Game Concept

Premise of Artisan:
Artisan will be a fairly simple 3D, first/third person perspective game that allows the players to be inventive and contribute to an internet-based community. The player will create a simple, fun character that will populate a world which will have a whimsical medieval feel and aesthetic. The goal of the game will be for players to create custom 3D items and become famous artisans within the game world. The more famous their characters are, the more immersed in the world they can become. They will be able to create more items for their characters and to sell in markets. You can proceed to adventure, explore, and combat monsters in the game world using your custom items and accessories.



Items will be fashioned both interactively and programmatically with a realistic interface that allows you to employ tools to shape raw materials into unique items. For example, a blacksmith will be able to pour molten steel into a mold, and then use a hammer to strike the object to shape it into a sword or axe blade, armor, or some other artifact. A woodworker could turn items on a lathe or use a carving knife or saw to shape and pattern his wooden creations. The level of realism and complexity of the modeling workflow depends on how much we can do in one semester, and there are many options available (see Technology below).

Gameplay & Setting:


Artisan takes place in a whimsical, Norse dwarf-themed world called Smörgåsland. Players will create personalized dwarfish characters to populate this world, and within it they will venture to become successful craftsmen. Players will use their characters to design and build custom items. By doing so, they attempt to win fortune and fame by selling to rich and influential NPCs, such as kings, queens, lords, magical beings, etc. When a character is created, the player will select which type of craftsman his character is. Examples are woodcarver, metalworker, weaver, alchemist, etc. This will determine the character’s base skill, which creates restrictions on item creation. For example, if Fred creates a character who is a metalworker, he gains the metalworking skill. This means he can create items that are made of metal, but he cannot create an item made of wood or of fabric. As the game goes on, Fred’s character will gain additional knowledge and may add more skills to his retinue. Let’s say he chooses woodcarving next. He may now create items made of metal or wood, or items which are made of both metal and wood, such as a spear.

In order to use a character’s skills, the character must first possess the proper materials. Materials may be gained in a number of ways: Once Fred’s character has created a number of items worth recognition, his character gains favor with some of the influential NPCs in Smörgåsland. If this keeps up, he may have the opportunity to obtain a permanent shop somewhere in Smörgåsland. The advantage of owning a shop is that as long as your reputation is maintained, you will have a steady flow of income. This represents locals shopping at your character’s establishment for trinkets. Sometimes, a government official may commission you for a particular item, in which case you would have to go out and obtain the necessary materials and skills. Such commissions might have deadlines. COMBAT: Combat serves the purpose of gaining materials and items to help characters become successful craftsman. Your character must have the proper equipment in order to survive combat. This equipment, such as armor, weapons, protective spell items, etc., can either be crafted by the character who wishes to equip it, or can be bought from markets. Once a player feels their character is ready for combat, they may choose to leave whichever city they are in and head off into the dangerous wild. There, they will enter fairly small maps populated by monsters. They will combat them, and if they survive, return to civilization with loot.
 * 1) By purchasing materials from merchants. Each city and town has a market. Each market may have a different set of materials, depending on various factors such as local environment and cultural trends.
 * 2) Characters may obtain materials by adventuring. They can seek and destroy various monsters and mythological creatures who may have access to what you need. This is especially true if your character is in need of the materials to create a magical item.
 * 3) Characters might be given items or materials by wandering merchants, magical creatures, or benevolent nobility. This happens more often as your character gains a reputation as a craftsman.