I'm looking for a game developer who can create an open world park wilderness canoeing and exploration game. This game should be based on a real boreal forest provincial park, with a focus on exploration and navigation.
Key Responsibilities:
- Use the actual map from Paddle Planner to create trails and campsites.
- Utilize height maps for accurate terrain representation, including cliffs, hills, creeks, marshes, waterfalls, lakes, trails and campsites.
Preferred Skills:
- Proficiency in game development with no specific engine preference, although familiarity with Unity and Unreal Engine is a plus.
- Experience in creating 'stylized realistic' graphics. We are aiming for a level of realism that is not photo-realistic, but still highly detailed and engaging.
Ideal Candidate:
- A keen understanding and appreciation for boreal forest wilderness.
- A strong portfolio of previous exploration and navigation based games.
- Excellent skills in 3D modeling and terrain mapping.
Here’s a detailed step-by-step outline for the designer, suitable for including in the brief, ensuring clarity even for non-native English speakers:
Project Overview
We are creating an open-world exploration game set in a boreal forest based on real height maps of a provincial park. The game will focus on canoeing, portaging, fishing, and exploring trails and campsites. The environment must look stunning, with realistic lakes, rivers, and forests.
The game can be developed in Unity or Unreal Engine, but it must use GIS data and height maps to create a realistic terrain. Players should be able to swim, walk through trails, and use canoes to travel. The bush off the trails will be too dense to pass through. Once areas are discovered (like campsites and trails), players can teleport to them.
Step-by-Step Outline for the Designer
1. Environment Design
• Use GIS or DEM data (e.g., [login to view URL], Google Earth, USGS Earth Explorer) to create a realistic terrain of a section of the park.
• Include:
• 2–3 lakes.
• Rivers connecting the lakes.
• 4–5 portage trails between lakes.
• A section of rapids for dynamic gameplay.
• Populate the map with:
• Boreal Forest trees, shrubs, and vegetation.
• Wildlife native to the region (visual only, no mechanics yet).
• Campsites with fire pits, benches, or tents.
• Ensure trails are walkable and bush areas are too dense for passage unless on a trail.
• Add water systems (rivers, lakes, rapids) with realistic water physics.
2. Core Mechanics
1. Canoeing:
• Physics-based canoeing system for lakes and rivers.
• Allow paddling through calm waters and navigating rapids.
• Integrate with portaging system (canoe must be carried on trails).
2. Portaging:
• Create areas where players can exit the water and carry the canoe.
• Portage trails must connect lakes and rivers.
• Players should visibly carry the canoe overhead.
3. Fishing:
• Include fishing spots at lakes and rivers.
• Add a simple fishing mechanic where players can catch fish.
• Customize tackle (lures, rods) for different species.
4. Pack Sack Inventory:
• A system where players can collect items (fishing gear, supplies, resources).
• Organize inventory into categories (tools, fish, food, etc.).
• Display the inventory visually as a pack sack.
5. Swimming and Walking:
• Swimming available in lakes and rivers.
• Players can walk on trails and explore campsites.
• Off-trail bush areas are too dense to pass through.
6. Teleportation System:
• Once a trail or campsite is discovered, allow players to teleport back to these locations using an in-game map.
3. Art and Visuals
• Use high-quality textures for terrain (trees, rocks, water, etc.).
• Ensure lighting and weather effects enhance the natural beauty:
• Sunlight through trees, shadows, reflections on water.
• Dynamic weather (optional): rain, wind, fog.
• Assets:
• Canoes, paddles, fishing gear, tents, wildlife (e.g., moose, fish).
• Fire pits and campsite props.
4. Technical Infrastructure
• Optimize for performance, especially in handling large terrain and realistic environments.
• Save and load system:
• Save progress (discovered locations, inventory, completed fishing goals).
• Reload into the same spot or teleport to known locations.
• Modular map design to allow future expansions (e.g., adding more lakes or trails).
5. Deliverables
• Fully playable section of the park (2–3 lakes, rivers, portage trails, campsites).
• Integrated game mechanics (canoeing, fishing, portaging, pack sack inventory).
• Stunning, optimized visuals with realistic forest, water, and wildlife.
• Functional teleportation system for discovered locations.
• Video walkthrough or demo showcasing the map and mechanics.
Tools and Resources
• GIS Tools: [login to view URL], Google Earth, USGS Earth Explorer.
• Game Engine: Unity or Unreal Engine.
• Plugins (if needed):
• Water shaders for lakes/rivers.
• Vegetation Studio Pro for realistic forests.
• Inventory management systems (Unity or Unreal compatible).
Language Adaptation Notes
If the freelancer doesn’t speak fluent English:
• Provide reference images for lakes, trails, campsites, and forests.
• Share links or files for the height maps and GIS data.
• Use video examples or diagrams to illustrate mechanics like canoeing, portaging, and fishing.
This outline ensures the designer has a clear understanding of the requirements, even if language is a barrier. Let me know if you’d like templates, reference images, or additional details for any of these sections!