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Tech Decisions | Design Decisions
Usability Testing |
What Went Right |
What Went Wrong | Conclusions

Process: Designs and Decisions
Design Document
While investing a substantial amount of time becoming familiar with the
myriad of new tools needed to create the Colosseum project, I began to
create drafts of a basic design document that outlined the characters,
props, architecture, textures and, most importantly, the story that would
unfold.

A sample page from a design document iteration
Story
The game would take place in the early 2nd century during the
reign of emperor Trajan. The Flavian Amphitheater (Colosseum) was already
built by this time and Trajan used it to its full advantage by holding
frequent games, some of which lasted for months.
The player would be put in the role of Gluteus, a dim-witted thief that
begins the game in the Roman sewers making his way towards the Colosseum
where he has heard there is treasure for the taking. After a scuffle with
some Roman Centurions, he whacked on the head and wakes up in a daze as a
prisoner in the basement of the Colosseum, awaiting execution.
During these adventures, Gluteus is presented with trivia, foreign languages
and historical fact that educate the player about the context of the story
being told. The educational shooter is on its way.
Custom Characters
I ultimately narrowed my cast down to four custom characters that I would
build and texture myself. The time investment required to create, texture
and import a model in-game made it difficult to do any more than this.
Custom characters would include:
- Gluteus Maximus: The main character of
the game.
- Legionnaire: The grunt of the Roman war
machine.
- Thraex: Gladiator whose armaments and
weaponry are based on the conquered Thracians.
- Retiarius: Uses a trident and a weighted
net to battle his opponents.
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Evolution of a character:
concept, modeling, skinning and importing to game.
Also see screenshots section |
Modified Characters
Since modeling (and especially texturing and weighting) were very time
consuming tasks, I decided to use modified models that shipped with Jedi
Outcast for other characters in the story. These would be almost identical
to the original Jedi Outcast models, but with modified textures (skins) that
would create the illusion they were different people altogether. The Athena
model skin was not modified at all from the original game character since
her attire was adequately appropriate for the historical setting.
- Athena: Female gladiator based on the
Tavion player model from JO.
- Owner: Gladiator owner based on the
Monmothma player model from JO.
- Prisoner: Slave/prisoner based on the Luke
model from JO.

Original characters from the Jedi Outcast game. Skins were modified only
slightly.
Props
The characters required the following weapons to be built and textured in
3DS Max:
- Gladius: Traditional Roman short sword
used by certain gladiators and the Roman legion.
- Trident: Three-pronged weapon of choice
for the retiarius.
- Curved Sword: Traditionally used by the
Thraex gladiator.
Architecture
Since the majority of the action would take place in the arena, the
structure of the Colosseum itself would be the focus of the level building.
Once a convincing recreation could be demonstrated, I could then move onto
the surrounding areas.

Game architecture. Also see
screenshots section
Textures
As mentioned earlier, the illusion of detail in 3D games is often
accomplished by mapping two-dimensional textures onto geometry. This goes
for both people and places, and it usually involves a fair amount of work (a
bit more than I expected). Textures were created largely from scratch in
Photoshop and Illustrator (and 3DS Max at times) and included the following:

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