Sitel decided to go with someone with more experience, a person who had interned there before. I guess I can’t blame them for going with what works. This does however put me in a bit of a predicament as to how to accomplish my internship. I contacted Jay back at FOGE and I was accepted so I guess I’ll be working there. What is FOGE you may ask? It is The Federation Of Galaxy Explorers, you can check out thier website here: http://www.foge.org/launch.php . It’s a pretty cool organization, all about teaching kids about space. They’re tied into space camps and NASA people and all that bigger stuff. We talked a few more times throughout the week, a really long phone conversation where we discussed the magnitude of the project and where to focus our efforts and an E-mail about the previous conversation, honing in and clarifying goals. I’m working on the style guide. Got it up to 2 pages long solid type with really sweet formating. But you can take a look at it yourself
Moon Base One
Official Style Guide
By: Brian White
Locations and Scenery
Moon Base One takes place in the unique location of an aged moon base in the future. The conditions of the moon, including the magnetic charge given to moon dust during a solar rotation, the absence of atmosphere and its mineral make up, require careful attention to create an accurate and immersive environment. This section of the style guide lays out a few guidelines for keeping different areas of Moon Base one accurate and consistent, however it is by no means an absolute. The environment will need the creativity of our game artists to make instances of similar locations unique and interesting for the player.
That being said lets move onto the task at hand, guidelines for game art.
Indoor Locations
Moon dust becomes magnetized due to the sunlight passing over the moon. This will make it stick to space suits, vehicles, and tools, and cause it to be tracked into base structures. A noticeable amount of dust would be brought in over 30 years therefore moon dust should be present in the hallways and airlocks of indoor environments. Many base structures would be pressurized to allow the habitants to move freely without use of suits. The presence of an oxygen environment would mean oxidation would be possible. Only metal kept within pressurized areas could rust, all other would only be scratched and dented. Other materials should also show signs of wear and tear such as roughed up fabric on bar stools, lackluster and aged plastics, and small abrasions on most surfaces.
Custom Photoshop brushes will be made available for adding consistent looking scratches and abrasions to materials, but every object has its own story and should be treated to its own distinguishing age marks, not just processed with pre made brushes.
Outdoor Locations
The surface of the moon is most akin to a desert, however without an atmosphere, the environment has a few distinguishing qualities. The lack of winds mean footprints and tire tracks on the surface would stay in tact. With a 30 year old base on the premises foot prints and tire tracks are everywhere but all of them would lead to a base structure. This also allows us to prevent players from getting lost, and help them to find quest locations more easily. The texture of the untouched parts of the moon would be very rough. Without wind to erode and round down the rocks, the moon is essentially covered in broken glass and rough stones. The surface is also frequently bombarded with micrometeorites. The meteorites would leave tiny craters on the moon’s surface and on the exterior of all base structure. Several custom Photoshop brushes will be made available for outdoor environments including footprints, tire tracks and several variations of micro meteorite craters. It is important to paint each object with unique characteristics to prevent players from getting lost, and to enrich the experience of game play.
Robots and Vehicles
Moon Base One is set in a world wherein small robots are easily purchasable by players, and with time and effort, vehicles can be unlocked as well. This section of the style guide is dedicated to the appearances and behaviors of machines that the player will directly interact with.
Robots
Robots cost very little, and are quite plentiful in the moon base. Thus it is logical to assume that they are mass produced. In which case, the most prevalent qualities in drones would be functionality without frills, and survivability. The design aspects of the robots would have to be easy to manufacture. This means clean easy to machine wields that can be done with minimal necessary moving parts. It would also be necessary for them to have plating to prevent circuits to be punctured or damaged by micrometeorites. This would result in drones that have a boxy appearance.