video game developer known as Reality Pump. The game was published by TopWare Interactive in Europe but also by SouthPeak Interactive in North America. The platforms available where Xbox 360 and Microsoft Windows. The Sequel Two Worlds II, was released in Europe on the 9th of November 2010 and in North America on the 25th of January 2011. As for Gameplay the game takes place in a real-time three dimensional fantasy world which is non- linear. The game is a free roam so the player can explore the vast landscapes, accepting side quests at will, As well as the core quest line that runs throughout the game. The game is primarily set on rescuing the protagonist’s sister being held by mysterious forces who are set to open the tomb to the god of fire known as Aziraal.
  • 6. Fable The Fable series is an action role-playing game set in an open world, Developed for platforms such as Xbox, Mac OS X and Microsoft windows. The Game was developed by Big Blue Box, being a satellite developer of Lionhead Studios. Fable was published by Microsoft, firstly in 2004 on September 14th . The extended version of the game was then released in September 2005. Fable II went on to release in 2008, and Fable III in 2010, being a high definition remake of the game, entitled Fable Anniversary. As a player you control your character in fable from a third person perspective, known as the hero of Oakvale, you can interact with a vast number of npc’s, battle foes and objects along your journey. The general goal is to finish quests to advance in the games plot but the game also features optional side quests, jobs and options to buy property and even fall in love with npc’s in the game. It is all down to the players actions as to what path your character will take.
  • 7. Dragon Age A high fantasy role-playing game series, this game series was created by a company named BioWare. The first game Dragon Age: Origins was released in 2009, Dragon Age II was released in 2011 and there is a third set to be released in 2014. You play as a Grey Warden, being one of the last of an ancient order of guardians who have defended the lands of this game throughout the centuries. The main aim of the game is that you must hunt down a betrayed once trusted general and bring him to justice. Along your journey there are many obstacles, side quests and distractions you may face,
  • 8. The Witcher The Witcher is an action packed role-playing game with hack and slash mechanics. The game was developed by CD Projekt RED to be then published by Atari Inc. on October 26th of 2007. The game itself being based on the book series of the same name takes place in a world of Medieval Fantasy following the story of Geralt. Being one of the few remaining Witchers, a travelling monster hunter for hire. Geralt is gifted with the use of unnatural powers and the game hinders on the system of moral choices as part of its storyline and quest lines within game. In game there are three different camera styles for the player to choose from to suit different needs in and out of combat, the player can also choose one of three fighting styles to use in different situations, which is different to most traditional RPG gaming experiences.
  • 9. World Of Warcraft The World of Warcraft is known as a massively multiplayer online role-playing video game, perhaps one of the most popular. The game was created by a company named Blizzard Entertainment being the fourth released game in the fantasy set of the Warcraft Universe. The game was published on November 23rd of 2004 and is currently still ongoing with new expansions and content. Being the next step up to traditional RPG games, as a player you have a lot of free creativity and customisation when playing this game with a wide range of races and classes to choose from. You control a character within the game either in a first or third person view that can be changed at any time, the game also requires an on going pre paid subscription system in order to play. The universe within the game itself is a free roam, offering the player endless possibilitys and playing styles such as PVE- a player versus environment style for questing, leveling, dungeons and raids. PvP- a player versus player more suited to combat, world fighting, battlegrounds and arena systems. RP- for those who like to roleplay and involve the lore and take it easy within the game. Not to mention the endless possibilitys for mount collectors and achievement hoarders. There is simply too much to mention!
  • 10. Dark Souls Dark Souls is an role-playing action game that is set within an open world environment like most RPG style games. The game was Developed and published bt Namco Bandai Games Internationally for platforms such as the Playstation 3 and Xbox 360. The release dates include september 2011 for Japan, October for Australia and Europe. As for the gameplay it is based on a survival style RPG setting using deaths as a way of teaching players how to react in relentlessley hostile game environments. The player has many different available paths to them, however certain objectives have to be met before you are able to unlock some areas, Bonfires are also scattered throughout the game and are used for resting points and and save points. As you make your way through the game by killing enemies you gain souls and humanity which are also used as a form of currency and experience, however if you die you are returned to your last nearest campsite and lose any currency gained. There is also a online mode available for this game that adds more dynamic interactions between individual players using co-op and player versus player modes. But when playing online communication between players is deliberately limited.
  • 11. Guildwars The game is a competitive online role playing game, a competitor of World of Warcraft that was developed by the company ArenaNet to be then published by NCsoft in April 2005. The reason for it being marketed as a competitive online RPG rather than the traditional MMORPG is the fact thay it instances all the gameplay areas and that it is more focused as a player vs player game. The game features two main modes of gameplay, cooperative roleplaying component and a competitive PvP component both hosted on online servers.
  • 12. Historical Research It is difficult to put an exact time stamp on the game engine that I am using but also the age and look I am aiming for surrounding my game. The look and feel of my game could be anywhere from the Dark ages right up until the late medieval times of Tudor England. Therefore my research will cover vast sections of each of the eras to give me some insight and inspiration towards my concept art and level designs and layouts. Medieval Europe There are three different traditional divisions of Western History, Antiquity followed by the period I am researching – The Middles Ages and also the Modern Period. Where the middle ages can then be subdivided into the following categories: Early, High and Late middle ages. From what remained of the Western Roman Empire, barbarian invades as well as various Germanic people formed new kingdoms upon this, this began in late antiquity with Depopulation, invasion and de-urbanisation. The high middle ages began sometime after AD 1000, where we see the population of Europe increase greatly, due to agricultural and technological innovations which therefore allowed trade to flourish. Villages began to have more organisation when it came to peasants owing rent and labour services to nobles and feudalism. Knights and lower status nobles then owed military service to their over seers in return to be able to rent from lands, these examples show just how organised society began to be in the middle ages.
  • 13. The Dark Ages A term which I find most intriguing that was originally derived for the middle ages in general, this was roughly the time between the 6th and 13th Century after the fall of the Roman empire, However with increased recognition of the accomplishments in these times, when applying the term Dark ages it often leads to historians and people who study the era to deem it misleading and inaccurate for any part of the middle ages. The dark ages was originally believed to be a time of intellectual darkness and economic regression that occurred in supposedly Europe following the collapse of the Western Roman Empire. Today we use the term ‘the dark ages’ to describe nearly a thousand years of history that can be hard to understand and differentiate due to the lack of surviving artefacts and documents. I find that the dark ages where often seen to be clouded by legends and myths, where we see Europe under the rule of kings and feudal lords, where we see castles and villages dominating its landscape. The church during the middle ages had become the most powerful of the medieval institutions, controlling everything and everyone’s lives in a sense, including the passing and making of laws alongside the publication of books. Even the art and architecture produced in this time had strong influences and connections to the church. Exploration during the crusades led to change, stories spread of different cultures and architecture began to adopt new forms, advances in medicines and trade brought imports such as rare spices, silks and cottons from around the globe, however these advances also brought with them there risks such as disease.
  • 14. Late middle ages The late medieval period has always been difficult to define, however people tend to see to be the ending of the renaissance period. The late medieval Europe still being heavily religious and Christian, however we see the establishment of some Muslim states in Europe for the first time. This resulted in the exchanging of ideas and the transfer of a lot of scientific knowledge and translations of classical texts to western Europe. Also in the late middle ages we still see the effect of war, religious intolerance among many and even the plague ravaged the end of the middle ages, being a very significant and defining feature of the period. However on the plus side many inventions started to appear at the end of this age that include printing, …. And also the founding of modern institutions arising in the form of schools, universities and even hospitals. The Book of hours – Christian devotional book in the middle ages.
  • 15. Medieval Architecture Medieval architecture is a term used to loosely represent all the vast and various forms of architecture found during the middle ages that are most common in Medieval Europe, the main forms include; Religious Architecture Consists of the Latin Cross plan, which is seen most commonly in medieval ecclesiastical architecture which takes the Roman basilica as its primary form with developments from this. Civil Architecture Military Architecture Military architecture simply stands as secular architecture that was mainly served for defence purposes, such as castles and fortified walls, Windows usually had a cross-shape not only for decorative purposes but for bowman to use. Crenelated walls were also popular providing shelters for archers on the roofs. Pre-Romanesque Romanesque Romanesque architecture was prevalent in Europe between the 11th and 12th centuries in particular, it was the first European style since the Roman Imperial Architecture, This form of architecture is formed and characterised by the use of rounded or pointed arches, cruciform piers and supporting vaults or barrel vaults. Gothic Gothic architecture also emerged in 11th and 12th century buildings; Verticality is most emphasized in Gthic Architecture, featuring almost skeletal stone structures with expanses of glass that are supported externally through flying buttresses. Gothic architecture also features pointed arches using an ogive shae, clustered columns, pointed spires and ribbed stone vaults. Windows also began to hold stained glass that often depicted stories from the bible. These advances in architecture led to the designing of cathedrals to rise becoming an inter-regional mandatory building to have.
  • 16. Tudor England Architecture The look of the tudor housing has proved to be a very popular design that many games, architectural, sculptural, concept and many other forms of artists like to continue on using. The design has proved itself to be an iconic period of time and design. Therefore looking into these styles was important to my outlook on my level, you see the style in the chorrol world of Oblivion showed assets and buildings of a similar design and time period, however in its own fantasy form. http://www.brickfields.org.uk/text/tudor-homes.html Tudor England- late medieval times. –housing The architectural style of the Tudors see’s the final development of the medieval architecture during this period 1485-1603. It followed a Perpendicular style holding a longing and famous traditional English look and taste. The main defining feature of these styled tudor buildings had to be the four centered arches, formly known as the tudor arch, these distinctive and bold beams are even kept in modern day buildings not just in England but in many places throughout the world. The tudor style is a awkward style to designate to one particular period due to its continuity through the period of the tudor dynasty.
  • 17. Medieval Town Layouts I have looked out many medieval town layouts and maps not only from Europe to set an inspiration for my towns map and overall design, I found that by looking at traditional and accurate forms of medieval towns and comparing these already constructed levels and towns within the creation kit I am using it would be possible for me to re develop and design my own town with accuracy and a deep filled explorable environment. http://corkheritage.ie/?page_id=831 http://www.celendo.eu/Hotel-BinderBubi-Sighisoara-Romania.aspx http://www.timeref.com/townlife.htm http://www.edwardianexeter.co.uk/exeter-tourist-information.html
  • 19. Medieval Castles Castles are a European innovation initially, that originated from around the 9th and 10th centuries after the fall of the Carolingian Empire. This resulted in castes being built by lords and royalty to control areas for both offensive and defensive purposes. Castles would have been originally built from natural resources like earth and timber before later replacing these most likely by stone, early castles obviously lacked important features however these things where always an on-going development. During the late 12th and early 13th Centuries new approaches to castle defences emerged, which led to proliferation towers for flanking fire, arrow slits and a central keep.
  • 20. Oblivion Creation Kit After conducting my research of the time period related to the concept that I had in mind, I am interested in producing a level layout design to be turned into a fully working environment piece that is interactable using a mod programme that is free called the Oblivion Tes Kit. I chose this over UDK (Unreal development kit) as it proved to be more suited to what I wanted build when it came to the asset’s included It held more than what UDK had to offer me. The Oblivion Tes Kit was made in so being quite an old piece of software there are newer versions available, however only for the newer games such as Fallout and Skyrim Modding. The Tes Kit has proved to be quite tedious to use and very time consuming when it comes to its controls and manual inventory systems, there are no ways to search for items you are looking for so you have to manually search for things within sub sections. The technical side is also very tricky and complex to use everything has to be entered manually and figured out using your own initiative as the forums are less active and the tutorial material is very limited. Below Shows my own screenshot of a pre-existing town named Chorrol in the Tes Kit Editor.
  • 21. Chorrol World Before starting my level plans and designs I found it important to take a look at the area of the game which I found most interesting and attractive to look at. So I studied the world of Chorrol and its layout from the game to compare it to previous medieval town research and develop ideas from there. Below shows Chorrol in a slight top down view along with its map of the town from the official website: Chorrols design seems to be in all a beautiful place to look at but rather flat and too compact, so I felt the need to re-design this and give it a whole new look and feel.
  • 22. Above: a view from Chorrol showing the middle and upper houses along with its cathedral. My findings when looking at Chorrol the world seems to be quite flat however well cluttered and designed, it may not be realistic to any form of real world design but the town is tailored to the games genre and setting within a make believe realm. The town is also quite small and compact with its design within the walls the houses are arranged well but are quite close to the significant landmarks of the level, there is not much of a walk between the houses and the castle or the cathedral. There doesn’t seem to be an area for livestock apart from a few pens in the lower housed section. Below: is a zoomed out screenshot of the complete town including the castle.
  • 23. Asset List This is a list of all the assets in Oblivion that came with the game that I have used within my level, showing their importance and what I will be using them for, whether they will be interactive or not, and listing them as primary or secondary assets. Town Level The town will hold the most of the assets, everyone will be hand placed taking the majority of time making sure they are placed professionally and not repetitively, it needs to be fresh and dynamic for the age of the game and editor. Primary Assets: Castle Walls, Perimeter walls, Bridges, farm houses, Lower Houses, Middle Houses and Upper Houses, Trees, Foliage, Rocks, Pathways, Church, npc’s, lights, doors, animals, horses Secondary Assets: Crates, Barrels, Stalls, Fences, statues, fountains, animals, armour, armoury, rocks, stones, trunks, hay bales, kennels, benches, boat jetty, field fences, garden walls and gates, cemetery tombstones, wells, centre circles, Interact able: Benches, Chairs, Barrels, Crates, Doors, horses Interior Levels The interior levels will hold some of the outdoor assets such as barrels, crates and lights. The interior assets will all be hand placed, again keeping it looking dynamic and immersive. The interiors will hold the most of the interact able assets that can be collected and used. Primary assets: Lights, Beds, tables, chairs, bar, bookshelves, doors, wardrobes, Secondary assets: Rugs, Tapestry’s, shelves, books, Candles, paintings, Trunks, curtains, stools, armour, barrels, stove, cooking pot, firewood, plates, mugs, bottles, food, clothes. Interact able assets: Books, food, mugs, plates, chairs, benches, beds, doors
  • 24. Controls For my game the only platform ideally available for now would have to be PC, as that’s the main platform for the creation kit and what I am building and developing my game mod on. The controls are precise and easy to maintain and coordinate. Keyboard Controls Activate Auto Move Forward Jump Switch View/ Rest Vanity Mode Slide Left Grab Back Slide Right Sheath Weapon/ Torch Cast Menu Mode Always Run Run Block Crouch/Sneak
  • 25. Mouse Controls Use/Attack Block Click to switch between third and first person views, Hold to enter Vanity mode. You can also scroll to zoom your view in and out of third person.
  • 26. Oblivion- Aeternum Revamp Concept The idea The idea came to me as I researched my areas of research during the summer, I knew what it was I wanted to design and draw when it came to concepts, below is a brief overview of the setting and a description of the town along with a peek into the story alongside it. Aeternum is a town set within the hills, a pretty desolate location that little know about on the human side of the world, its walls are disguised by tall hills covered in trees that not many would like to hike across for any old reason. This town is said to be the only known place where magic and ‘different’ folk reside as they are not looked well upon in the real world, it features a range of wealth related houses with a communal cathedral, a small forest with a walkway through it leading you to a climb up to the castle. The town is not deprived as the overseer and the king of the land has provided a sanctuary for its people. Cursing a plague upon the world outside that’s eating away at the heart of the real world, you see the overseers daughter ran away from Aeternum’s walls to follow a love interest with a mortal, losing his only daughter cost the human world a ravaged and fatal existence. The fate of the innocent is in the kings grandchild’s hands if they can prove their worth and rightful existence, the inn will be the players home for now. Where it started My idea started with my ongoing passion for role playing and fantasy orientated games, with vast exploration and wonder factors, I enjoy story driven and lore based games with a lot to offer the player when it comes to immersive content. Style The style of the game for now will be set to the art style of the oblivion mod, the assets on the game have the style I was initially looking for being fantasy but at the same time medieval and realistic. When it comes to my concept art they will be unique to my own drawing style which will be contemporary with a realistic touch, this will show designs of the beasts for further levels and gameplay, the king, the parents of the player character, and a couple of variations of the player character for visuals and a way of communicating my ideas and showing where they came from.
  • 27. Aeternum’s Back Story Rewind the pages in time to the end of the middle ages when religion and superstitious beliefs where still rife and not uncommon, we begin with a tragic tale between a families misfortunate events. You see when Ariana was growing up she was not a part of any ordinary family, her mother Seraphina being the only daughter of king Rhaegal misled her father and betrayed his trust, she was set to lead a royal life and betroth a worthy suitor, but not all was what it seemed. Seraphina used to explore beyond the walls of the town, taking a horse and visiting human towns on the low, where she found love in a lonely human’s eye thus breaking the family chain. From that day on everything outside Aeternum’s walls began to fall into dis array, sickness, fear, and even death swept the lands for the king’s daughter had loved another, the world was set for ruin. Not all was set for a happy ending on either part, the king had set to bring chaos upon the human race, outraged as his only daughter has set her own certain fate, her powers will eventually fade with the air of the mortal lands or to risk being charged for witchcraft. Ariana’s father Favian fearing for their child’s safety sent Ariana away, you see the townsfolk had found out what her parents swore to keep hidden from her to protect her future in the mortal world and so are on the run, but Ariana knew something was not as it seemed. But it was too late, since then Ariana grew up moving from town to town, as soon as the next town discovered what she was and what she was capable of they did not wish to keep her around for a moment too soon, Ariana tried her hardest to control her inner powers. However Ariana growing up always wanted to know deep down where she came from, who her parents where and what was her purpose in this world, as she didn’t fit in she seeked to know the truth behind the stories of her childhood about a long lost town beginning with the letter A, that no one dared to speak of. This mysterious town known as Aeternum is full of exiles and fantasy beings that don’t fit in with the human folk beyond the vast hills and forestry.
  • 28. Level Layout Plans and Ideas Below are my first initial sketches of the town that I drew out on paper, it features a few variant landmarks but also a sectioned out town, this design has been subject to changes for practicality and the adding of extra buildings. My idea on paper was then taken into Photoshop and re drawn there, at this stage I had already started creating my terrain in the editor, in this drawn up plan I added more houses so the town was not as spacious as before,
  • 30. Top Down Level – In Editor Above is the first section of my level, these print screens are not able to show the full extent of the exterior terrain, only part of the inner. The editor only shows and loads sections of coordinates at a time in order to control lag and optimisation. Below is the second half to my town build.
  • 31. Constructing the Level Screenshots Below Shows screen shots of my constructed terrain and level within the tes kit over time, the terrain has been built and altered along the design and asset placement process in order to fix errors, textures, and the terrain shape.
  • 32. Above: Each square section of terrain has been careful edited and structured as well as textured with multiple layers of dirt and grass tones, as well as a 3D Grass texture.
  • 33. Above: shows the angle of my level facing the castle on the hill, as well as the surrounding terrain, small lake/river and some of the exterior terrain. Below: Again showing a section of my level facing the main heart of the town with the centre circle, middle and upper class housing area.
  • 34. Finished Level Build Below are screen shots of my level cluttered, lit and finished in the editor, the large red and orange boxes are the parameters for the moth, butterfly and firefly animations. The light bulbs and red speaker like objects are for the light and the sounds attached. Also the benches have markers around them in the editor indicating they are interactive. Above and below: Shows the upper class circle of houses from different angles, this area is neatly decorated with seating and floral plants.
  • 35. Above: Shows the town looking down from the upper housed section revealing the middle houses as well as the centre of town piece, this area is cluttered with more rocks, boxes, barrels and crates to indicate it thrives more during the day. Below: Shows a section of the town situated next to the centre, not all houses are accessible in this level however the doors will indicate that they require keys to open.
  • 36. Above: The centre statue looking down towards the last of the middle houses before reaching the locked gates of my level. Below: A closer view of the last of the middle houses on this side, some have been built with paths off of the main floor indicating different sections and areas of the town.
  • 37. Above: The section of the town that is strictly set as the boundaries from the town to the gates, this section holds the towns stable as well as a small guard monitored section. Below: A closer view of the stables, with the town being sealed off from the outside world the stables have been made small for this purpose.
  • 38. Above: Before the stables there is a walkway off to the left leading you to a more compact housed area and the main Inn of the town, this is where the player begins there journey. Below: Attached to the centre circle there are also three more middle houses, one being accessible and the one in this image being the blacksmiths of the town, conveniently close by to the stables.
  • 39. Above: The house that is accessible due to the link outside the door, this is not visible in game. The person that lives here is a part of the player’s quest line and journey. Below: This section of houses are opposite the Inn of the town, not accessible but close together indicating moving down to a lower populated area.
  • 40. Above: The inn can be seen here on the left also the last of this section of houses, part of the cathedral can also be seen here through the foliage. Below: This shows the last house from the Inn section as well as the path leading from town to the cathedral and the farming area.
  • 41. Above: Standing at the cathedral showing the lower farming area which includes two houses, a well as well as a field for produce. Below: The farmers field with livestock, mainly sheep. Further down this area leads to the small lake in the town for fishing or swimming as it has a jetty.
  • 42. Above: Past the farmers field we see here the small lake that run’s to the other side of the level, also the jetty and banking as well as the bridge taking you over to the castle’s road. Below: Moving back past the farmer’s field, this is a view of the cathedral and lightly forested area disguising the path to the castle.
  • 43. Above: The Inn’s back gardened area with a unique tree centre piece, each section of the town holds a unique centre piece, this garden also has a small seated area. Below: Another view of the middle housed back gardens that are fenced off, however the player can still enter them through certain walkways.
  • 44. Above: The last view of the middle housed back gardens, through the opening you can also see visible the centre of town, this was taken from the path to the castle. Below: The view from the upper and middle class connecting section, shows the road between the forest to the left and cathedral to the right, this road will lead you on to the bridge.
  • 45. Above: One of the views from the castle’s lit road to the cathedral and farming area, this area has trees and foliage just enough to cover part of the players view. Below: A view of the opposite side looking into the small forested part of the level, this has enough trees and foliage to make it feel like a forest, however It is not too overpowering and easily manoeuvrable.
  • 46. Above: The end of the first of the castle’s road where the bridge connects the player to the higher section of the level up to the castle, the main heart of the town. Below: A view from the other side of the small lake overlooking the small forested area, the towns walls and exterior terrain area.
  • 47. Above: This is the higher up section of terrain with the winding steep path up to the castle, it is a long walk and would require a steed for a quicker journey. The castle is purposely placed furthest away to show its importance, much like a traditional medieval town. Below: Another view of the castle and the path leading to the castle, this area again is well cluttered with trees and foliage in order to not reveal too much to the player at once.
  • 48. Above: A side view of the castle with foliage, walls and exterior terrain. Below: Shows the back of the centre middle houses gardens towards the gated end of the town, these are individually sectioned.
  • 49. Above: Behind the middle housed section there is also a small cemetery hidden away, due to this being a fantasy town populated by different beings there is no need for this to be any bigger, there aren’t many deaths due to the town being sealed off from the human world. Below: A view of the cemetery from the side, past this lies the upper houses and the small area of grassed land around them.
  • 50. Above: A shrine that is hidden away within the small forested area, in game this shows more 3D grass and effects. Below: Another view from within the forest, there is also a unicorn stowed away within it, this creature cannot be harmed, however it can harm you if you choose to attack it.
  • 51. Interior Construction Screenshots Below shows the three interiors I have filled before and after over time and different save files, the houses chosen where specifically and accurately designed for a purpose. The assets are placed individually to make the clutter realistic and of a high standard, the environments need to feel alive. Inn Interior – Lawrence’s
  • 52. Middle House Interior – Meredith’s
  • 53. Upper House Interior – Gaston’s Gaston’s house is one of the upper class houses situated in my level at the top end of the towns centre square, the house sits on slightly higher ground deviating the symbol of higher status. The house therefore needed to have plenty of space, multiple floors and to of course be decorated in the finest of items the oblivion tes kit had to offer.
  • 54. Finished Interiors Below show my interiors fully cluttered and lit within the oblivion tes kit the lines around objects show the objects location and parameter. Inn Interior – Lawrence’s Inn
  • 55. The feel I was going for with this in due to it being in the lower sectioned area was that it would be un kept, showing a shadow of its former glory to the town now being sealed off from the outside world.
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  • 58. Middle House Interior – Meredith’s
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  • 62. Upper Interior – Gaston’s
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  • 67. Level Mechanics Research into what is already available in Oblivion with a brief overview of what they are and used for. -Stats, inventory, magic, maps and quests menu - Inter actable assets - Inter actable Buildings - Collectable Items: - Inter actable animals - Containers - Houses and horses for sale - Shops and Vendors - Achievement System - Companions and Followers - locked rooms - enemy npc’s My own ideas outside Oblivion: Mechanics to add to the game if there ever became a re vamp in the future. -Tarot Card Readings: to be used as a mini game or as a waver in deciphering your characters fate in the game. The mini game will hold fortune readings that can determine future encounters. -Crystal Ball visions: Player can channel there powers into using a crystal ball to view places in the world or npc’s actions. Possibly be able to carry a small one around with you, otherwise the player will have to obtain or use one at their own caution in someone else’s property. -Raven messengers or watchers: Channelling your sight through the eyes of an animal to venture into dangerous zones without risking your own danger, can be used to spy or even collect object. Otherwise the player may use a raven to send messages to other town’s / npc’s. -Relationship building in game: Much like the mini game already available in oblivion that builds on bribes and npc’s feelings towards you, players can work on making relationships with npc’s to go along with owning a property that oblivion already features. -Scrap book journal: collecting mementos on your travels, jotting down notes and taking screen shots all to go in a compact and on hand journal that the player can use whenever they feel to make the game that little bit more personal.
  • 68. Player Mechanics Research into what is already available in Oblivion with a brief overview of what they are and used for. Already included in game: -Player Races and Classes -Combat -Swimming -Riding: Able to ride horses and some mythological beasts. -Lock picking: as a mini game. -Bartering, haggling and persuasion: as a mini game. -Skills, mastery levels and skill perks -Magic skills -school of conjuration, school of illusion, school of destruction, school of restoration, school of mysticism, school of alteration, alchemy, spell making and enchanting -Stealth Skills -Levelling and skilling up ability: Athletics, fatigue, spell and health. My own ideas outside Oblivion: -Shape shifting: Apart from Oblivion already having a form of stealth it would be nice if the player could learn higher levels of magic that can transform the player into their chosen animal form, limited to only one animal to not over complicate things. -Pushing and pulling objects: Can be used for a grappling hook to attach to objects to pull yourself up on or pull objects to you, as well as the ability to carry and replace or push and pull objects to interact and move with in order to reach high places or unblock an area, perhaps even to create barriers to ward off enemies. -Professions: mining, wood cutting, tailoring to earn gold as in creating jobs within the game that the player could possibly have to commit a certain time in the game doing.
  • 69. Quest Line Stages To fit in with my plot and the style of RPG games, I have come up with a basic quest line that will guide the player throughout my level to let them progress around my level to see the maps full potential and design. The idea behind this is so that the level will be story driven and full of mystery, free roaming with a guide giving you an insight into story and choices. Start: You’re rented room in Aeternum’s main inn, speaking to Lawrence the inn keeper, he will give you some brief information and tell you to look around the town and get used to your surroundings before reporting back to him once he remembers your face. Objective one: Speak with Lawrence and find out some very brief information on what you should do. Objective two: Lawrence has sent you to explore the town, Get acquainted with the town and its inhabitants. Objective Three: Return to Lawrence, he remembers a little on a forgotten prophecy and family secret, he guides you to seek out a sorceress named Meredith. Objective four: Find the small sorceresses house an elf will be waiting there for you by the name of Meredith, a dear old friend of Lawrence, she has some history and story to tell, she believes you are of importance and should get assistance to make your way to the castle. Objective Five: Take Meredith’s advice and seek out a town member named Gaston he will be able to borrow you a horse from the towns guard post, he will also give you directions to the castle. Objective Six: make your way across to the guards stable and ask the guard at the stables to borrow Gaston’s horse. Objective Seven: Ride carefully through the town and make your way to the castle.
  • 70. Quest Line Scripts and NPC’s Quest Line 1 NPC: Inn Keeper Lawrence Voiced by: Jack BickerStiff Traits: middle aged Profession: Inn Keeper Level: 10 A forgetful and lazy yet harmless Character, he does not get much custom these days. Lawrence: Hello can I help you? Player: Hello, any idea why I have been sent here? Lawrence: Well I can’t say I know you, hmm that face… no.. Come back to me later child. Best you get to know your way around the town, maybe then I can help. Player: oh.. Ok I’ll see you soon then. Lawrence: yes, like I say just take in the town maybe even speak to a few locals, though not many people will be out at this hour. See you again soon. (Player explores the town and comes back) Player: Ok I’m back, figured anything out yet? Lawrence: I cannot say, if truth be told you could be. No. Meredith will have more information. Perhaps she could clarify. Yes go and visit Meredith. Player: Information? Wait who is she? Lawrence: She is one of the wisest of all in this town, you will be surprised of what she could know about you. Go now, she won't have much time to spare.
  • 71. Player: But, where is she? Lawrence: My dear, if you explored the town enough you will see a house at the main circle to the right there will be a sign above the door. What is your name? Player: Ari, why is it you ask? Player: Ariana. Thank you, farewell. Lawrence: maybe coincidence, goodbye Ari. Lawrence: Goodbye and good luck Quest Line 2 Npc: Sorceress Meredith Voiced by: Rachael Huitson Profession: Town Mystic Level: 50 A strong willed character that has the ability to see ones future and determine fates, she is not a force to be reckoned with. Sorceress Meredith: Good evening, is it Ari? Player: Yes.. Wait. How did you? Player: No it is not Sorceress Meredith: I was made aware of your arrival child, it’s not very often we have people arriving in this town. You noticed the inn was empty? Sorceress Meredith: You don’t need to hide anything from me child... Player: Yes, but why am I here? Player: Yes, what is up with the townsfolk? Sorceress Meredith: Why you are here? There could be many answers to that question. I for one have a feeling your purpose is true. If the stories have unfolded, it’s only a matter of time Sorceress Meredith: I wouldn’t worry about them, their concerns lie in many a places. It’s best to lay low. Rumours spread quite quickly if you talk to the wrong people.
  • 72. Player: Stories? What stories? Sorceress Meredith: You can’t be that foolish child, you know where you came from and your restrictions. I don’t know why your parents were trying to keep this from you. (But I will do my best to point you on the right path.) Player: My Parents told me nothing. Sorceress: You will see in due time, you were and are different from the others back home. In a way you are lucky to have been protected from the human world. Player: Restrictions, Where never fun. Player: I can look after myself. Sorceress Meredith: Restrictions can save people even yourself, now we best make haste and get you on your way Sorceress Meredith: I’m sure you can Ari but with courage comes discipline and knowledge, which you do not possess yet. Player: But where must I go? Sorceress Meredith: My dear girl you have friends in higher places to help you seek truth and put an end to strife, it will be no easy task. I want you to find Gaston. Player: Gaston? Who? Sorceress Meredith: It does not matter for who he is but he will allow you to borrow one of his horses for the journey, given a few coin. Player: What?? How even? Where am I going Sorceress Meredith: Here take these, keep the scroll safe? You will need it later. Find Gaston in one of the upper houses in the circle, you must go to the castle. Player: Right now?! Can’t you tell me more? Sorceress Meredith: The world around Aeternum is deteriorating Ari, we cannot wait any longer, this relies on you, hurry along. Player: ahh, I’ll do my best. Player: uhmm, don’t count on me.
  • 73. Sorceress Meredith: See you again, I hope. I’m always watching. Sorceress Meredith: Ariana, I’m telling you this as it is your path in life, do not doubt me. Quest Line 3 Npc: Gaston Voiced by: Kjeld Dijk Profession: Town Nobleman Level: 20 Has many associates in the town, only trusts a few. Willing to help for a good cause. Stay on the right side of his favours. Gaston: Hello, and who might you be? Player: I have been sent here by Meredith Gaston: Ahh you must be Ariana, I have received word from Meredith that you would be arriving. What can I do for you? Player: My Journey Requires assistance Player: Tell me more about the castle Player: Is what Meredith tells me true Gaston: Of course it does, take my horse he is the Bay down by Aeternum’s gates. The guard won’t give you any trouble, anything else? Gaston: The castle is the heart of the town, run by the king from many o generation, however that has declined in recent years, causing unsettlement and strife. Gaston: Never doubt Meredith, I’m not as wise as her but I know that what she says does not lay with any false hope, she is one of the few I trust in Aeternum. Player: Strife? What do you mean Player: Castle Directions?
  • 74. Gaston: Well Ariana, losing family cause's chaos, be thankful it's not affecting this town. The fate of the human world lies on a return of family and order. Gaston: Sure you haven't seen the castle? Follow the lit road just outside to the left, it will lead you on and up, but do take my steed, it's a long walk. Player: I see, can you tell me more? Player: Thank you Gaston, goodbye. Gaston: I'm afraid not, that's all I know, things are kept on the low around here. I don't think it's a situation anyone wants to be in or involved with. Gaston: Farewell, Ride Safe Ariana. Npc’s in town Dialogue: NPC: Blacksmith Darion Voiced by: James Paddock Profession: Town Blacksmith Level: 20 A older town member, can be rather stern when it comes to his work and wasting time. He doesn’t involve himself with other’s affair’s Darion: Evening, any business? Player: No thank you Darion Player: What is Aeternum? Darion: Well leave me to it than if nothing else. Darion: That's a silly question, wait. Your new here?! Not very often we get new comers. Watch your back. Player: Uhh, I will do my best... bye now Darion: Yes... Goodbye stranger.
  • 75. NPC: Maid Elaine- Town member Voiced by: Rachael Huitson Profession: Maid Level: 10 A concerned town member who won’t rest easily, she likes to know what’s going on but won’t share details as that may lead to trouble. Maid Elaine: Oh dear… oh dear. Oh! Hello… Player: Something wrong? Maid Elaine: Huh, Haven’t you heard about all the trouble? Player: Trouble? What trouble? Player: Can’t say I’m interested Maid Elaine: Well what can I say... Not too loud. The king is riled and planning on sending more you know what out the gates... Maid Elaine: Oh well, you will soon see. Not all is as it seems. Farewell Player: Wait... What? Sending what exactly? Maid Elaine: Oh but I mustn’t say what it is exactly, keep shush. Go on be off with you child.
  • 76. NPC: Guard Radcliffe- Stable/Gate Watcher Voiced by: Nicklas Weiss Profession: Night Guard Level: 60 Wont concern himself in un-important matters, follows strict order’s and is not willing to offer guidance. Keep out of his business and he will stay out of yours. Guard Radcliffe: Yes? Player: I’m here to borrow Gaston’s horse Radcliffe: So long as your taking his horse that’s nothing to do with me. Player: Why are you guarding the gates? Radcliffe: Even though they are locked at this hour, no one must go in or out. Only set times unless it’s royal business. Player: Royal business? Radcliffe: Yes. None of your business, now off with you. NPC: Farmer Yoon- Produce / animal breeder Voiced by: Daniel Hunt Profession: Farm Worker Level: 10 A light hearted and hard worker, he likes to keep to himself and is willing to cooperate on terms of business matters. Yoon: oh, you startled me… Player: Sorry, I was just looking around Yoon: Looking around? At this hour... Foolish. Come back tomorrow if this regards business.
  • 77. Player: Ok, sorry to disturb you. Yoon: Yes... now I’ll go back to checking my herd. NPC: Elder Chronus Voiced by: William Marsden Profession: Wise Elder Level: 50 Once a wise and respected mystic alongside the likes of Meredith, however old age leaves him to wander in the middle of the night seeking insightful remedies. Chronus: Hello there child, come close. Those eyes… you look like... No, no. Can’t be. Player: Excuse me? Chronus: Oh never mind child, old eyes, old mind. What are you doing out so late? Player: I could ask you the same question Player: Exploring... That’s all. Chronus: A nightly stroll keeps me feeling youthful, run along. I need to rest. Run along now. Chronus: Secrets aren’t healthy child, run along now.
  • 78. Audio Each NPC in my level has been voiced by people I know who where willing to be a part of my creation, each section of audio has been clipped and edited to fit each character, also scripts where given to the voice actors along with a brief trait in order for them to work with the character. Right: Shows just one of the folders for the Imperial Race NPC’s within my level audio file along with the lip sync file for that specific line of text. Below: Each line of audio after recording is organised and re named accordingly in corespondance to the names located within the response editor, each piece of adio needs to be named and in the correct place in order for it to work to collate a lip sync file within the editor.
  • 79. Industry Artist Inspiration Glenn Rane: http://www.glennrane.com/#!gallery Art Lead, Creative Development at Blizzard Entertainment Past: Vivendi Universal Games About the artist: I find Glenn’s artwork to be unique even though it is stylized especially for world of Warcraft, there is something about the colour and composition that draws your eye over. The subject matter I found to be what initially drew me to start following this artist, a great interest of mine has always lay within fantasy and imagination bound beings, even some of world of warcraft’s art to have links to movies, like the skeksis from the dark crystal.
  • 80. Feng Zhu http://www.fengzhudesign.com/index.html About the artist: This artist I stumbled upon back in first year while studying a concept art module, his photoshop work I found to be breathtaking and so full of life not only detail. From a range of fantasy, sci fi art work to drast landscapes and realistic paintings this artist also shows some of his speed paintings on youtube, a definate inspiration to follow along his journey.
  • 81. Andy Park http://www.andyparkart.com/# About the artist: Andy is an artist I found due to his range of artwork, from comic related to fantasy based artwork mainly created using digital paintong software. Andy also paints using many different and interesting view perspectives.
  • 82. Katia YBourykina http://ybourykina.blogspot.co.uk/ Associate Character Artist at Blizzard Entertainment About the artist: Katia being a fairly new industry artist for blizzard, shows both a clean and professional art style but also developing and initial concepts that arent so pristine but still hold excellent quality, which draws attention to the fact that blizzard artists still use traditional methods of working.
  • 83. Jonas De Ro http://jonasdero.deviantart.com/ About the artist: Stumbled across Jonas work on deviantart by chance during research, he has painted numerous medieval themed pieces as well as fantasy, sci fi and realistic city scapes, the detail put into the paintings are astounding, drawing the viewer into it as though it where a real world.
  • 84. Mood boards A collection of inspirational images and pieces of art work that I have collated together to create mood boards and references to look at
  • 89. References Similar Style Games Two Worlds: Fable: http://www.gamespot.com/reviews/fable-ii-review/1900-6199669/ Dragon Age: The Witcher: World of Warcraft: Dark Souls: Guild Wars: Medieval History Middle ages: Dark Ages: Medieval Architecture: Tudor Style Architecture: Medieval Castle Architecure and designs: Medieval Town Layouts: http://users.trytel.com/tristan/towns/townint5.html Oblivion Editor and Images Oblivion Editor Information and download: http://www.elderscrolls.com/oblivion/downloads/ Oblivions Forums: http://www.uesp.net/wiki/Oblivion:Construction_Set Map of Chorrol: http://www.uesp.net/wiki/Oblivion:Chorrol Screenshots of Chorrol world: http://www.weitwald.com/Oblivion/Chorrol/00.index.htm Exterior Construction Print Screens: Taken of my own level build by myself within the Tes Kit Interior Construction Print Screens: Taken of my own level build by myself within the Tes Kit Quest Lines and NPC Profiles: Quest lines hand written by myself NPC Profiles generated by myself, the non-player character is created within the editor, the screen shots where generated for my design document straight from my level in the editor. Industry Artists and images Glenn Rane: http://www.glennrane.com/#!gallery Feng Zhu: http://www.fengzhudesign.com/index.html Andy Park: http://www.andyparkart.com/ Katia Bourykina: http://ybourykina.blogspot.co.uk/ Jonas De Ro: http://jonasdero.deviantart.com/
  • 90. Mood Board Images: Mood board one: Ram Image: http://zombieportraits.com/zombie-zoo-animals-undead-ram/ Darksiders Concept: http://haydndalton.wordpress.com/2008/09/07/darksiders-concept-art/ Mood board two: Black and white environment: https://www.facebook.com/pages/The-Art-of-Jennifer- Kearney/187105101313811 Medieval Perspective Colour piece: http://cghub.com/forum/showthread.php?t=15732 Pencil drawing concept: http://macguffingames.com/2009/dev-blog-player-city-concept-art/ Dark ages Environment: http://jonasdero.deviantart.com/art/The-Dark-Ages-312263111 Middle ages night environment: http://penemenn.cgsociety.org/portfolio/project-detail/805762/ Medieval Town Painting: http://www.conceptart.org/forums/member.php?u=40687 http://windmakerart.blogspot.co.uk/search?updated-max=2013-08-01T01:05:00%2B03:00&max- results=7 Black and white house sketch: http://lordoffog.deviantart.com/art/medieval-house-concept- 255887008 Concept Art: My concept art is hand drawn by me, transferred into Photoshop and added to a background for decoration. Aeternum Play through Video: Software Used: Windows Movie Maker Fraps Recording Software Oblivion Creation Kit and Game Voice Actors: Sorceress Meredith: Rachael Huitson Maid Elaine: Rachael Huitson Noble Gaston: Kjeld Dijk Blacksmith Darion: James Paddock Farmer Yoon: Daniel Hunt Guard Radcliffe: Nicklas Weiss Inn Keeper Lawrence: Jack Bickerstiff Elder Chronus: William Marsden Aeternum Trailer Video: Software Used: Windows Movie Maker Fraps Recording Software Oblivion Creation Kit and Game Music: https://soundcloud.com/rfgb/epic-adventure-music-chosen-1