Scifi Dam Proposal

Quick concept sculpt

The main concept of this game will be an outdoors single player shooter/exploration game. The player will need to infiltrate a hidden military installation on a foreign world to capture or destroy a prototype spaceship and extract successfully before they are overrun by hostiles. To accomplish this, the player must sabotage various defenses and eliminate guards before reaching their objective. The player and enemy forces will be able to engage in both ranged an melee combat and are equipped accordingly. The bulk of the gameplay will take place in a large outdoor base deep in the mountains featuring several compounds and a large dam powering the entire installation. The player will not be able to enter various buildings due but they will serve as spawn points for hostile NPCs. In addition to enemy soldiers outside the compounds, the player must deal with various other forms of security and disable the air defense capabilities if they plan on escaping in the spaceship. I hope this game will appeal to fans of scifi and stealth based shooters/combat games. The focus of the artstyle will be realistic scifi with a focus on creating unified themes amongst the npcs, terrain, vehicles, and buildings. However, creating strong/readable shapes will take priority over the need to make things believable. I hope to achieve a similar artstyle as Star Citizen with a greater focus on scale, form, and silhouette than on intricate detail.

The assets I plan on creating for this level is a mountainous terrain piece, a hero dam piece, a set of modular buildings (without interiors) that I can assemble into various compounds, a small spaceship, a few pieces of foliage to be spread across the terrain, and an NPC base mesh that can be used to create all of my antagonists with small variations. I plan on the game being in first person and re-using the npc weapons for the character’s. I also think some various volumetric effects and water effects would be awesome but I have never used Unity before so I have no reference onto the difficulty of this task.

Mood Board:

Here are two examples of ships from the new Dune movie that I believe read extremely well.

Keepers of The Void: Eden's Compound | Environmental art, Art, Space fantasy
Military base mountain scifi 3D model - TurboSquid 1461196
ArtStation - 3D Scifi Mountain Base, Gabriella Francis
ArtStation - Moon Base 2, Allen Song | Sci fi concept art, Science fiction  artwork, Science fiction art
Sci-Fi Outpost Concept Art – Ronald Fong

I liked these base concepts because they deviate in various ways from the traditional blocky and strictly utilitarian design that I feel like has monopolized most scifi design.

10 incredible Buddhist monasteries around the world - Travel News
10 Amazing Buddhist Monasteries (with Map) - Touropia
10 Most fascinating castles in the world[3]- Chinadaily.com.cn
I was fortunate enough to have gotten to spend some time in Western China on the Tibetan Plateau years ago (these are not my photos though) and I was profoundly impacted by the people I met there as well as the scenery and architecture. When I decided I wanted to do a scifi mountain base I thought it would be really interesting to try and incorporate some of the Tibetan Buddhist architecture into my design.

5 Comments Add yours

  1. Oliver says:

    I really like this concept and many of the mood board images show that there can be many unique locations. I am just curious about how you sculpted your concept, did you use z brush or another software to do that?

    1. Ian says:

      Yeah, I threw a bunch of shapes together in zbrush and polypainted for some basic colors.

  2. Frank says:

    A fps terrain! How exciting. Setting the scene between dams and mountains will undoubtedly give players a wild combat experience. But scope may become a more worrying issue. At the same time, don’t forget the suitable cover, high ground setting, I think that’s pretty important assets in fps game.

    So how can the enemies in the game be distinguished from our teammates? Is there a significant gap between their weapons and equipment and the player’s power (in appearance and technology)? Does realistic scifi mean that the weapons used by players have functions that are not yet available in life? Like lasers, energy cannons and the like. Just very curious!

  3. Kurtis says:

    This brings me memories of Just Cause with the expansive terrain and one-man-against-army type shooter. I think that it will feel very breathable compared to other shooters which take place in enclosed spaces. One thing I am worried about is the scope of the project. You mention two types of combat with melee and ranged. Are you planning to create two animations for each style, and how are you planning to code the interaction between the two?

  4. Percy says:

    I’m loving the setting here. It’s really unique and interesting. Although, a lot of your reference images aren’t military/spaceship focused, and I think it would be cool to reference those for some areas of the game, to break up the monotonous grey buildings? Also, I’d love to here more about the story of this game!

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