Quasimodo, a short realistic demo promoting an upcoming game set in 1950 Venice, based on Victor Hugo’s traditional gothic novel The Hunchback of Notre-Dame published back in 1831.
Gameplay and storyline
My story is set in the Italian suburbs of Venice, The demo will be set inside a medium sized traditional 1950s built building The home will have an upstairs, downstairs and a basement. 3-D modeled in Autodesk Maya and textured using Adobe Photoshop. The story begins in the evening at 20:00 before midnight with a teenager, Andrea ( the protagonist) living in his parents home. As his parents are on a weekend vacation he is left home alone In his bedroom on the top floor. Across from the door, he is sitting on his bed talking to his parents on the phone. After speaking he lays down in his bed to sleep. (All of which is a keyframed camera recording the character on his bed in the room using UE4 cameras) At 12:01 the teenager hears something coming from downstairs, of which sounds like a burglary, armed with a candle and a small switchblade from inside his dresser. The player now has control of the character and now has the option to walk down the stairs. the player will walk through his parents home trying to find a way out as a demon, Quasimodo (NPC-Protagonist) is out to kill him.
As his parents are on a weekend vacation he is left home alone In his bedroom on the top floor. Across from the door, he is sitting on his bed talking to his parents on the phone. After speaking he lays down in his bed to sleep. (All of which is a keyframed camera recording the character on his bed from a first person view in the room using UE4 cameras) At 12:01 the teenager hears something coming from downstairs, of which sounds like a burglary, armed with a candle and a small switchblade from inside his dresser. The player now has control of the character and now has the option to walk down the stairs. the player will walk through his parents home trying to find a way out as a demon, Quasimodo (NPC-Protagonist) is out to kill him.
To find his way out to the front door, the player has to first find both keys for the doors as the demon has sealed them shut. One for the top keyhole and one for the bottom keyhole. The bottom hole key is ironically in the basement and the top hole key is in the characters bag, back upstairs. But when the character heads upstairs there is Quasimodo standing at the top of the stairs.
Quasimodo the demon is blind and therefore the player will have to use stealth to quietly sneak around the demon to achieve the goal of escaping. Quasimodo is also invincible in the demo, the player will have an opportunity to fight the demon with weapons around the house, however, all it does is slow the demon down for a few seconds. The greatest method of finishing the demo is to use stealth, being quiet as possible.
The demo must have both three and two-dimensional elements. The demo will be achieved with effective research into current and previous interactive horror medias, including books, film, such as, Le Manoir du Diable (1896), Insidious (2011) and video games, such as, Dracula Resurrection (2000) Pesadelo (2013), Resident Evil 7 (2017) and strong concept designs both sketches and audio.
The target audience will be ESRB rated Mature (17+) and PEGI 16+ rated due to the fact that this game has elements of fear and violence. however there is no concepts containing any bad language, sex, gambling, drugs or discrimition.
The game demo will be played on current generation systems: Playstation 4, Xbox One and PC I have chosen this due to the fact that none of the systems have a specific demographic, however these systems usually are played by the mature audience, I have completely removed Nintendo systems from the playable consoles as the target audience is a younger demographic (ESRB E-T / PEGI 3-12) However, since Nintendo has made games for a higher age group such as ZombiU and even Resident Evil, I may consider creating the game for WiiU along with PC, PlayStation 4 and Xbox One.
My design will be set around famous horror games spanning from the late 80s to the late 2010s, I am focusing on creating atmospheric environments fuelled by high quality sound effects and realistic visuals, including of, models, textures and lighting.
Seen bellow are some of the stills in which Im drawing a lot of inspiration from some from Resident Evil games and Silent Hill, seen above is some of the inspiration I have taken from the Dead Space games.
To produce the final design I am going to start of with sketches, then move onto Autodesk Maya to begin producing three dimensional models based upon my two dimensional sketches, once the modelling is complete I will begin texturing my models, to do so I will design the textures using Adobe Photoshop – After I have designed all the textures and have brought them back into Autodesk Maya, I will then head over to the Unreal Engine 4 to start, combining the models together placing collision around them to enable my character (Andrea) to interact with the scenery.
Since I am making a video game for the current and future generation consoles and computers, I am planning on making the frame rate begin at 60 FPS. Some potential constraints that may or may not be experienced is a lack of time to produce all that I would like to create in the world to generate the look and feel of the world, I am going to properly learn two software’s and correctly use them to a high standard.