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Misho Scope Analysis

  • Writer: Callum Winfield
    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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