ICHI GO - ICHI E

GAME DESIGN DOCUMENT
An in-depth document of the Project’s goals and design

VERSION (I) BY SUZANNE HAMPSON 22.01.10

Ichi go – Ichi e Game Concept

Page 1

TABLE OF CONTENTS

CHAPTER I: GAME CONCEPT…………………………………………………………………………………3 Introduction……………………………………………………………………………………….3

Description…………………………………………………………………………………………3

Concept & Influences…………………………………………………………………………..4

Core game mechanic…………………………………………………………………………..4 CHAPTER II: GAME SPECIFICATION…………………………………………………………………….5 Design Goals……………………………………………………………………………………….5 Plan B………………………………………………………………………………………………...5 Genre………………………………………………………………………………………………….6 Technical Specification………………………………………………………………………..6 Demographic………………………………………………………………………………………6 USP……………………………………………………………………………………………………..6 CHAPTER III: GAME PRODUCTION ASSETS…………………………………………………………...7 Character Concept & Assets…………………………………………………………………...7

Environment Concept & Assets……………………………………………………………….12

Musical Score & Sound Effects……………………………………………………………….15

Asset List Appendix…………………………………………………………………………………15
ACKNOWLEDGEMENTS…………………………………………………………………………………………………………16

Ichi go – Ichi e Game Concept

Page 2

CHAPTER I: GAME CONCEPT
INTRODUCTION

ICHI-GO ICHI-E IS A 3D FIRST PERSON INTERACTIVE EXPERIENCE IN A PLACE THAT INSPIRES CURIOSITY, WHERE PLAYERS CAN EXPLORE, ENGAGE WITH, AND LEARN OF THE SIMPLE BEAUTY AND CHARM OF THE FLOATING WORLD. A PLACE WHERE TIMES STANDS STILL, WHERE YOU CAN CHOOSE TO DO NOTHING BUT SIMPLY LOOK AND STILL FEEL AS THOUGH YOUR PRESENCE IN THAT WORLD IS MEANINGFUL, OR CHOOSE TO INTERACT WITH THE WORLD AND GAIN A SENSE OF PURPOSE.

DESCRIPTION

This is a concept that challenges traditional gaming conventions, as it never quite asks the player to do anything, it instead inspires curiosity, offers a beautiful world to explore, in which stories of the characters and places are told. True, like conventional games each area has a start and an end point, though there are no actual levels to the world, only areas that the player may visit as many times as he/she likes, each space explores a particular atmosphere which the player can explore at their own pace. Ichi go- Ichi e is much more an aesthetically pleasing interactive spectacle which never suffers from the weight of redundant technicalities, instead allowing the player an interactive escape.

Ichi go – Ichi e Game Concept

Page 3

CONCEPT & INFLUENCES For this project we have taken a great deal of inspiration from various forms of media, from the intriguing myths and stories of Japanese Folklore, the visual spectacle of Kabuki theater, the style of Ukiyo-e prints and contemporary illustration and the success of contemporary indie games that explore something more, something with emotion as well as visually breathtaking. Some of the direct influences include: Kabuki plays/dances Kagamijishi and Sagi Musume, Folklore including the Jinmenju (laughing fruit faces), Chochinobake (haunted paper lantern) and Inari Kitsune (Fox messenger) among many others. Artists that have had direct impact on the style of our work have been: Yoshitako Amano, Jason Chan, Hokusai Katsushika and Chiho Aoshima. Films such as Hero, Kung Fu Hustle and Studio Ghibli animations have led us to where we are now, including calming musical scores by Tan Dun, Joe Hisaishi and classical pieces by Chopin and Yo-Yo Ma which incidentally led us to collaborating with a film score composer.

CORE GAME MECHANIC To put it simply, the core mechanics of this game rely heavily on the player’s take on it, if the player does nothing, the world will simply go on and things will happen within it freely, but if the player chooses to explore, interact and learn about the world and generally take it all in, different types of events will occur. In essence, the mechanic is to simply explore and delve into the world and its characters.

Ichi go – Ichi e Game Concept

Page 4

CHAPTER II: GAME SPECIFICATIONS
DESIGN GOALS

We aim to create a limited but refined, elegantly populated and atmospheric world for the player to engage with at their own pace entirely, where they can choose to discover the characters captivating stories and witness the beauty of the floating world first hand or sit back and watch the world go by. To achieve this, we are setting ourselves with the goal of creating the full world from four seamlessly separate levels derived from the four seasons: spring, summer, autumn and winter. Through doing this, we are able to break up the assets into more bite sized chunks that make it much more manageable for a small team to work on. It is to create something more than a demo of the game instead a small but eloquently refined space.

PLAN B Because of the sheer volume of work that this project will involve, it is a concern that we may have to restrict the number of levels thus restricting characters and overall content that the game would have, which would also mean that we would be able to focus on one area rather than 4 expansive areas and give it much more attention thus making it more refined. If we were to do this, we would concentrate on the “Spring Village” area a lot more and possibly incorporate the “Autumn forest” with it, intertwining them to create a combination of the interesting parts of both the areas, the characters would also have to be whittled down a little but it would still be with the same concept and intent, just not as large.

Ichi go – Ichi e Game Concept

Page 5

GENRE Escape/Exploration/Action- “Ichi go - Ichi e” challenges traditional gaming conventions and so it is difficult to really place it in the current market, this is about as close as it could get within the current market.

TECHNICAL SPECIFICAT ION

Windows PC primarily down to the use of the Unreal Engine, if it were at all possible we would consider the Sony Playstation 3 or Nintendo Wii as a more suitable host.

DEMOGRAPHIC “Ichi go – Ichi e” is designed with anyone and everyone in mind, though with the obvious limitation of the windows platform it will make it a little less accessible than we would have hoped for, Ages will vary, it could be for a young child who would be enthralled by the spectacle, and it could be for an adult who enjoys the simplicity of the game, or just someone who wants to escape.

USP i. Complete non-linear story, the player has freedom to go and do as he or she pleases. ii. A world of unprecedented visual detail inspired by traditional Ukiyo-e prints from Japan.

Ichi go – Ichi e Game Concept

Page 6

iii.

The openness and refined atmosphere of the world which allows the player to have an emotional attachment far greater than that of an ordinary game world.

iv.

The player can discover the various stories embedded into the world at their own pace, never being forced to do so, only ever tempted.

CHAPTER III: GAME PRODUCTION ASSETS
(Unfinished, or un-retrieved pieces of work which cannot be obtained will be added at a later date)

CHARACTER CONCEPTS & ASSETS

Ichi go – Ichi e Game Concept

Cross-eyed Lion Concept

Page 7

Cross-eyed Lion Model Sheet Front & Side

Ichi go – Ichi e Game Concept

Page 8

WIP of Inari Kitsune/ Fox

Ichi go – Ichi e Game Concept

Page 9

Kuroko Concept

Ichi go – Ichi e Game Concept

Page 10

Kuroko and Fruit Face Concept Sheet

Kuroko Model Sheet Front & Side

Ichi go – Ichi e Game Concept

Page 11

ENVIRONMENT CONCEPTS & ASSETS

The Floating World Concept

Ichi go – Ichi e Game Concept

Page 12

SPRING VILLAGE SMALL BUILDING MODEL SHEETS

Autumn Forest Concept
Ichi go – Ichi e Game Concept Page 13

BAMBOO MARSH SHRINE AREA CONCEPT

Ichi go – Ichi e Game Concept

Page 14

MUSICAL SCORE & SOUN D EFFECTS

The music of the game will have its own unique score composed by a film score artist, each of the areas within the world will each have its own quality (all area scores must be “loopable”):

Opening and Closing titles: Airy, peaceful track inspired by traditional Japanese music (see Sound folder on CD to listen to the opening track) Spring Village: lively atmosphere, maybe use of Shamisen. Bamboo marsh: humid, mysterious atmosphere use of bamboo flute essential and deep drums. Autumn Forest: curious place with underlying eeriness: quiet sporadic clacks of wooden instrument alongside melodic vocal harmonies. Winter Mountain: A cold and harsh yet peaceful place, use of the koto alongside faint drums may fit nicely here.

As for sound effects, the Asset list presents each sound required so far.

ASSET LIST APPENDIX Please refer to the Attached PDF file named “Asset List”

Ichi go – Ichi e Game Concept

Page 15

ACKNOWLEDGEMENTS Michael Bedford: Designer, Concept Artist, 3D Modeler, Texture Artist, Programmer Suzanne Hampson: Designer, Concept Artist, 3D Modeler, Texture Artist, Animator Mars: Score Composer

Ichi go – Ichi e Game Concept

Page 16

Sign up to vote on this title
UsefulNot useful