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Asset List

During the pre-production stage, an asset list was put together by both R.P and J.D so we have a clear idea of what assets we should populate our game with; the former did the research and made a start on the asset list, while the latter refined said list by adding in the rest of the assets and assigning them to each team member (so we can populate the game much quicker and make the project more manageable).

 

Based on the game's plot, we intend to make assets for three rooms in total; surgery room, old abandoned warehouse, and Dr Bram's Office, and just so we have an idea on which assets to produce, I decided to do some secondary research of rooms related to the ones we have planned.

 

The first room I decided to do research for was the starting area for our game, the surgery room. The images below feature exactly what can be found in a surgery room, including gurneys, trolleys with medical equipment, switches and drips. The image on the left features a window, which suits the idea we're going for as our game has a set piece when a monster scurries across the window moments after the protagonist awakes, with the only difference being that the window will be across the side of the bed instead of over the pillow (so the protagonist can roll over and clearly witness the first sighting of the monster). In addition, the objects look worn out and used so during production, we can focus more attention on the details such as making empty bottles and crumpled bed sheets. While the image on the right is a capture of an emergency room in Ben Taub Hospital, which shows how primitive hospitals were in the 60s as there is no advanced equipment to speak of. The latter image is especially important for our game as it is also set in the 60s, so this is where we will be gaining inspiration from to make sure that the game conveys its intended setting properly.

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Now onto the abandoned warehouse, which will be the biggest room in the game. One of the key assets that will be made during production is the industrial shutter, as in reality, opening it allows goods to be transported inside while closing it keeps all the contents of the warehouse safe. The same applies in our game, however, its inclusion is essential for our shutter mechanic, where the Specimen monster will lift it up after a period of time and chase after Frederick Irwin (the player character). 

 

There are many different types of shutters that are used around the world, so I looked around for a couple of images that show a variety of shutters; the steel shutter on the right looks lighter and more modern, whereas the one on the left looks heavier and more industrialised. The latter works better for this game; it has that creepy aesthetic and the fact that it looks heavy could justify why (in-story) it takes a while for the monster to lift the shutters up, whereas the former looks like it could be used in a shop rather than a warehouse.

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So that's the main asset settled, however, we also need to think about which assets will populate the abandoned warehouse interior, so research was done on a warehouse level featured in F.E.A.R. 3 (Warner Bros. Interactive Entertainment, 2011). This image shows the result of a neglected warehouse, which contains piles of boxes (possibly containing unused tools and unwanted items), lights, toppled shelves and a tool chest. All will be relatively simple to make, however, we may have the light (if we include it) flicker on occasion to add to the creepy hostile environment. If our abandoned warehouse ends up looking bigger than the one in this image, we will consider making a pillar asset to support the ceilings.

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And finally, we need to do research on what to include in our final room, Dr Bram's office. In the backstory, Dr Bram is the head surgeon of his respective hospital so it makes sense to have his office looking luxurious, but also have it in a state of chaos as he will have loads of anatomy posters plans of experimental subjects lying around. The below concept is of an office that has been left in a mess and it provides an idea on how Dr Bram's office will look in its current state; with books and paperwork all thrown on the ground, picture frames hanging on the wall - albeit unevenly - to show off Dr Bram's rewards and accomplishments, as well as a set of curtains, with one side detached from the wall.

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Based on the research, we have put together an asset list for each room, along with the initials of the team member that has been assigned to each particular asset: 

 

Surgery Room: Gurney (J.D), Window (R.P), Drip (R.P), Table (J.D), Scalpel (W.P), Overhead Light (G.A), Anatomy Posters (J.D), Work Space (J.D), Trolley (J.D)

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Abandoned Warehouse: Industrial Shutters (J.D), Pillar (J.D), Pile of Medical Boxes (R.P), Shelf (G.A), Tool Chest (R.P), Barrel (W.P), Buckets (G.A), Signs (J.D), Pipes (J.D), Rubble (W.P)

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Dr Bram's Office: Leather Chair (R.P), Cabinet (J.D), Model Skeleton (R.P), Picture Frame (J.D), Lamp (J.D), Curtain (R.P), Experimental Subject Folder (W.P), Desk (J.D), Key (G.A)

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Structural Assets: Outer Walls (J.D), Base Floor (J.D), Roof (R.P), Second Level Floor (J.D)

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References: 

  1. Warner Bros. Interactive Entertainment. (2011). F.E.A.R. 3. Microsoft Windows, PlayStation 3, Xbox 360. Day 1 Studios: Chicago, Illinois, USA.

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