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    Project Eisenross EPB 1

    Project EisenrossEnvironment Preproduction Blueprint (EPB)The first step towards a proper LDD!

    Table of ContentsPurpose and Features ................................................................................................................................... 4

    Purpose ............................................................................................................................................. 4

    Features ............................................................................................................................................ 4

    1. Sensory Features ........................................................................................................................... 4

    2. Technical Features ........................................................................................................................ 4

    3. Unique Features ............................................................................................................................ 4

    Mood ............................................................................................................................................................. 4

    Visual and Narrative Themes ........................................................................................................................ 5

    Visual Theme ..................................................................................................................................... 5

    Narrative Theme ............................................................................................................................... 5

    Location and Environment Setting ............................................................................................................... 6

    Interior vs. Exterior ........................................................................................................................... 6

    Urban vs. Rural .................................................................................................................................. 6

    Time Period / Era .............................................................................................................................. 6

    Lighting .............................................................................................................................................. 6

    Specifics ............................................................................................................................................. 6

    History and Story .......................................................................................................................................... 6

    History ............................................................................................................................................... 6

    Story .................................................................................................................................................. 6

    Objectives and Obstacles .............................................................................................................................. 7

    Objectives.......................................................................................................................................... 7

    o Main Objectives ............................................................................................................................ 7

    o Optional Objectives ....................................................................................................................... 7

    Obstacles ........................................................................................................................................... 7

    o Enemies ......................................................................................................................................... 7

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    Project Eisenross EPB 2

    o Movement Decisions .................................................................................................................... 8

    o Environmental Obstacles .............................................................................................................. 8

    o Obstacle Mind-map Decision Trees .............................................................................................. 9

    Focal Points ................................................................................................................................................. 10

    Functional Purpose ......................................................................................................................... 10

    Visual Aesthetic Purpose ................................................................................................................. 10

    Focal Point Examples ...................................................................................................................... 10

    o Railway Focal Points .................................................................................................................... 10

    o Environment Focal Points ........................................................................................................... 10

    o Scenery ........................................................................................................................................ 11

    Top-Down Layouts ...................................................................................................................................... 11

    Purpose ........................................................................................................................................... 11

    Top-Down Layout Examples ............................................................................................................ 12

    Camera ........................................................................................................................................................ 12

    Function .......................................................................................................................................... 12

    Camera Control ............................................................................................................................... 12

    Camera Purpose .............................................................................................................................. 12

    HUD and UI ................................................................................................................................................. 13

    AIs and NPCs ............................................................................................................................................... 13Visual Development .................................................................................................................................... 14

    Color Palette ................................................................................................................................... 14

    Time of Day ..................................................................................................................................... 14

    Feeling and Emotional Impact ........................................................................................................ 14

    Modeling Quality............................................................................................................................. 15

    Texturing Quality ............................................................................................................................. 16

    Depth and Versatility .................................................................................................................................. 16

    Pacing and Interest ..................................................................................................................................... 17

    Lists ............................................................................................................................................................. 18

    Design Reference ........................................................................................................................................ 20

    Track Piece Reference ..................................................................................................................... 20

    Track System Reference .................................................................................................................. 20

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    Project Eisenross EPB 3

    o Looping ........................................................................................................................................ 20

    o Linear........................................................................................................................................... 21

    Audio Reference.......................................................................................................................................... 21

    Aural mood and theme reference .................................................................................................. 21

    o YouTube Links ............................................................................................................................. 21

    o Spotify Playlist ............................................................................................................................. 22

    o Audio Files ................................................................................................................................... 22

    Original soundtrack examples ......................................................................................................... 22

    Photo Reference ......................................................................................................................................... 23

    Environment and location reference .............................................................................................. 23

    Set design and props ....................................................................................................................... 39

    Lighting and style ............................................................................................................................ 73

    Original concept art ........................................................................................................................ 74

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    Project Eisenross EPB 4

    Purpose and Features

    Purpose

    1.

    To create a strong portfolio piece demonstrating skills within systems/level/game design

    for all members of the Design sub-team.

    2.

    To learn new skills and to perfect old ones:

    New skills: Designing environments defined by tracks.

    Designing interesting branching choices on a track.

    Defining reverse tower defense in conjunction with semi-alwayson

    movement.

    Old skills:

    Enemy encounter design.

    Careful balancing of weapons and enemies.

    Working closely with Tools Programmer on refining a custom level

    editor for usability and speed.

    Crafting an exciting gameplay experience.

    Features1.

    Sensory Features

    Exploration of the elements of a runaway train:

    Velocitymovement speed, acceleration, friction, turning.

    Masscareening, climbing, diving, crashing, barreling.

    Tensionobstacles, dangers, challenges.

    Panictime-constraints, choices, approaching dangers.

    Showcase of beauty within the environment:

    Execution of a Mad-Maxian world.

    Showcase brilliant art and sound.

    Develop vistas, scenery, and landmarks.

    Bring a world to life through animation, sound, and pacing.2.

    Technical Features

    Usableimplementation process of track-based movement.

    Modular design for world-building.

    Modular design for enemies and encounters.

    3.

    Unique Features

    Designed with a focus on track-based combat.

    Allowing player expression through choices:

    Destination choices.

    Risk vs. Reward.

    Deep customizability of player avatar.

    Mood

    How will the player feel?

    o Powerful

    o

    Free

    o

    Dangerous

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    Project Eisenross EPB 5

    o Unique

    What emotional expressions will the environment portray?

    o Freedom

    o Adventure

    o

    Ruination

    o

    Danger

    How could each expression be misunderstood by the player?

    o Freedom

    Antithesis: Barrenness

    o Adventure

    Antithesis: Duty

    o Ruination

    Antithesis: Decay

    o Danger

    Antithesis: Fear

    How will we achieve these expressions?

    o Freedom

    Antithesis: Barrenness

    Synthesis: Distant horizons. Uncluttered sky. Huge landmarks and interesting

    focal points. Sprawling deserts interrupted by mountains, rolling hills, mesas,

    and plateaus. Avoidance of flatness, emptiness, and boringness.

    o

    Adventure

    Antithesis: Duty

    Synthesis: Mission objectives with multiple solutions and exciting surprises.

    o Ruination

    Antithesis: Decay

    Synthesis:Allow the player to be a destructive, powerful force. Handle Mad-

    Maxian theme with delicacy. Reward the player for destructive moments. Prove

    the world is dying but invigorated to survive, and not hopeless or dead.o Danger

    Antithesis: Fear

    Synthesis: Focus heavily on empowerment of the player. Define danger as

    challenge, and not hopelessness or unfairness.

    Visual and Narrative Themes

    What is the visual theme for the environment?

    o Post-Apocalyptic

    o Mad-Maxian

    o

    Old Western

    o

    Southwestern

    What is the narrative theme for the environment?

    o You can overcome strife against all odds.

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    Project Eisenross EPB 6

    Location and Environment Setting

    Interior vs. Exterior

    o InteriorOccasional tunnels.

    o ExteriorPrimarily within an open desert or mountainous region.

    Urban vs. Rural

    o

    UrbanGhost towns, train stations, enemy fortresses.o RuralPrimarily rural. Open desert, cliff edges, plateaus, mesas.

    Time Period / Era

    o Future-Past, Post-Apocalypse.

    Lighting

    o

    Midday, bright desert sun.

    Specifics:

    o Alternate Earth / Old Western fantasy world. Non-descript or unknown location: The

    Wilds. The Great Divide.

    o Set in the distant future, year 30XX.

    o Context: No Mans Land. Raider territory. Bandit territory. Pirate territory. The In-

    Betweens.

    How does the setting mismatch the visual or the narrative theme in the previous section?

    o Visual:

    Working, functional railroads would never be 100% intact or safe to use in a

    wild, untamed area rife with scavengers and pillagers.

    Bandits and raiders probably would not survive in a harsh environment without

    a substantial urban center nearby.

    o Narrative:

    Theme: You can overcome strife against all odds.

    A barren wasteland may have difficulty with empowering the player.

    History and Story

    History

    o How did the environment come to be?

    The history of the world is not known, but the land holds clues as to what

    happened. A great battle, holocaust, or devastation (natural or artificial) bathed

    the world in fire long ago. The ones who survived began to form tribes, clans,

    and gangs. They crossed the endless deserts on buggies strapped together with

    duct tape and hope. Territory wars became the nature of life in the wasteland,

    but the railways were the borders. And the trains always get through.

    o What happened in the environment prior to the players arrival?

    Nothing disturbs the desert much, save for a few isolated bandit buggiescrossing from one looting opportunity to the next, or searching for the biggest

    prize: a live, operating locomotive.

    Story

    o What is the story of how the character came to that environment?

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    Project Eisenross EPB 7

    Eisenross can never stop running the railways. The locomotive may be delivering

    precious supplies to the last civilized communities, or outrunning a much larger

    threat. Either way, Eisenross tries to never stop.

    o What is the player doing in the environment?

    Delivering goods, passengers, or weapons. Outrunning a larger threat. Scouting.

    Exploring. Destroying enemies. Upgrading personal systems. Collecting

    resources. Speeding along the railway as fast as possible. Ramming through

    obstacles. Enjoying the scenery.

    Objectives and Obstacles

    Objectives: what does the player need to do within the environment in order to progress?

    o Main Objectives:

    Survive.

    Traverse a dangerous area.

    Reach the end.

    Complete a dangerous journey.

    o

    Optional Objectives: Collect resources.

    Dropped by enemies or the environment. Collected at stations,

    checkpoints, or points of interest.

    Reach the end in time.

    Complete a dangerous journey against the clock or advancing hazard

    (sandstorm).

    Defeat specific enemies.

    Assassinate bosses (other trains) or packs of enemies (tanks, buggies,

    helicopters).

    Reach specific points before unlocking the end point.

    Complete track loops. Cross specific bridges. Unlock future areas bypassing through present areas in a specific manner.

    Obstacles: what does the player need to overcome within the environment?

    o

    Enemies

    Free-Moving Enemies

    Motorcycles

    Buggies/Jeeps

    Helicopters

    Tanks

    Artillery Platforms

    Rail Enemies

    Handcars

    Bikecars

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    Project Eisenross EPB 8

    Brake Engines (attach to caboose and hit brakes)

    Special Enemies

    Train Bosses

    o Movement Decisions

    Track-Switching

    Danger vs. Safety

    o Should I take the dangerous route or the safer route?

    Risk vs. Reward

    o Should I risk the dangerous route for better rewards?

    o

    Should I take the safer bet and route for the checkpoint stationto repair?

    Shortcuts and Hazards

    o Should I risk the hazardous route as a shortcut?

    o Short-cuts allow specific vehicle component combinations to

    bypass hazards.

    Equipping 4 Shields allows train to cross an optional lake

    of lava without taking substantial damage. It will drain

    your Shields but gets you to the end faster.

    Strategy and Enemies

    o Should I pass the tank depot or the helicopter station?

    Anticipation and Preparation

    Should I stop and think about which track to take?

    Should I prepare my weapons for the expected danger ahead?

    Should I slow down and deal with this threat before taking on the next

    one?

    Am I ready for the next challenge?

    Battle Tactics

    Should I slow down?

    Should I speed up?

    Can enemies keep up with me?

    Are the enemies too dangerous to slow down here?

    o

    Environmental Obstacles Hazards

    Sandstorms

    Acid Rain

    Quicksand

    Lava/Fire

    Deep water

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    Project Eisenross EPB 9

    Tornadoes

    Explosive debris on the track

    Spiky barricades on the track

    Mine fields on the track

    Vehicle graveyards (Debris)

    Whurtle graveyards (Debris)

    Falling rocks (Debris)

    Bottomless pits

    Inclined terrain (Slow effect)

    Smog/Haze/Pollution

    Radiation/Poison Clouds

    Darkness/Nighttime

    Broken bridges

    Rough terrain/Damaged railways

    Hazard Challenges Blow up the debris ahead.

    Activate shields to mitigate damage.

    Slow down and wait for hazard to leave.

    o Waiting for a Whurtle or herd of cattle to cross the tracks.

    o Waiting for a cloud of smog to dissipate.

    o Waiting for a sandstorm to pass.

    o Waiting for deep water to drain.

    o

    Waiting for a bridge to lower.

    Speed up to bypass hazard.

    o Catching a bridge that is rising.

    o

    Speeding up before a gate is closed.o Speeding up to jump across a gap (Dukes of Hazard-style).

    o Speed up to crash through debris.

    o Speed up to cross poisonous swamp before too much damage is

    taken.

    o

    Obstacle Mind-map Decision Trees:

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    Project Eisenross EPB 10

    Focal Points

    Functional Purpose

    o

    Helps the player to orient themselves in the environment. Player will always know

    where they are in relationship to the focal point.o Signifies plot points relevant to pacing.

    o Draws attention and the player.

    o Becomes a purposeful point of interest to explore.

    Visual Aesthetic Purpose

    o

    Making the environment have visual appeal.

    o

    Cinematic camera allows easy directing.

    o

    Rail-based movement allows cinematic camera freedom of mobility.

    Focal Point Examples

    o Railway Focal Points

    Train Stations

    Checkpoints Enemy depots

    Shops / Repair Facilities

    Track Junctions

    Switches

    Crossings

    Hazard warnings

    o Environment Focal Points

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    Project Eisenross EPB 1

    Grade Elevation

    Mountains

    Mesas

    Plateaus

    Canyons

    Rivers Pits

    Artificial Landmarks

    Radio towers

    Artillery emplacements

    Enemy bases

    Power line trails

    o Scenery

    Natural

    Tree-lines

    Fauna movement

    Cloud movement Sunrises

    Sunsets

    Artificial

    Oil pumps

    Windmills

    Explosions

    Vehicle disasters

    Scripted Scenes

    AI Actors

    Top-Down Layouts

    Purpose

    o To be used for paper prototypes, in-game mini-maps, or usability for designer and

    player.

    o To convey the following information:

    Buildings

    Landscape areas

    Map's boundaries

    Player paths

    Alternate routes

    Space relationships

    Flow

    Pacing

    Important locations

    Focal points

    Player decisions

    Script events

    Layout Types

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    Project Eisenross EPB 1

    o Player Paths

    o Enemy Placements

    o Terrain layout

    o Plot layout

    o Pacing layout

    Top-Down Layout Examples

    Camera Function: How will the camera work?

    o Third-Person

    o Free Rotation around Focuser Object (Player Train)

    o Ability to switch into multiple camera modes:

    Car-by-car Focus Switcher

    Engine Focus Switcher

    Caboose Focus Switcher

    Optional modes:

    Cinematic

    Engine cab

    Top-down

    Camera Control

    o Will the camera take control away from the player to highlight landmarks, upcoming

    obstacles, focal points?

    o Will the camera take control away to create cinematic or dramatic effects?

    Camera Purpose

    o

    What does the camera tell the player?

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    Project Eisenross EPB 1

    Are there objects off-screen?

    Is the end of the environment within sight?

    Should the player act slow, fast, or somewhere in-between?

    Should the player move slow, fast, or somewhere in-between?

    Does the camera highlight danger, damage, enemies?

    o Does the camera set up mood?

    Uneasiness

    Shakiness

    Tension

    o Are there cutscenes?

    Intro sequences

    Ending sequences

    Boss intros

    New enemy intros

    o Does the camera reward the player?

    Sweet jumps

    Killcams

    Execution cams

    HUD and UI

    Is there UI available for the environment?

    o Minimaps

    o 2D maps

    o Enemy pointers

    o Loot/Treasure pointers

    o Secret area pointers

    o Navigational pointers

    Will the UI be effectively interactive, or just as reference? Will there be a requirement for a polished, top-down or profile map view?

    Will the UI be interactive? Will it update itself with new information?

    o Enemy location

    o Objective location

    Is the UI contextual?

    Will it be visible within the viewport?

    Will it obstruct information the player needs to see?

    o Incoming dangers

    o

    Waypoint systems

    o

    Objective markers

    o

    Sub-location names/descriptions

    AIs and NPCs

    Is there AI within the environment?

    o

    Enemies

    o

    Bosses

    o

    Neutral Fauna

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    Project Eisenross EPB 14

    Does the environment allow the AI to shine?

    o AI Factions

    AI vs. AI

    o Environment Interaction

    Ramps

    Explosions

    Rail enemies

    Will the environment allow for the behaviors to be seen by the player or not?

    o Third-person camera allows ample camera space.

    o Cinematic camera points take direct control over players view.

    Would the AI be more fun to watch with a different camera angle?

    o Cinematic camera points

    o Enemy/Boss introductions

    Visual Development

    Color Palette

    o

    [Reference to Art Style Guide]

    Time of Day

    o Midday / High noon

    Feeling and Emotional Impact

    o

    Powerful

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    Project Eisenross EPB 1

    o Free

    o

    Dangerous

    o Unique

    Modeling Quality

    o Highly-detailed enemy vehicles

    o Highly-detailed player train

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    Project Eisenross EPB 1

    o Low-detailed world props

    o Low-detailed environment pieces

    Texturing Quality

    o Highly-detailed texture sets

    o

    Normal mapping

    o Specular mapping

    Depth and Versatility

    Can the environments be reused, or once only?o

    Difficulty levels

    Easy

    Hardcore

    o

    Gameplay modes

    Endless survival

    Time trial

    Quick ride / Free travel

    Are objects within the environment reusable?

    o

    Reusable

    World props

    Environment pieces Player character

    Enemy NPCs

    Tracks

    o Non-reusable

    Plot-specific event props

    Is the environment flexible enough to vary during gameplay?

    o Can the scenery change dramatically?

    Desert to Swamp

    Forest to River

    Flat plane to incline

    o Can the players expectations of the environment be challenged or not?

    Does the environment fit the mechanic the player will use? Example: If were running fast, we

    need to be able to see.

    o

    Can the player access track junctions further down the line?

    o

    Can the player see in all directions while on the track?

    o

    Can the player see past smoke coming out of the train?

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    Project Eisenross EPB 1

    Pacing and Interest

    What is the interest curve for the environment?

    o Three legs of the journey: Beginning, Middle, Finale

    Each leg maybe separated by a distinct Build/Upgrade phase

    Each leg is progressively more difficult

    Based off of Jesse Schells Interest Curve

    Based off Jesse Schells Flow channel theory

    Does the tutorial properly teach the player?

    o

    Basic Information

    Throttle-based movement

    Whistle button

    Enemy behavior / purpose

    Enemy loot drops

    Hull integrity

    o Expressive Action

    Collecting loot

    Placing looto Complex Behavior

    Weapon / Enemy diversity

    Weapon / Enemy relationships

    Movement speed and weapon/enemy relationships

    Activated actions

    AoE targetable weapons

    AoE automated weapons

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    Project Eisenross EPB 18

    Auras

    Shields

    Are new skills properly introduced on the pacing curve?

    o Beginner levels

    o Scripted introductions to enemies / weapons

    Does the player receive adequate time to train new skills? Are there enough valleys? Does the player get too tired?

    o Encounter design

    o Enemy spawners

    o

    Literal valleys in the terrain

    Are there enough interesting peaks? Is the player challenged and rewarded?

    o Encounter design

    o Enemy spawners

    o Literal mountain peaks

    Rollercoaster action

    Lists

    What models do we need?

    o Player train

    o Enemies

    o Projectiles

    o

    Environment pieces

    o

    World props

    o

    Tracks

    o

    Buildings/Architecture

    What textures do we need?

    o Model unwraps

    o

    Desert terrain mapso

    Clouds/Skybox/Skydome

    o

    UI

    What effects will we need? What particles will we need?

    o Explosions

    o Sparks

    o Trails

    o Player fanfare

    What will the production process look like? What will we do first and in what order?

    1.

    Collect photo/audio reference.

    2.

    Write a formal Environment Preproduction Blueprint (EPB).

    a.

    Create brainlists for:i.

    Features

    ii.

    Ideas

    iii.

    Missions

    iv.

    Objectives

    b.

    Draw rough top-down outlines.

    3.

    Prototype. Paper or digital, preferably in-engine.

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    Project Eisenross EPB 19

    4.

    Write a formal Level Design Document (LDD).

    a.

    Insert it into the Game Design Document (GDD).

    5.

    Implement first-playable environment into game engine.

    6.

    Playtest it.

    a.

    Refine it.

    i.

    Playtest it again.

    1.

    Refine it again.

    a.

    Return to step 6. Break to step 7 when environment is

    ready to ship.

    7.

    Ship it.

    8.

    Write post-mortem describing:

    a.

    New rules/guidelines learned

    b.

    The process of the environment design

    c.

    How effective the tools were

    d.

    What went right

    e.

    What went wrong

    f.

    What was learned

    What do we need to model?

    o

    Google SketchUp for prototyping

    o

    Artists

    o

    3DS Max/Maya

    o Solid art pipeline

    What audio will we need?

    o Music

    Intro/Theme

    High energy battle mixes

    o

    Sound FX

    Train sounds

    Whistles

    Explosions

    Weaponry

    Railroad sounds

    Western riffs/splashes

    What scripting features will we need?

    o Full access to game objects

    o

    Complex math functions

    What pre-programmed functionalities will we need?

    o

    Level Editor Track generator/creator/editor

    What pre-designed systems will we need?

    o Combat system

    o Enemy spawner system

    o Encounter system

    o Weapon collection system

    o Weapon upgrade system

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    o Advanced camera system

    o Movement system

    What functionalities, tools, interfaces, viewers, and information windows will we need for the

    editor?

    o

    Object List

    o

    Property window

    o

    Content Library

    o Saving/Loading

    o Visual representation (in-game or not)

    o Game camera viewport

    o Graphical Game Object transformation (XYZ, rotation)

    Design Reference

    Track Piece Reference

    Dead-End

    Elbow Bend

    Elbow Curve

    Horseshoe Curve

    Track Junction

    S Curve

    Straight Arrow

    Track System Reference

    o Looping

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    Project Eisenross EPB 2

    o

    Linear

    Train Simulator 2012/2013

    FTL

    Galaxy Trucker

    Encounters

    Audio Reference

    Aural mood and theme reference

    o YouTube Links

    Borderlands, Skag Gully

    http://www.youtube.com/watch?v=tkU7RYDGgdAhttp://www.youtube.com/watch?v=tkU7RYDGgdAhttp://www.youtube.com/watch?v=tkU7RYDGgdA
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    Project Eisenross EPB 2

    Gorillaz, Ghost Train

    Ennio Morricone, Ecstacy of Gold

    I've Been Working on the Railroad

    Red Dead Redemption, Triggernometry

    Ennio Morricone, For A Few Dollars More Theme

    Timesplitters, Khallos Express

    James Bond 007, An Old Friend

    Ennio Morricone, The Good, The Bad, and the Ugly

    Train Sound Music Comp

    Led Zeppelin, Travelling Riverside Blues

    Led Zeppelin, Bring it On Home

    John Mayall, Parchman Farm

    Elmore James, Dust My Broom

    Calexico, Minas de Cobre

    Ram Jam, Black Betty 1977

    o

    SpotifyPlaylist

    Train Songs

    Taken from WikipediasList of train songs

    o

    Audio Files

    Music

    TF2, More Gun

    ME

    CowboyTheme

    Awesome

    Rider Of The Range Sound FX

    Whistle1

    Whistle2

    Whistle3

    Whistle4

    Trail_RailClick_Loop01

    Train, Freight Pass By

    Original soundtrack examples

    o

    Train

    o

    Trains (fixed)o Train2 demo

    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R044sleOW6Ihttps://www.youtube.com/watch?v=G2JkGlQN5Vohttp://www.youtube.com/watch?v=aKo80b-QfK0http://www.youtube.com/watch?v=4vKGluBbhrohttp://www.youtube.com/watch?v=ihWhTvHVLAMhttp://www.youtube.com/watch?v=GtEAp-Rybl0http://www.youtube.com/watch?v=TvREVHXx1Lshttp://www.youtube.com/watch?v=AFa1-kciCb4&feature=youtu.be&t=1m14shttp://www.youtube.com/watch?v=-w15JNrqjCUhttp://www.youtube.com/watch?v=2STTajOZtcUhttp://www.youtube.com/watch?v=J4x7RchYCMchttp://www.youtube.com/watch?v=tg-yC0xcI9shttp://www.youtube.com/watch?v=2zdTxrCJ1mchttp://www.youtube.com/watch?v=ZNGe7iK1O-4http://www.youtube.com/watch?v=o3Rf54Ccl1g
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    Photo Reference

    Environment and location reference:

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    Set design and props:

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    Lighting and style:

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    Original concept art:

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