Misho Scope Analysis
- Callum Winfield

- Mar 11, 2021
- 3 min read
Updated: May 10, 2021
Starting the project the first crucial thing to do was to dissect Valkar's GDD and see what was the most important aspects to capture in the vertical slice that would demonstrate the core essential experience.

There was several areas that felt like they need to be presented in the vertical slice this being the fear mechanic where enemies will effect a health system from their presence and lead Misho to panic attack and pass out. The other crucial aspect is the look and tone of the game, one of the reasons I wanted to work on the game was the art style and the potential it has to make great looking characters.
The group had decided on a section of the game to make called the fountains of riddles which was half way through the game which see Misho meet a monkey called Zingo and partake in riddles with him. It also sees Misho fight against a giant minitour under Zingo's control.

Groups Google Doc Analysis
Below you can find all the details that where listed out by the group in a google doc noting key features and stuff that needs to be made.
Coding (core mechanics ands stuff):
NPC
Movement
Fighting
Hiding
Fear / Composure / Energy (HP,MP sort of stuff)
Start with ‘Fire slash’
Unlocking new ability ‘phoenix wings’
?Waking up from the dream?
Characters:
Misho: 3D Model & 2D Dialogue art
(Does Misho speak english though? -
Zingo (monkeyyy): 3D Model & 2D Dialogue art
Minotaur is the boss with zingo
Monster 1: Weak groups of these creatures
Monster 2: strong hide from this guy
(Optional ) Monster 3:
Artwork for interactions (2D)
Concept art:
Wolves
Chippy
Zingo
Fear Eaters’ Graveyard
Haunted house
Zingo’s minotaur
The Clown from the Haunted House
Dragon Birds
Environment:
Glowing Fountain
Tree House
Tree 1
Tree 2
Grass turf 1
Grass turf 2
Vines
Bush
Shrub
Rocks
Rock 2
Area we are making is ‘Fountain of riddles’
Other:
Dialogue - Riddles
Ability effects UIX
VFX
Raf: set concept art enemies 2 days,
3D modelling: sculpting 3 days, refining 3 days, repotology 2-3 days, texturing 2-3 days
8 weeks 3D
Lio: rough storyboard 1-2 day (refind 2 day) Rough Concepts for characters: 1-2 days (depending on number of characters) Refined/Turnaround sheets: 3 days (maybe more depending on complexity and palette. All art mentioned above will be done digitally- can also offer ideas on how the mechanics of characters can work.
10 weeks 2D
Kai: Rough drawing:
Trees
Bushes
Vines
Rocks
Total amount: 1 day
Concept art:
Trees
Bushes
Vines
Rocks
This would include the digital painting of these designs, and an object to character height comparison
Total amount: 1 day
3D modelling:
3D modelling prop design: 1 - 2 days
3D modelling textures: 2 - 3 days
3D modelling VFX: 2 - 3 days
5 weeks 3D 3 weeks 2D
Patrick: Concept environment ‘?’ periodically come back to us on it.
2-5 days for a 3D model section e.g Venny’s workshop example
1-2 days minimal/ not difficult texturing
1-2 days small 3D props/ no texture
3-6 days cell- shaded 2D illustrations
6-10 days illustrations (complex/ detailed)
3-5 days small programming sections.
3-7 days (depends on how much we need) research/ concept idea generations
3-4 days 3D Animations for one character
2 weeks 3D 3 weeks 2D 5 weeks coding
Callum: 3D sculpt 2-3 days, refined sculpt 4 days, Retopology 2 days, bake 1 day, texturing 2 days, Rigging Day (could be shortened) 1 - finished model could easily be taking week to 2 weeks
8 weeks ish
Nerice: environmental signage stuff 1-2 days
Misc art - per complete art piece 1-2 days
VFX refresher - 2-3 days
VFX assets - 1-2 days
VFX animations - 2-3 days
General unity tasks - 2-3 days
UI setup - 1-2 days
Lighting - 3-4 days
2 weeks
Phillip:
(1-2 day mood boarding) 2 days rough level design concept 10 days finished level design
Come back and have a team meeting @
Wednesday 2pm



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