Overview
Genre: Action-Adventure
Mode: Third Person Single Player
Setting/Timeline: 1930's New York, 1933 before Prohibition ended and law enforcement was corrupt
Level: The Don's Mansion, Streets of NY
Software: Unreal Engine 5. Maya, Adobe (XD, Illustrator), Pureref
Inspiration: Yakuza 0, DC Legends of Tomorrow, Uncharted 4, Pirates of the Caribbean, GTA V
Game Pitch - Kill any and everyone that stands in your way and climb your way up the social ladder to prove your worth in this open-world action-adventure set in the "roaring" 1930s.
Summary - Mafiatso follows the story of two characters on opposing sides that are searching for the same lost treasure. The player takes control of both characters, Rose and Henry, on their journey to make a name for themselves and prove their worth to the people in charge. Henry wants to be in the Mafia but is constantly underestimated and Rose is a newbie pirate who is constantly belittled.
Level Overview
Objective
Control Rose as she flees to the garage to avoid gunfire and mayhem. Shoot enemy cars in a car chase throughout the city to ensure a successful escape.
Steps 1-3
1 - Make your way to the garage and use stealth to avoid getting shot
2 - Drive the car while the companion shoots enemies
3 - Shoot enemies and drive the car
Pre-Production Process
The pre-production for this project consisted mostly of documentation and research. I wanted to make the setting as authentic as possible while also making the tutorialization fun and interactive.
References
Since I wasn't familiar with the 1930's, I researched mansions and popular activities during this time. Most mansions had open space but individual rooms were filled with antique items. Part of what made them so luxurious was mostly the exterior gardens and interior wall and furniture designs.
Narrative
A band of pirates snuck into a party that was knowingly being held by a well known mafia boss. Pirates were hired to cause destruction and send a message. The main character, Rose, was a waitress who got swept up in the crosshairs and was forced to flee the scene with one of the pirates. She had a chance to escape her kidnapper, but instead decided to stay and escape with him.
Adobe XD
The project is heavier on narrative, so to keep it organized I used flowcharts to show the gameplay that corresponds with the scene.
Summary
Pacing
The beginning gives the player an overall idea of what the gameplay feels like by forcing them to use stealth and shoot enemies.
Exploration
Although it is an open world the location is still considered to be a confined space. The player is encouraged to explore the city but cannot venture outside a certain distance, this first being shown in the mansion. The first level helps players understand how space and interaction work for the rest of the game. It is meant to showcase how the environment, mechanics, and AI will feel.
Ending
The level ends with a chase scene that is an introduction to the height of conflict the story is based around. It shows a thrilling start showing Rose's premise that will make the player feel like they have a good understanding of how to play.
Playable Characters
Rose and Henry are the two main characters that the player alternates taking control of throughout the game in different chapters. Both want to make a name for themselves and gain a sense of power. They hate each other but tolerates the other's existence.
Rose
Rose is a female pirate who does a lot of grunt work for a broken pirate crew who travels around looking for money and trouble.
Henry (Not for this Level)
Henry is in a similar position, but instead wants to be in the mafia but gets little to no attention at all for his hard work.
Enemy AI
The mafia does not shoot at any guests, including Rose, but the pirates shoot aimlessly and kill anyone in the way. In the car chase, the mafia shoot at Rose and the car until they are stopped.
NPC
NPC's are shown having a good time at the party and filling up the space. After gunfire, most have already escaped and the others are dead.
This also includes some enemies that were shot. Some are fighting outside, others are inside either fighting or dead.
Level Layout
For the mansion layout, I took inspiration from California homes and the layouts used in GTA V. The interior layout is based off on mansions I found from present day and the 1920's and 30's. This location is meant to be a safe zone that the player continuously returns to throughout the game.
Production Process
Blockout
I modeled everything in Maya including props and furniture. I made the mistake of sending the assets to Unreal scaled instead of exporting it and Maya deleted the entire asset. I never made this mistake again and always have everything saved or copied.
Measurements/Scale
I decided to make the mansion very open and scale the space to be "over realistic." Most mansions from this time were filled with decorations and furniture, which would have made it difficult to move around easily for this scene. It also allows the player to find their target easier and prevent overlapping triggers from another npc.
Points of Interest
The POI acts as a quest goal that is shown in the HUD in the upper right corner. It is highlighted on the map to help give the player direction in case they wander off and need to return at a later time.
Leading Lines/Pinching
For the interior fight scene, the places for safe cover are made obvious through height. When set dressing, I would also like to have majority of the house in warm tones, including the walls, and make cover cool tones to show the temporary safe spaces.
Visual Language
To show the player the best routes to take in the chase, I focus on differentiating between easy and difficult routes by how rough the terrain and obstacles are. If the player goes the easy route there are more enemies, if they choose the difficult route there are fewer enemies but it's more difficult to keep the vehicle on track.
Affordance/Denying Affordance
The player has a few options on different routes to take while in the car chase, but non-options are completely blocked off and seen from a distance to avoid any confusion. If the player veers off track it's a quick restart when they crash.
Traversal
The player is restricted in stealth along with having no weapons. I am planning to have the player use distractions later in the game but I want to first teach the basics and alternative stealth options. There are limited hiding spots AI are not aware of so players learn quickly they have a better chance of staying on the move.
Set Dressing
To show a general idea of the overall game look like I compiled a small setdress of the mansion. This isn't the final look but it shows what it potentially will become.
Mechanics
Stealth
Enemies who are stationed in one spot have a much better view of the room and are more aware of their surroundings. Enemies who are walking have a smaller view and perception.
Traversal
Players do not yet learn any advanced skills like vaulting or hanging that will be useful later in the game. They learn basic movements for crouching and running then transition to driving a car.
The car has no advanced features and the player only learns to steer then shoot while steering. Anything more would prove to be too difficult, resulting in players becoming frustrated.
Player/Enemy Damage and Perception
To give the player some room to escape, the enemies don't instantly shoot when spotted and instead provides a small grace period to flee. All it takes is one shot for a loss and to reset, even if the player was shot in the shoulder.
In the car chase, the player does not die as easily, approximately 6 shots will result in a reset if they don't heal. Enemies take about 3 shots before dying or instantly if the car tire is shot and veers off track.
Lighting
The party takes place at dusk, but the interior is very bright and lively. It shows heavy contrast when outdoors it starts to become darker quickly.
Scripted Moments
Scripted Moments
The level consists of four main cutscenes:
1 - Showcasing the mansion, guests, and waiters in the cellar. Transitioning to everyone running and hiding, then Rose being locked out of the caller.
2 - Rose trying to start the car, then being threatened to drive
3 - Jack injured and Rose helping
4 - Jack and Rose escape the last cars and drive off
Screenshots
Asset Packs
Future Asset Packs:
Triplex House Villa (1D.Studio)
Sicka Mansion (Sicka)
Garden Outdoor Pack V.4 (StudioDevis3D)
Casinos Furniture (SashaRX)