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DEAD PLANET:

BELKOR-1

PROP DESIGN

By
Jose Javier Salazar, Luis Eagers,
Alejandro Carrascoso, Leyre Lopez
Basic Information

The SprayLight is a mixture of a spray


that contains a special liquid and a torch
light that detects certain components.
This prop is used by the main character
but it is also an essential part of the kit
for the miners.

Inside the mines, the radioactive ores emit certain toxic fumes that
drive people mad. The special liquid of the SprayLight reacts to the
toxic fumes emitting light in a specific wavelength. The torchlight
reflects the light of those wavelengths, making them visible for the
naked eye and also slowly neutralizes them.

At the beginning of the game, Marcus will be given the SprayLight as


it is indispensible for accessing the mines. He will learn how to use it
as he continuous advancing through the mines, avoding the toxic
fumes.

In the rest of the levels, the SprayLight will have the same function,
with a meter for the amount of special liquid left and the batteries of
the torchlight. As the player progresses throught the mines, more
toxic fumes will appear, therefore the player will require more
batteries and more special liquid. After a certain progress in the
story, the player can upgrade the SprayLight to gain more capacity
of both the special liquid and the torchlight.
Radar Desing

Basic SprayLight

Upgrade 1

Upgrade 2
Artistic Criteria
The props designed by the protagonist and his team have blue and
yellow as their main colours and tend to have more rounded edges.
In contrast to the enemies, which use red and yellow and tend to
have more straight and sharp edges.
We have decided to use a realistic style, as being a horror game we
thought that distancing ourselves too much from reality would make
the player feel less immersed in the game and would detract from
the experience.
#247ACA #FFC045 #73f823 #81c2ff

Color Palette #c8dfd9

In the case of the props belonging to the main characters, we have


decided to use blue as the main colour and yellow as a secondary
and general colour for all the characters.
Blue is a colour that is associated with security and the police, a
body that our protagonist represents. This colour shows the
importance of his role and work.
On the other hand we use yellow as a secondary and general colour
for both the bad guys and the good guys. This gives context to the
narrative, as both the weapons of the enemies and those of the
protagonists are manufactured by the same company, this is also
represented by the inscription that they all have in common. In
addition, yellow is often associated with dangerous jobs such as
labourers or miners, which gives context to the narrative.

We have chosen to use these analogous colours, as the two work


closely together and with the overall narrative of the game.

In my case I have used other tones of blue for the colour of the flask
and the special liquid.
Upgrades
The two upgrades that can be applied to weapons are important to
the narrative of the story, so as we progress we will be able to find
them.

Upgrade 1 - Material Analysis


The first upgrade is a bigger flask that provides
a bigger capacity for the special liquid. This
will be necessary at one point in the game as
the toxic fumes will increment in quantity.

Upgrade 2 - Side Screen


The second upgrade is a brighter
torchlight than the previous one. This
will be necessary as the original
torchlight didn't emit light in a broad
area and without sufficient intensity.
The upgrade is more comfortable for
the player as they can neutralize more
gas and have overall better vision.

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