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Beast Wars! 1995 McDonald's Toy Document Gives Us a Previously Unseen Look at Early Franchise Development and Several Unused Toy Concepts!
Beast Wars! 1995 McDonald’s Toy Document Gives Us a Previously Unseen Look at Early Franchise Development and Several Unused Toy Concepts!
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The NDS is a coherent set of standards and principles that combine neurodiversity and user experience design for Learning Management Systems. ♥️ Source: https://ift.tt/jFenGfr
“A set of rules that will improve your typography 10x” By https://mikemai.net ♥️ Source: https://mikemai.net/typography-manual/
Sell Sheet and One Page
For the course, we were required to create a sell sheet, and a one page describing one of our prototypes. As it was possible that the prototype chosen would continue development, I had to choose something that I believed was a fun game, and possible to iterate upon further, so Scrapyard World was out of the question.
Ultimately, since it was down to Mecholution and DSMC, I decided to choose the game which I believed to be possible to represent better as an aesthetic, since DSMC was slightly more vague, and, not being an artist, Mecholution was easier to find suitable assets to commuincate the style in the sell sheet.
Unfortunately, choosing Mecholution (now known as Full Rewiring, updated during the creation of these documents), ended up being a slight mistake. One A3 page, dictating the technical requirements of the game was the required item to submit for this, and Full Rewiring, being designed around variety in abilities, enemies, and having a significant amount of player choice, had so much to detail that a full Game Design Document would be required. I did condense the information down to an A3, however it was quite vague in places, and didn't effectively communicate the ideas. Here's the One Page:
Clearly, the detailing is more on the side of design notes, rather than technical specifications, and it is frequently said "More than this will be present". This is bad for a One Page documuent, However I believe I created it to the best of my ability. Furthermore, the text boxes were selected to be in line with the aesthetic choice of billboards from the Sell Sheet, And this resulted in the readability of the page being sacrificed.
Here's the Sell Sheet:
I think I did a much better job with the Sell Sheet, as it gives a strong image of the Aesthetics of the game, and the core features.
Bee Garden Design Document
1. Game Overview:
Purpose/Goal: A relaxing game I would like to play. As a study to improve my game development skills. To render stylized honey and flowers in a painterly way.
Genre: Idle simulation.
Target Audience: Casual gamers and VR enthusiasts interested in short play sessions.
2. Story & Setting:
Narrative: The player assumes the role of a new beekeeper who aims to unlock six special honeys. The journey involves planting, harvesting, and decoding riddles to determine the correct flowers.
Setting: A tranquil field featuring a beehive and four dedicated plots of land for planting.
3. Gameplay Mechanics:
Core Mechanics: Players plant seeds which grow into flowers. Bees then utilize these flowers to produce honey.
Objectives: Plant seeds, grow flowers, and decipher clues or riddles to produce six distinct honeys.
Challenges: Determine which flowers are necessary for each unique honey and the process for growing them.
Progression: Unlocking pages in a journal with each new flower grown. Harvested flowers are stored in a vase for viewing.
4. Characters & Entities:
Main Characters/Entities:
Player (First-person perspective): The new beekeeper on a journey to complete their honey collection.
Swarm of Bees: The swarm moves between the hive and the flowers. When the garden is empty, or honey is ready the bees buzz around it. They interact with flowers when collecting pollen.(This is a stretch-goal, they might just be static around the hive)
5. User Interface (UI):
Main UI Elements: Physical notebook (for game menu and progress), alert boxes, indicators for clickable objects.
Controls: Click-based interactions for PC and VR.
6. Art & Design:
Art Style: Painterly styled 3D, inspired by Anna Mason's watercolor flowers. See moodboard for more info.
Key Assets List:
Environment: Tree, ground, skybox
Props: Hive, notebook, table/shelf for honeys, vases, jars of honey, cursor.
Flowers: Fireweed, Sage, Tupelo, Blueberry, Pumpkin.
Honeys: Fireweed, Sage, Tupelo, Blueberry, Pumpkin, Wildflower.
7. Sound & Music:
Background Music: (Still requires definition - maybe serene nature-inspired music.)
Key Sound Effects:
Planting seeds: Earthy, digging sound.
Harvesting: Gentle plucking sound.
Page turning: Soft flipping sound.
Bees buzzing: Soft, non-intrusive buzzing.
8. Technical Details:
Platform: PC with potential expansion to VR.
Software & Tools: Unity, Photoshop, Substance 3D Painter.
9. Development Timeline:
Pre-production: Oct 22nd 2023 - Nov 31st 2023
Game concept finalization
Initial design sketches
Asset Creation: Nov 14th 2023 - Dec 16th 2023
3D modeling and texturing
Sound sourcing or creation
Core Development: Dec 1st 2023 - Jan 31st 2024
Core mechanic implementation
Playtesting
Finalization and Polishing: Feb 1st 2024 - Feb 12th 2024
Debugging and polishing
Final playtests
Deployment: Feb 12th 2024 - Feb 14th 2024
Finalizing the game build
Portfolio presentation
10. Additional Notes:
Possible Challenges:
Rendering Honey appealingly. Capturing how it reflects light.
Modeling and texturing appealingly stylized plants..
Ensuring VR compatibility if expanded upon.
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