Technical Design Document: Section 1 - List of Features Captured From GDD
Technical Design Document: Section 1 - List of Features Captured From GDD
The game engine that has been chosen is Unreal Development Kit (UDK). UDK is a development tool
set, which implements the Unreal engine for the users to edit and manipulate. Some of the features
that UDK possesses are:
Animation
AI
Audio system
Editing of the game environment
Kismet (visual scripting system)
Physics support with physics assets
Emma Smith, Kyle Culbert & Zubin Vandrewalla
Rendering
Unreal scripting
The reasons that this game engine was chosen was because after trying three other game engines,
including Cry Engine, Unity and Torque, UDK was found to be the most flexible. Furthermore, all
three team members had previous knowledge of UDK and it is the most recognised by different
companies. In addition, UDK is comprehensive allowing for different plugins, which is going to be
useful when various objects are made using other art tools.
Emma Smith, Kyle Culbert & Zubin Vandrewalla
Section 3 – Schedule
The layout of the ground floor is different, and this is shown is Figure 2 below
Emma Smith, Kyle Culbert & Zubin Vandrewalla
The technology diagram indicates the technology that is going to be used for different
aspects of the game and is displayed in Figure 3
Level
Design
(UDK)
Character
Textures
Models (Photoshop)
(Blender) Technology
Used
Various 3D
Audio
models
(Audacity /
(Maya/3Ds
UDK)
Max)
The design diagram displays the design team involved in the game, and is shown in Figure 4
Emma
Design
Team
Kyle Zubin
The implementation diagram illustrates the flow of the different stages of the creation of the
game
It also includes what weeks each stage will take place at
This diagram is displayed in Figure 5
Concept Development
and Design (Week 1-5)
Documentation (Week
1-13)
This gameplay diagram is a simple flow chart of how to play the game, which is shown in
Figure 6
5.1 Photoshop:
5.1.1 Version:
CS5 or CS6
5.1.2 About Photoshop:
Emma Smith, Kyle Culbert & Zubin Vandrewalla
5.3 Blender:
5.3.1 Version:
2.64a
5.3.2 About Blender:
Open source 3D content creation suite
Features include:
o Character modelling
o Solid modelling
o Animation
o Rendering
5.3.3 What it will be Used For:
Modelling characters
5.4 Audacity:
5.4.1 Version:
2.0.2
5.4.2 About Audacity:
Audio editor for recording, slicing and mixing audio
Emma Smith, Kyle Culbert & Zubin Vandrewalla
Allows live audio to be recorded and tapes and records to be converted into digital
recordings
5.4.3 What it will be Used For:
Editing, mixing and recording sound effects and speech
6.1 3D Objects:
Labs:
o Computers
o Desks
o Chairs
o TVs
o Computer keyboards
o Computer mouse
o Fire extinguishers
o Overhead projectors
o Printers
o Bins
o Bags
o Staff ID cards
Technicians office/ any office:
o Chairs
o Desks
o Computers
o Computer keyboards
o Computer mouse
o Books
o Mugs
o Fire extinguishers
o Printers
o Bins
o Bags
o Staff ID cards
Cafeteria:
o Chairs
o Tables
o Fire extinguishers
o Vending machines
o Bins
o Plates
o Cups
o Cutlery
o Tills
o Trays
Emma Smith, Kyle Culbert & Zubin Vandrewalla
o Bags
o Guitar
o Tennis racket
o Tennis ball
o Staff ID cards
Hallway:
o Vending machine
Lecture room:
o Chairs
o Desks
o Front desk
o Big screen
o Projector
o Fire extinguisher
o Bins
o Bags
o Staff ID cards
Stairs:
o Individual stairs
o Banisters
6.2 Terrain:
Indoors:
o John Dalton building interior
Outdoors (view through windows):
o Motorway
o Roads
o Buildings
o Trees
o Sky
o Fog
7.2 Physics:
This is the component that makes the game real
Objects and players must react to player input and player decision (e.g. opening doors)
Must be realistic (how it would be in real life)
o Items/objects fall over realistically
o Items/objects smash realistically
Friction and gravity
Physics will be needed for:
o Picking up items
o Dropping items (gravity & speed)
o Items that break shatter
To enforce physics in the game:
o UDK can be used with physics assets implemented onto objects
7.3 Interaction:
This is how characters interact with the game world
Interaction with objects/items:
o Opening doors
o Picking up weapons
o Interacting with the vending machines
o Interacting with zombies
o Collecting the staff ID cards – picking them up and using them to unlock doors
Zombies interaction:
o Zombies remain following a path unless triggered by characters presence
o Once triggered, zombies path changes to follow character until it cannot see the
character anymore
Emma Smith, Kyle Culbert & Zubin Vandrewalla
Section 9 – Networking
Speakers
Hard drive
Graphics
CD Drive/USB