The Trip - Documentation
Intro Download

This is the opening section of our full document. It includes the document overview explaining how the document was assembled, copyright information, special thanks and the table of contents for the full document.

High Concept Document Download

The High Concept Document is the first document produced during Winter 2009 describing the game. It presents the game’s premise, the development scope, and a preliminary business case. The High Concept Document was the document that underwent the most revisions as the original game concept evolved into what is now The Trip.

Game Treatment Document Download

This document expands upon the High Concept Document. Written in Winter of 2009, it presents a high-level view of the game as well a detailed business case, notable technology features and the intended development scope.

Game Design Document Download

The Game Design Document reflects a complete description of the game. Originally written during Winter 2009 before development began, most of the design document has been updated to reflect the state of the game at the end of development. Some sections have been left from the original document because their absence from the final game is discussed in the Post Mortem.

While I contributed extensively to the entire document, I was largely responsible for the following sections. In addition to writing the action document prose, I was instrumental in formalizing most of the language for implementation.

  • 3.8 Player Actions
  • 3.9 Peripheral Mechanics
  • 3.10 Combat
  • 3.11 Camera
  • 3.12 Game Objects
  • 3.16 Audio

Technical Design Document Download

This document specifies guidelines and technology used throughout development. Most of the contents of this document was written during Winter 2009 as guidelines for the development during Spring 2010. This excludes the class diagrams which depict the current state of the game code at the end of Spring 2010.

I was responsible for most of the content indicated in the following sections. I wrote these sections of the TDD, architected and maintained most of the code.

  • 4.4.10 Satellite System
  • 4.6.1 Game Camera System
  • 4.6.2 Game Satellite System
  • 4.6.4 Game Particles
  • 4.6.6.2 - 4.6.6.4 - Peripherals and Weapons
  • 4.6.8 Fuel
  • 4.6.11 Avoidable Light System
  • 4.6.12 Health
  • 4.6.13.1 Help text

More details about my personal contributions to the code can be found here.

Art Bible Download

This document describes the visual look and feel for the game The Trip. It explains the game’s overall art style as well as providing descriptions, concept art and screen shots for all of the heads up displays, character models, in-game assets and terrain.

Some images in the art bible are unsourced. The team claims no ownership over these images. They are intended for internal design purposes only and are not part of the game.

Post Mortem Download

This is the final document in the capstone project for the game The Trip. It is a critical analysis of the design and development team’s performance during the winter quarter 2009-2010 and spring quarter 2010. The contents of the document include discussion on areas of success, areas in need of improvement and topics that the team plans to explore in the future. It also contains a section discussing differences between the initial design and the final implementation.

Full Document Download

The full document shows how all the documents come together. It also includes the individual research topics produced by other members of the team.

This full version excludes the final presentation slides and resumes which are indicated in the table of contents.

Final Presentation Download

This final presentation was given before faculty, friends, family and classmates at the end of May in 2010. The presentation consisted of an initial exposition explaining the game concept, narrative, setting, platform and technical structure. It was followed by a demonstration showcasing the game's menus, functionality and various game objects. The team then provided a complete gameplay demonstration featuring three users playing on the game's first level. Following this demonstration the team members spoke individually about their independent research topics including explanations and demonstrations. Finally, the group went over a post mortem of the project discussing the process's strengths and weaknesses.