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Chimera Asg-3
Chimera Asg-3
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Position Name Signature
TABLE OF CONTENTS:
High Concept:
Defeating enemies and grafting their limbs in the hopes of survival evokes a feeling of
determination, desperation and anxiety to escape from unknown forces.
Mood
The mood of Chimera gives the player a feeling of curiosity and determination as the
player ascends to higher levels and challenges. On every floor, there are a multitude of rooms
where the player must combat dangerous creatures to progress. As the player progresses, they are
instilled with a sense of dread by the dimly lit levels and unwelcoming atmosphere created by the
dimly lit levels and the black silhouettes in every room. They also gain insight into the story
behind Chimera through environmental storytelling, collectible lore drops, and cutscenes
throughout each floor.
The first floor of the game is dark and cluttered with abandoned preserved wooden
furniture from millennia ago. The dungeon floor is dirty, rough-around-the-edges, and covered
with various flora and fungi. There are also other signs of the age in the dungeon with symbolic
glyphs and old tapestries. The glyphs and tapestries allude to the origins of the Treachery; a
group of radicalized anthropomorphic raven scientists in the search of immortality.
The cavern on the second floor is filled with colorful glowing crystals and pools of water
throughout the rooms. Various stalactites and rocky pits populate the foreground and gameplay
area, with rooms shaped in much more organic ways compared to the first and third floors. There
is various mining equipment and some of the Dungeon's assets scattered throughout. Alluding to
the Treachery’s crystal mining operations as well as the historical succession of the cavern’s
significance to the Treachery’s search for immortality.
On the last floor, the player reaches the Nest; the Treachery’s research facility. The walls
and flooring are white with blue accents; and the rooms are populated with equipment,
mysterious test tubes, and researcher’s remains strewn across each room. The atmosphere is
reminiscent of a hospital; disturbing and eerie with bleak, cool, white, fluorescent lighting.
Ultimately, as the player progresses throughout the game, the floors transition to a coldly colored
environment that makes the darkness of the dungeon below seem far warmer and more
welcoming than the Nest.
Lighting
Lighting within Chimera suggests a specific mood for every floor. The lighting on the
first floor suggests a place of eerie mystery. The rooms of the dungeon are sparsely lit rooms
composed of open flames with braziers, torches, and bioluminescent flora. There is no natural
light due to the subterranean tower and absence of windows. The lighting on the first floor is
dimly lit to add to the eerie glow of green and orange flames alike. Lighting on the second floor
is done with glowing pink, purple, and yellow crystals. Like the dungeon, the floor is dimly lit
with these being the sole light source, but not so dim that visibility is lost. Lighting on the third
floor is done with fluorescent lighting fixtures and strips along the walls. The lighting on this
floor gives a hospital-like coldness as it makes the rooms feel unwelcoming and abandoned.
Comparing this floor to the previous two, it is the brightest and least colorful. All rooms on the
Nest floor grant full visibility and the greatest contrast due to the near-monochromatic color
scheme.
All lighting for the game is either rendered with an emission texture map, or uses
spotlights, point lights, and area lights, with point lights being applied to any asset that provides
unrestricted lighting to a given room. Chimera’s three-fourths orthographic camera allows for
implied lighting sources. Lighting for the cavern floor is achieved by angling the spotlight onto
the floor at various degrees to provide interesting and unique shadowscapes from the glowing
crystals. The research facility uses a combination of previously mentioned lighting techniques
while including area lights for assets with glowing screens. Generally, the lighting becomes more
organized and light intensity increases as the player ascends the tower as the floors progress into
modernity.
Figure 1, 2, & 3: Lighting in each level from top to bottom: Dungeon, Crystal Cavern, The Nest
Scale
The game world is built on a metric grid, with the player character taking up 1x2x5 grid
spaces in reference to length, width, and height, respectively. The scale of the Chimera’s
environment and creatures is determined in reference to the player's scale. The height of all
rooms’ walls are 10 or more meters tall while the Chimera stands at five meters tall. Although all
rooms vary in shape from floor to floor, over time the rooms generally grow in size as the player
progresses up each floor. With boss rooms being the largest rooms in their respective floors.
Figure 4: A view of the Dungeon room’s scale in comparison to the Chimera with the game’s
orthographic camera.
The player is disproportionate to creatures in scale; with each creature being scaled
uniquely depending on whether they are a minor, major, or boss creature. Minor creatures are the
smallest of all creatures, typically occupying no more than two meters of space on any axis.
Major creatures are usually larger than the player and drop limbs. Boss type creatures are always
scaled upwards to make the player feel smaller. Although the creatures vary in shape and size, all
dropped limbs from enemies are scaled to fit the player’s size once grafted. Minor creatures are
the smallest of all creatures and tend to fit in a 1x1x1 meter space.
Figure 5: Chimera length/width/height side by side comparison of size against all creatures
All arm limbs vary slightly in length, width, and height, but fit in at half a meter long and
wide, and two meters in height. The exceptions to this rule are limbs with unique hand/finger
shapes that are wider and taller. The legs are considered one limb but visually drop as a pair,
taking up one meter in length, one and a half meters in width, and two meters in height. Croc
legs are an exception to this, being one meter wide. Lastly, the head limbs average to about one
meter in length, width, and height. With exceptions being heads that have larger jaw proportions
and varying facial structures. These exceptions grow in width by about a half meter and
sometimes in height another half meter.
CHARACTERS:
Like the limbs, the environmental and prop assets are scaled around the Chimera scale;
however, asset scale grow larger or smaller depending on the floor. The dungeon was created to
house the rejects of the Treachery’s experiments and that is why the dungeon’s rooms are more
tightly packed and closer to the Chimera’s size than the other floors. The Treachery utilized the
cavern for their mining operations to gather glowing crystals and use them to power the Nest.
The ravens are slightly larger than the Chimera in scale and as a result, pickaxes, lanterns, and
miscellaneous mining equipment that are sized to their scale populate the area. Because of the
Cavern mining operation, naturally occurring large spaces are even larger, with roughly shaped
corridors mined out of the stone. Lastly, the rooms on the Nest floor are much larger; being the
Treachery’s main headquarters. Chimera-sized office desks, test tubes filled with specimens, and
smaller scientific equipment scattered about after the Amalgamation’s rampage.
Style
Overall:
The game's overall aesthetic is a dark stylized fantasy inspired by mythological, natural,
and anthropomorphized creatures and animals.
All Characters:
All characters in the game are visually represented through hand painted textures. Hand
painted textures add a level of fidelity that is easily customizable for the artist creating them.
Using hand-painted textures ensures a maintained aesthetic across all characters and creatures,
while simultaneously adding to the dark fantasy aesthetic.
Player Character:
The player character is a bipedal anthropomorphic creature withering away from a
millennium of imprisonment. The Chimera is a creature with desaturated browns and greys
across its body. The exception to the color scheme being its mismatched horns and glowing back
tattoo. The design maintains an organic style with sharp facial edges for anatomical emphasis
while maintaining human-like anatomy. The design is executed by creating rounder features on
the overall body and only sharpened/blunt shapes at the end of the limbs or the features on the
head. The texturing for the character is desaturated to provide more contrast against the various
limb attachments.
Other Characters:
The Body Shop Shopkeeper:
• The Shopkeeper, also known as the Outcast, is a 3D modeled cloaked raven with a bone
necklace and a scarred left eye; a scar which he earned on his flight escaping from the
Treachery.
• The Shopkeeper wears a velvet cloak to hide his stash of bones in his pockets
• On interacting with the Shopkeeper:
o A camera frame cuts to a front-facing perspective view showing the Shopkeeper
idling in his shop stand
o A 2D pop up containing 3 random limb options and an option to buy a healing
grub
o The player pursues dialogue with the shopkeeper via a separate overlapping 2D
pop up with multiple dialogue options
o The healing rub is depicted as a white larva with red spots and lines
Figure 7 & 8: Body Shop Shopkeeper Model for shop interactions and screenshot of them during
gameplay
Limbs:
Limbs taken from all enemy types mirror the enemy itself along with its distinguishable features.
Limbs taken from enemies are significantly more visually distinct than the Chimera’s core limbs
to create visual contrast.
Enemy Design:
• Dark fantasy stylized aesthetic with organic forms and exaggerated features
• Expressive enemy design exaggerates proportions of the body while keeping the
identifiable silhouette of the corresponding real-life animal
• Exaggeration of the limbs emphasizes the unique features of the creature the player may
use, as well as a visual indication of what limb is dropped
• The use of straight or creased edges for dangerous areas of an enemies' body as well as
facial features and muscle indentations, is represented either as a texture or via model
topology
Major Enemies
Mammalian
Reptilian
Aquatic
Minor Enemies
Dung Beetle:
A yellow-green insect-type
creature with a hard-shelled
body and long spindly legs.
Hedgehog:
A dark green creature with
sharp green spikes and a dirt-
like brown color for the body.
Piranha Dog:
A hybrid between a piranha and
a canine; the piranha dog is
equipped with spikey dark
brown fins and sharp fangs.
Bosses
The Amalgamation:
A combination of cavern crystals, arms, legs,
heads, deceased Treachery scientists, and a
formerly successful Chimera experiment. The
Amalgamation has two long and stretchy
arms and one muscular arm on its back. It has
a crystal heart in its center that uses dead
raven wings to cover and protect itself from
attacks. Additionally, its large horns are
reminiscent of the Chimera’s and a large
eyeball that glows and strobes multiple colors.
Limbs
Rhino
Wolf
Crocodile
Gecko
Bullet Crab
Frog
Mutations:
Mutations alter minor and major creature statistics to modify combat encounter experiences. On
each creature, they are visually represented by 3D models placed throughout a creature’s body.
• Quilled: Curved and slightly longer spines are applied to the creature’s backs and
shoulder/hip regions, not included on the sides or face
• Infected: Mushrooms are attached to the creatures' backs and sides, not included on their
limbs or face
• Crystallized: Crystals are attached to the creature’s backs and sides, not included on the
limbs or face
• Marrowed: Hard edged, bone-colored exoskeletons are placed on creature’s backs, tops
of limbs, and face, creating an armored appearance
Figure 10: Quilled, infected, crystallized, and marrowed mutations on major enemies.
Mutations are also applied to the dropped limbs of the defeated mutated creature. These limbs
have their respective mutated models applied to different areas of the limb depending on its type.
Head limbs tend to have the mutated model be placed on top of the head, with arms staying close
to the shoulder/elbow regions, and legs staying on the outer upper thigh; closest to the Chimera’s
hips. Like the creatures, these models are grouped together in patterns such as the quills forming
a mohawk on head limbs, or the marrowed armor plates protecting the elbows/knees of the
Chimera’s limbs.
Corrupted Limbs:
Corrupted limbs occur whenever the player loses all the health of any given non-core limb.
When a grafted limb is corrupted, it transitions to a halfway-dissolved version of itself, with the
dissolve color being the emissive color of the limb. Once the room is completed (or the Chimera
is defeated), the limb fully dissolves away, being replaced with the core arm once again.
Additionally, corrupted limbs have UI conveyance with the healthbar icons also appearing
dissolved in the matching emissive color whenever a limb is corrupted. This also disappears on
completing the room.
Environment:
The environments use rounded geometric shapes on any hard surface wall or object. Any walls
that obscure player vision is occluded once the player gets close to it. Wall occlusion also
functions on drops, limbs, and creatures.
Figure 12: Comparison when not near a wall vs near an occluded wall
Plaques:
Plaques are frames placed above doors to indicate the creature the player is going to encounter.
Symbols on the plaque correspond to a major enemy’s classification, and the symbol's color
corresponds to the emissive accent color of the major enemy. Plaques also convey mutations,
with corresponding models placed surrounding the border of the plaque. The Dungeon and
Cavern uses a wooden plaque while the Nest uses a tablet.
Figures 13 & 14: Plaque Models and their creature symbols and mutation variants.
Lore Drops:
Lore drops are interactable objects that give the player insight into the game’s narrative. Each
lore drop has an associated interactable 3D model and 2D UI sprite counterpart that appears on
the screen. The model and sprite used are different on each floor to mirror the aesthetic of the
floor it's on. For the dungeon, it is a rolled-open and aged parchment scroll, the cavern floor is a
dusted, dirty notepad, and lastly, the research facility, are glowing tablets. All 3D lore drops have
a shimmering shader material applied to them that occasionally flashes to signify to the player
that it’s an interactable object. Some lore drops are in the form of images that are relevant to the
floor it's on.
Level of Detail
3D:
Chimera’s LOD (Level of Detail) is low to high poly throughout all 3D asset creation.
The low poly threshold is any asset under 3,000 tris, and the mid poly above 3,000 but below
15,000, with high poly assets being any asset over 15,000 tris. All models are created within
these tri count definitions for the optimization of gameplay within a fully populated room. For
any 3D asset, retopology is a requirement to optimize the tri count.
With Chimera’s approach to stylization, characters and creatures use multiple edge loops
in prominent areas to achieve the desired edge flow in musculature and facial features. This
allows for the best deformation results possible on animated character assets and highlights
features for the orthographic camera. However, this contributes to the overall poly count of the
model in question. Therefore, artists are additionally required to reevaluate their topology
throughout creation to optimize before importing into engine.
For environmental assets, the same edge loop usage i used to achieve hard edges on
assets that require them. Depending on the floor, an asset’s edges are equested as softer or harder,
to fit the theming of the floor overall and whether the asset requires it. For softer edges, this
contributes to poly count and is a necessary sacrifice for any environment model assuming it’s
been optimized to be as low of a tri count as possible.
Ultimately, the detail in style is not hyper-realistic but also not composed of basic shapes.
Feigning a high detailed asset is made much simpler with the hand-painted textures providing the
illusion of complex shapes and the dim lighting obscuring the model detail.
Modular Content:
For every floor, trim sheets are used to provide texture to the walls, pillars, and floor assets. This
includes any variant to these assets such as walls with a door cutout for the door model to be
placed.
In addition to trim sheets, there are a few tilable assets to aid in room creation. Specifically, the
Nest floor’s floor assets are individually tiled square and triangular panels that support the floors
given interior aesthetic with mostly 90-degree corners. There are also modular tiles that create
the exposed wire trap that runs through the floor tiles of the floor. Although the Dungeon’s assets
aren’t tilable, they are most like the Nest’s assets since the Cavern’s distinctive feature is having
curved walls to create a more organic feeling to the floor as a whole.
2D:
• 2D assets maintain a stylized dark fantasy aesthetic but does not lean towards being
overly cartoonish or realistic
• Maintains a middle ground between simple and complex and complements its 3D asset
counterparts where necessary
• The outline of sprites uses a line thickness of 15 pt and inner details use 12 pt
• If the asset requires more detail artists may use 12 pt for the outline and 10-8 pt for the
inner details
• Canvas size varies from asset to asset, but all assets are created at least x2 larger than the
intended size for in-engine implementation to ensure there is no loss in quality
UI: Background Screen and Buttons:
• Many UI assets are created to imitate a styled stone texture and stone slabs
o The silhouettes of UI and buttons maintain a rectangular shape and have a few
cracks and broken off pieces to indicate old age
o The use of noise brushes aids in giving UI a rock-like effect
• UI outlines use a line thickness of 15 pt for outside lines and 12 pt for details in the inside
of the asset
Figures 18, 19, & 20: Examples of stone-textured UI elements such as the main menu, the codex tab,
and the shop menu
Assets:
Workflow Pipeline:
• Acceptable Software's:
o 3D:
▪ Maya
▪ Blender
▪ Z-brush
o 2D:
▪ Clip Studio Paint
▪ Photoshop
▪ Illustrator
▪ Substance Painter
• All 2D assets created have the same consistent style that follow the same rules and tools
such as using the same brush size, color palette, and forms/shapes
Characters and Limbs: All characters and limbs are modeled, UV'd, rigged, animated, using
acceptable 3D development software's. Additionally, they are textured with Substance Painter
using custom brushes to create hand-painted texture maps.
Bosses: The bosses are the result of the Treachery attempting to recreate the Chimera and its
ability to graft limbs. These experiments are to safely replicate that ability onto themselves. On
all bosses, there is evidence of unsuccessful attempts with the use of multiple animals being
grafted onto them. Each boss has unique limb placements and are stylistically distinct from one
another, both in shape and number and/or type of animals grafted.
Drops:
• Trinkets: Trinkets dropped by major enemies are depicted as 3D generic brown fabric
burlap bag with a rope tied at the top while Bosses drop Crystallized Bags.
o A 2D UI pop-up appears with 3 choices of random trinket
o 2D trinket assets are all unique sprites
▪ Creation Process:
▪ Trinkets are created on a 500x500 canvas and 72 dpi
• Healing grub: The healing rub is depicted as a white larva with red spots and lines; it also
has a crystalized variation which is dropped by bosses and grants a permanent overall
health increase.
Figure 22: A healing grub and crystallized healing grub as represented in game
• Relics: Each relic depicts a unique symbol on a rock slab and is 3D modeled with a 2D
counterpart. The unique symbols are engraved into the stone and are depicted with
different shapes, symbols, lines, and dots.
o In the Relic Shop, a 2D UI pop-up appears with multiple choices of unlocking a
relic
o 3D/2D relic assets are all unique assets
o Creation Process:
▪ Relics are created on a 500x500 canvas and 72 dpi
• Hazards: Hazards are 3D modeled, textured, and animated, with particle effects as
needed. Each floor has different hazards to fit the aesthetic of the floor it's on.
o Dungeon:
▪ Spikes: Comes up from a plate after stepping on it
o Crystal Cavern:
▪ Falling Stalactites: Rocks breaking apart particle system on impact
o The Nest:
▪ Open Electrical Wires: Electricity particles arcing back and forth through
rows of wires
• Decorations: Except for decals, all decorations are 3D modeled and textured. Decorations
match the aesthetic of the floor it's on.
o Dungeon: All decorations on this floor are either wooden, aged metallic objects,
or aged stone. Ancient glyphs and tapestries allude to how long Treachery has
existed. Additionally, objects on this floor indicate age with tables and chairs
being broken and unorganized and having spiderwebs all throughout the floor..
o Crystal Cavern: All decorations on this floor are abandoned mining equipment
and crystals. Mining equipment is aged by making the metal look rusted
o The Nest: All decorations on this floor are modern and indicated with shiny
textures on metallic objects. Additionally, there is indication of the
Amalgamation’s destruction and massacre with the use of blood decals, feathers,
and 3D models of dead ravens.
UI:
Character Health for Gameplay HUD:
Context Menu: A pop-up with a description that appears when the player hovers over a limb,
trinket, or relic within the Pause Menu.
• Creation Process:
o Canvas must be adjustable to fit a 16:9 aspect ratio
Figure 26: Depiction of the context menu operating within the Pause menu
Pick-Up Popup:
• Depicts the current limb and enemy limbs side by side with stat comparisons and arrows
in between the two
• Buttons with options to either graft or scrap
• LB/RB buttons appear on arms only to choose which arm to graft
Tutorial Popups: Transparent floating box on the bottom left of the screen with descriptions of
how to play the game during the tutorial
Menus: Simple and broken stone stabs each with different sprites per menu
Color Palettes
Character Color Palettes
Chimera
#181311 #231c1e #342b2a #453d3a #5f5747 #cccccc
Body Shop
Shopkeeper
#37252b #282031 #4d3a54 #453462 #664b8e #735d8b
Major Enemies
Mammalian
Rhino
#1b172a #322e40 #3b3158 #564f78 #595173 #24b63c
Wolf
#150402 #25110c #3b241a #472c22 #51342d #c64a14
Reptilian
Crocodile
Gecko
#6e2d2b #a44b40 #c06d45 #cf8e5d #deb07c #df4b7e
Aquatic
Crab
#4f2c87 #b375e1 #551753 #852c65 #a55390 #856ef8
Frog
#291649 #0d1e44 #122964 #23508b #438293 #bde24f
Minor Enemies
Dung Beetle
Hedgehog
#775249 #583d46 #3e2734 #1f1530 #126c3e #3ea438
Piranha Dog
Sea Urchin
Tortoise
#1b1d29 #433656 #6b557a #717f9d #7c95ac #af95c1
Bosses:
The Amalgamation
#b768d7 #f0b6b7 #626881 #724c75 #503e5c #783c57
Ancient Dungeon
Crystal Variations:
UI:
General
Healthbar Fill
Textures
Texture maps for asset creation in Chimera vary in complexity as certain models require
different maps to render as intended in the game. Textures in the game vary from floor to floor.
Earlier floors have matte textures and later floors gradually have textures containing metalness
and reflectivity. Artists use noise brushes where necessary to indicate age, wear and tear, and add
variety from texture to texture.
The floor and walls have distinct textures to set them apart. This is executed with noise
brushes and multi materials to create variety and make it distinct from each other.
Texture Pipeline: Once the model is fully optimized and UV’d, the artist must use an
image editor such as Photoshop or Substance Painter to texture the asset.
Particles
Particles in the game are used to emphasize the mood or support other visual components.
Environmental particle effects such as flames and smoke coming from torches in the Dungeon
emphasize a dark mood while glowing bubbling test tubes in the Nest emphasize a more modern
and sci-fi aesthetic.
Attack and abilities for the player and enemies are conveyed and emphasized through particles.
For instance, a glowing bite icon appears when the crocodile bites the player, and a rock trail
effect plays when the crocodile is underground to visualize where it is.
Particles are additionally used for hit impact conveyance, with a colored spark flashing on screen
whenever a hit collides with the player or an object. The spark being colored after the creature
that did the attacking.
Figure 30: Depicts Rhino Action Lines and Croc Rubble Trail particle effects
Shaders
Shaders are used to emphasize existing visuals in the game.
• Disintegration of limb: Depicts a corrupted limb fading away
• Chimera’s back tattoo: Adds a glow to the tattoo to emphasize its importance
Environmental Design
Tutorial:
• There is a combat sequence during the tutorial which a semi-transparent box on the
HUD on the bottom right of the screen with instructions
• These boxes appears when the player executes what is instructed in the tutorial and
disappear as the player successfully meets the requirements
Floor 1: Dungeon
• Geometric stone slabs and rooms overall are all geometric in design with sharp edges
• Age is indicated with textures that have tears in fabric, dirty on or broken off stone
• Glyphs and tattered tapestry to indicate ancient time period
• Broken/rusty shackles and chains attached to the wall
• Rubble, broken stones, and destroyed pillars
• Abandoned areas indicated with old broken off wooden furniture
• Organic shaped walls with no defined edges, imitating cave walls with hardened soil
• Glowing crystals which vary in colors of purple, pink and gold
• Mining tools, boxes, barrels
• Water pools, small waterfalls
• Modern Laboratory
• Low light with very few still on, most cracked and broken
• Open and broken wires the player avoids
o Test tubes with creature parts
o Tubes with old mysterious liquid, some tubes are broken
• Surgery rooms with bloody equipment and animal parts to indicate testing
• Cage rooms with old food and equipment
• Blood decals all over the furniture, walls and floors
• Feathers and scratch marks on the floor all over the rooms to indicate signs of
force/struggle
Post Processing
Look Up Tables:
Look Up Tables, or LUTs are used to adjust the color grade and exposure for each level. The
game was previously very dark, and hard to see in the shadows and as a result, losing detail. To
make the game visually interesting and help increase visibility in the dark areas, a LUT is made
to replace the default colors and adjust the brights.
Figure 35 & 36: Depicts game before and after the use of a LUT
Animations
All the game’s animations are animated in a variety of fps ranges however, on import they are
converted to 60 fps for animation fidelity preservation during gameplay. Additionally, the
playback speed of these animations is modified in-engine as needed to make the default speeds
fit the needs of combat or another scenario best.
Player:
The player grafts arms and uses the abilities they offer. The player has a universal core set of
animations unrelated to creature limbs:
• Idle [55 frames, loop always]
• Walk [47 frames, loop always]
• Run [31 frames, loop always]
• Default hit [3 variants, each 12 frames, deals damage at frame 5]
• Default dash [21 frames, invincibility 0 – 17, deals damage on collision]
• Pick up drop [15 frames, 0.75 speed]
• Taking damage [6 frames, 0.5 speed]
• Knockback [9 frames, 0.8 speed]
• Death [22 frames]
• Hedgehog:
o Idle [23 frames, loop always]
o Run [13 frames, loop always]
o Charge attack [23 frames]
o Leaping attack [16 frames, damage dealt frame 4 – 11]
o Take damage [9 frames]
o Death [16 frames]
• Tortoise:
o Idle [59 frames, loop always]
o Run [28 frames, loop always]
o Charge attack [14 frames]
o Shell spin attack [76 frames, damage dealt 11 – 65]
o Take damage [16 frames]
o Death [51 frames]
• Sea Urchin:
o Idle [17 frames, loop always]
o Run [24 frames, loop always]
o Charge spike projectile [17 frames]
o Fire spike projectile [10 frames, projectile fired on frame 6]
o Take damage [16 frames]
o Death [31 frames]
• Piranha Dog:
o Idle [9 frames, loop always]
o Run [7 frames, loop always]
o Leap charge [12 frames]
o Leap and bite [7 frames]
o Bite holding loop [7 frames, loop always, tick damage dealt using script]
o Take damage [10 frames]
o Death [14 frames]
Major Enemies:
• Wolf:
o Idle [50 frames, loop always]
o Run [37 frames, loop always]
o Leap charge attack [33 frames]
o Leap & swipe attack [110 frames, VFX played on frame 13]
o Howl [126 frames]
o Spit fireball [136 frames, projectile spawned on frame 47]
o Take damage [78 frames]
o Death [199 frames]
• Rhino:
o Idle [60 frames, loop always]
o Run [48 frames, loop always]
o Pre charge attack pawing at the ground [128 frames]
o Charge loop [48 frames, loop always]
o Charge end [53 frames]
o Rear up on hind legs and slam the ground with front legs [210 frames, damage
dealt on frame 154]
o Take damage [53 frames]
o Death [247 frames]
• Crocodile:
o Idle [31frames, loop always]
o Run [18 frames, loop always]
o Charge bite [23 frames]
o Bite [29 frames]
o Burrows into the ground [52 frames]
o Resurfaces out of the ground [37 frames, damage dealt on frame 9]
o Take damage [11 frames]
o Death [21 frames]
• Gecko:
o Idle [35 frames, loop always]
o Run [20 frames, loop always]
o Backwards waddle with dart swipe [30 frames, projectiles spawn on frame 5]
o Take damage [9 frames]
o Death [20 frames]
• Frog:
o Idle [120 frames, loop always]
o Hop [48 frames, loop always]
o Leap charge [92 frames]
o Leap and slam on landing attack [127 frames, dealing damage on frame 83]
o Tongue extends and retract [52 frames, separate object, dealing damage on
collision]
o Bite [37 frames]
o Take damage [30 frames]
o Death [206 frames]
• Bullet Crab:
o Idle [30 frames, loop always]
o Scuttle [25 frames, loop always]
o Bullet claw shoot projectile [26 frames, projectile spawned on frame 18]
o Crab shell retreat [20 frames]
o Crab shell rattle [26 frames, loop always, deals damage on frame 4]
o Crab shell emerge [20 frames]
o Take damage [17 frames]
o Death [27 frames]
Bosses:
• All bosses have unique intro animations that occur inside of cutscenes whenever the
player encounters the boss, after the cutscene finishes, the fight commences
• All have idle, movement, and death animations
• All bosses have complex attack animations to match their abilities
• Scolopendra:
o Rotates head to either the crocodile (burrowing), rhino (slamming), or wolf
(fireball) heads depending on the attack
o Intro [81 frames]
o Idle [34 frames, loop always]
o Burrow (traversal) [39 frames, deals damage frame 14]
o Burrow attack start [66 frames, deals damage from 43 – 50]
o Burrow attack [94 frames, invincibility for duration, deals damage on frame 4 – 9
and 65 – 70]
o Resurface 1 [39 frames, deals damage frames 3 – 16]
o Resurface 2 [48 frames, deals damage frames 7 – 8]
o Opening maw and spitting multiple projectiles in an arc [48 frames, projectiles
spawned from frames 22 – 34]
o Rearing backwards over the hole and slamming into the ground with rhino head
horns & getting horn stuck in ground leaving vulnerable [240 frames, damage on
frames 70 – 71, stuck/vulnerable for frames 72 – 193]
o Swiping back and forth side to side three times in succession with rhino head
horns in an arc [82 frames, deals damage on collision from frames 17 – 66]
o Death [70 frames]
• The Wardens:
o Animation data generated using OptiTrack camera and Motive software. Then
animations were cleaned up at 120 fps using animation layers.
o Nicaros:
▪ Intro [119 frames]
▪ Idle [36 frames, loop always]
▪ Run [28 frames, loop always]
▪ Enraged animation when Katayama dies, and it gets stronger [109 frames,
invincible for duration]
▪ Triple strike attack dashing forwards with each strike, creating a swipe,
swipe, slam combo using its dual wolf and rhino-like arms [98 frames,
damage dealt & VFX spawned frames 9, 25, 76]
▪ Ground slam (by itself) [71 frames, deals damage frame 33]
▪ Dash forward (by itself) [40 frames]
▪ Extends arms outwards to attack in an X shape while stationary for three
times, rotating 45 degrees clockwise after each attack [129 frames,
damage dealt & VFX spawned on 28, 69, 110]
▪ Spin attack charge [39 frames, VFX spawned frame 39]
▪ Spins its torso and extends its arms as it moves forwards while chasing the
player [46 frames, loop always, damage on collision, 1.5 speed]
▪ Dizzy state after the spin attack [256 frames]
▪ Death [135 frames]
o Katayama:
▪ Intro [119 frames]
▪ Idle [26 frames, loop always]
▪ Run [12 frames, loop always]
▪ Left side dash [12 frames]
▪ Right side dash [13 frames]
▪ Back dash [24 frames]
▪ Enraged animation when Nicaros dies, and it gets stronger [65 frames,
invincible for duration]
▪ Shooting homing explosive projectile [23 frames, projectile spawned
frame 12]
▪ Start spin shot [11 frames]
▪ Rotating shot where it rotates a full 360 degrees, firing projectiles all
around themselves [9 frames, projectiles spawned by script]
▪ End spin shot [10 frames]
▪ Sky shot; raises its shooting arm in the air and shoots multiple projectiles
upwards [43 frames, loop for number of shots, spawn damage radius on
frame 26]
▪ Death [90 frames]
• The Amalgamation:
o Three separate animation controllers, one for the main body (arms included, one
for the eye, and one for the wings/weak spot
o Intro [650 frames]
o Idle [99 frames, loop always]
o Flails its three arms in a rampage, slamming the walls and floor of the room
knocking debris everywhere [257 frames, spawning debris controlled by script]
o Swings left and right arm in succession, and then slamming on the ground with
the arm on its back [317 frames, deals damage on frames 57, 150, and 233]
o Eyeball laser charge [140 frames, laser VFX spawned frame 139]
o Eyeball laser fire that sweeps around the room [71 frames, loop always]
Cutscenes
Perspective, orthographic, pre-rendered, and in-game cutscenes are used throughout Chimera to
direct the narrative, enhance gameplay, and introduce bosses. Cutscenes use ranges from simpler
purposes like in the tutorial and in-between floor transitions for directing player focus or for full-
on. All cutscenes are created using Unity’s timelines or video players and require storyboard
submissions for approval before creation begins.
Intro Cutscene:
• First-person, pre-rendered cutscene from the Chimera’s perspective when the Chimera
first wakes up in the dungeon’s prison cell
• As the Chimera opens their eyes, the Outcast is in frame and finds the Chimera and says
“I’ve finally found you...” in a dialogue box
• The Chimera then slumps over and falls to the ground, which the Outcast then unlocks
the Chimera’s chains. With the Outcast’s mission complete, it sprints away as the
Chimera falls asleep once more
Death Cutscene:
• Pre-rendered cutscene
• Once the player has died, a black screen appears with the Chimera's back tattoo
• The back tattoo glows and then dissolves, then displaying the post-run summary. If the
player presses retry, the back tattoo then reforms itself and flashes white, then fading
back into gameplay
• On a successful completion of a non-true ending run of the game, the death cutscene
plays with inverted colors, displaying a white background with a black tattoo dissolving
and reforming
• The Wardens: The Chimera enters a large vacant room, looking to their right and then
their left, unsure whether to expect a fight. The sound of a creature wailing and groaning
is heard but no source is visible. The camera rushes forward in front of the exit door, and
the two Wardens; Katayama and Nicaros, drop down from the ceiling ready for battle.
• Amalgamation: The camera pans to the side of the Chimera as they enter the boss room; a
messy laboratory with a gigantic hole in front of the exit. In the distance is a jumpy
piranha dog, oblivious to the Chimera having arrived. When the piranha finally notices
the Chimera, it bares its fangs. A hand emerges from the hole, creating a shadow over the
dog, and slamming down killing it. The camera slowly pans upwards and outwards,
revealing the Amalgamation. Shot ends in an extremely wide angle shot to show size
comparison of Chimera to the Amalgamation.
UI
Logo:
The Banana Bread Studios Logo appears as a short animation before every game startup.
This is depicted as a piece of bread fading onto the screen, and a slice gets cut, revealing the
name, “Banana Bread Studios.”
Main Menu:
• The backdrop of the menu is a splash screen of the Chimera character lying against a wall
with their head down, with chains are aged, black, rusted, yet sturdy
• Font in stylized lettering using “Straight to Hell” for the main title, “CHIMERA”
• Sprite art for Play, Options, Controls, Credits, and Quit, menu buttons
o Each sprite has a highlighted, pressed, and default variations
o Sprites are be cracked and crooked stone slabs, with faintly glowing etchings
displaying the text
• Additional required buttons include a “Back” button upon entering the options menu.
Loading Screen:
• Simple black background with the piranha dog minor enemy running in the bottom right
corner
• Loading screen is a simple animation of the Piranha dog running in place with its mouth
chomping open and closed
Tutorial:
Chimera’s tutorialization is provided through UI pop-ups. The first time the player starts
the game, they exit the jail cell, and a combat sequence begins. The tutorial begins and UI pop-
ups appear and disappear as the player successfully meets the requirements of the tutorial. Pop-
ups appear as a rectangular semi-transparent box on the bottom right side of the screen with an
additional 2D sprite counterpart of what button to press if necessary.
Pause Menu:
• Contains 3 tabs: Body, Codex, and Settings
• Body: Contains a Chimera sprite and the ability to hover over each limb to reveal the
Context Menu. The Context Menu contains stats and a description of a specific limb,
trinket, or relic. The Body menu also contains the currently equipped relic and a separate
box on the side with trinkets.
• Codex: Contains the Bestiary, Mutations, Lore, and Relics. The Bestiary tab contains the
lore of the creatures the player encounters and its behaviors. The Mutations tab contains
the variations of mutations the player has encountered. The lore tab contains notes the
player has found in their run of interactable objects and contains details relating to the
floor they're on. Lastly the Relics tab contains all relics the player has purchased.
Anything in the Codex the player has not unlocked is displayed as a greyed-out box with
the word “locked”.
Gameplay HUD:
HUD will be comprised of:
• Resolution of 16:9
• Number of Bones the player currently has
• Number of Essence the player currently has
• Character Health
o Cooldown: Ability cooldowns are indicated through the fill color of the icon of a
limb. Once the player has exhausted their ability, the icon color fills back up to
indicate it is done cooling down.
Relics Menu:
• Before each run, the player is provided the option to purchase and equip relics from the
Body Shop Shopkeeper in the first room of the Dungeon.
• The UI appears on the right side of the screen, with the left side of the screen being taken
up by a world space view of the raven. The relic menu is divided in half with a list of
relic names and cost on the left side and an image and description of the relic highlighted
on the right side. The top left of the Relic Menu shows the amount of Essence the player
currently has.