Маркетинговый буклет Alice Asylum / Alice Madness Returns :: American Mcgee's Alice :: Alice Asylum :: Игры

Alice Madness Returns American Mcgee's Alice Игры Alice Asylum 

Маркетинговый буклет Alice Asylum

Alice Madness Returns,American Mcgee's Alice,Игры,Alice Asylum

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ALICE: ASYLUM
• THE THIRD MACABRE VIDEO CAME IN AMERICAN MCGEE’S ALICE SERIES •
l=®
The purpose of this document is to
PROVIDE A CONCISE AND INFORMATIVE OVERVIEW OF THE ALICE: ASYLUM GAME AND Vertical Slice (demo) development.
ASSUME THE READER HAS NEVER PLAYED OR RESEARCHED THE

The games retain a cult following among millions of fans worldwide. Previous installments are renowned for their exploration of psychological trauma through action, art, and story.
A»* <&as &&
Projected Release Upon all Major Consoles. PC Platforms & Next-Gen Consoles •
W XBOX ONE F'JO^L


The Came Loop.
W
LOOP THEME A
HORROR
Narrative
©
@ EXPLORATIOr
Combat

v „ v
Curiosity + Discovery

Q Puzzles
m
Spatial Challenges
•	Generous Checkpoints and Non-threatening Progression.
•	Curated Linear Level Design Combined with Exploration and Discovery.
•	Loosely connected

production plan.
R
Production split between two core teams in Shanghai and Thailand.
Tech, asset wrangling, level design, and core implementation in Shanghai. Asset production, animation, and art from Bangkok art house YGG-CG.
^ PRE-PRODUCTION (CURRENT PHASE)
Mysterious Design - Shanghai,

UNREAL
ENGINE
Core team of engineers, level designers, animators, and team leads from Alice: Madness Returns development have decades of combined experience with the Unreal Toolset.
Proximity to Epic China support team and close relationship with leadership ensures smooth utilization of tools


CHAOS REIGNS
©Any Questions?
Please contact American directly at:
533 amencan@mysterious.design
Let the madness begin,,Alice Madness Returns,American Mcgee's Alice,Игры,Alice Asylum


Подробнее

f e ALICE: ASYLUM • THE THIRD MACABRE VIDEO CAME IN AMERICAN MCGEE’S ALICE SERIES • l=® The purpose of this document is to PROVIDE A CONCISE AND INFORMATIVE OVERVIEW OF THE ALICE: ASYLUM GAME AND Vertical Slice (demo) development. ASSUME THE READER HAS NEVER PLAYED OR RESEARCHED THE PREVIOUS ALICE GAMES. Written and Prepared in Confidence By American McGe and The Alice Asylum Pre-Pro duct ion Team Exclusively \ Bacon People. - VER SION I . AUGUST 2019 f Questions* TO ij&NSWER • I. WHAT IS THE GAME? p2 II. WHAT IS THE STORY? p3 hi. The Game loop. p 5 IV. Game Session length. p5 v. production plan. p6 VI. The Tech decision. p8 vii. Target price points. p8 i
The games retain a cult following among millions of fans worldwide. Previous installments are renowned for their exploration of psychological trauma through action, art, and story. A»* <&as && Projected Release Upon all Major Consoles. PC Platforms & Next-Gen Consoles • W XBOX ONE F'JO^L PROJECT SCARLETT PlayStation 5 The game’s protagonist is 13-year-old Alice Liddell, sole survivor of a fire which consumed the Liddell family home. Ward of the state and prisoner within Rutledge Asylum, Alice escapes to the fantasy realm of Wonderland where her psychological trauma is transformed into a life-or-death quest filled with surreal and terrifying twists. Asylum’s narrative is built around the stages of Post-Traumatic Stress Disorder and will find Alice exploring representations of phases such as Shock, Denial, Anger, Bargaining and Acceptance. Journeying through eight distinct realms each ruled by powerful Wonderland characters such as the Queen of Hearts, Alice must confront and defeat what threatens to destroy her. Her arsenal includes Toys as Weapons, The Vorpal Blade, and a Collection of Magic Dresses. During her adventure she receives strategic advice and sardonic guidance from The Cheshire Cat and her White Rabbit Plush.
 The Came Loop. W LOOP THEME A HORROR Narrative © @ EXPLORATIOr Combat v „ v Curiosity + Discovery Q Puzzles m Spatial Challenges • Generous Checkpoints and Non-threatening Progression. • Curated Linear Level Design Combined with Exploration and Discovery. • Loosely connected Central Hub adds replayability. Ability to fast-travel to the Central Hub (Train Station). » Each Area is a self-contained world unto itself. Internally consistent visually and unique amongst one another. • Off-main-path loops contain Treasure, Training, Loot, and Magic. • Gating via Difficulty of Enemies (Soft Gates). Game Session length. Session Length: 1-3 Hours. Game Length: 20-30 Hours. Gated by narrative sequences and sub-missions with hero-reward moments. _D G_
production plan. R Production split between two core teams in Shanghai and Thailand. Tech, asset wrangling, level design, and core implementation in Shanghai. Asset production, animation, and art from Bangkok art house YGG-CG. ^ PRE-PRODUCTION (CURRENT PHASE) Mysterious Design - Shanghai, China. VERTICAL SLICE DESIGN - 1 MONTH International (Crowd) Design Team and Shanghai Studio • Area of Focus (Opening to Chaos?) • Story and Dialog. • Level Layout. • Asset Requirements. • Feature List. • Production Schedule and Assignments. V y VERTICAL SLICE DEVELOPMENT - 6 MONTHS Shanghai Studio and Thailand Art Outsource (model, animation). £5 7 G
UNREAL ENGINE Core team of engineers, level designers, animators, and team leads from Alice: Madness Returns development have decades of combined experience with the Unreal Toolset. Proximity to Epic China support team and close relationship with leadership ensures smooth utilization of tools and pipelines. TARGET PRICE POINTS. DIGITAL $39.99 USD PRE-ORDER First Edition $49.99 USD Collector Edition $99.00 USD 8 G.
CHAOS REIGNS ©Any Questions? Please contact American directly at: 533 amencan@mysterious.design Let the madness begin,
Alice Madness Returns,American Mcgee's Alice,Игры,Alice Asylum
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Заебись. А саму игру они уже начали делать?
Нет, пока просто на донатики разводят артами.
Предлагаю саундтрек в тему:

И ещё одно: это тот самый кот?
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