GAME OVERV IEW D OCUMEN T
© 2008 ICON GAMES ENTERTAINMENT LTD
VERSION NO: 2b REVISION DATE: AUGUST ‘08
ICON GAMES ENTERTAINMENT LTD
Document by Richard Hill-Whittall - http://www.richardhillwhittall.com/
Contents…
GAME OVERVIEW DOCUMENT .................................................................... 1
Contents… ................................................................................................... 2
GAME OVERVIEW .......................................................................................... 3
Key Features ................................................................................................ 3
SPECIAL EFFECTS ........................................................................................ 4
AUDIO EXPERIENCE ..................................................................................... 5
GAME MODES ................................................................................................ 6
Driver Profiles… ........................................................................................... 6
Solo Race… ................................................................................................. 6
Time Trial… .................................................................................................. 6
CHAMPIONSHIP ............................................................................................. 7
Race Events… ............................................................................................. 7
Post Race Screens… ................................................................................... 7
CHALLENGES ................................................................................................. 8
Race Challenge… ........................................................................................ 8
Time Challenge…......................................................................................... 8
STYLE POINTS ............................................................................................. 10
WII CONTROLS............................................................................................. 11
CUSTOMISE VEHICLE ................................................................................. 13
AI RACERS ................................................................................................... 13
RACE ENVIRONMENTS ............................................................................... 15
Environment Descriptions… ....................................................................... 15
TRACK CONSTRUCTION ............................................................................. 16
MULTI-PLAYER RACING .............................................................................. 17
Multi-Player on Wii ..................................................................................... 17
Multi-Player Game Modes… ...................................................................... 17
DEVELOPMENT SCHEDULE ....................................................................... 18
©2008 ICON GAMES ENTERTAINMENT LTD PAGE 2 OF 18 03 MAY 2017
GAME OVERV IEW
BUILD’n RACE is a game of high-speed racing through some of the most
insane environments - huge jumps, ramps, raised hairpin turns, half-pipes and
a multitude of other reflex testing track designs.
Track creation tools allow the player to easily build courses using more than
1,000 different construction blocks, which can then be played in single and
multiplayer game modes.
Key Features
Wild and challenging tracks - dizzying courses with huge jumps and
ramps, stunt blocks, tunnels, destructible scenery
Track construction - infinite possibilities await the player with the
track creation tools
Varied game modes and race events – game modes include Solo
Race, Time Trial, Championship, Race Challenge and Time Challenge
and game events such as Speed Lap, Style Race, Lap Knockout, and
Tournament
Multiplayer mayhem – race against up to 3 other players in split-
screen mode; aggressive high-speed racing on the game’s in-built
tracks as well as the player’s own circuits
Unlockable rewards and secrets – unlock new tracks, vehicle parts
and trophies (for multiple wins, best times, style points)
60 tracks set over 3 game environments - 3 very detailed and
beautifully presented race environments; Autorace City, Tri-State
Circuits & Blackmoors Rally
Player profiles - create character profiles, with the game storing
progress, best times and race stats
©2008 ICON GAMES ENTERTAINMENT LTD PAGE 3 OF 18 03 MAY 2017
S PECIA L EFFEC TS
SPE C I AL RE N DE R I N G E FFE CT S
Vehicles and landscape objects are environment mapped and illuminated
using a specular lighting model. The specular effect is used to imitate the sun
reflecting off windows in buildings and other tagged surfaces. The position of
the highlight is calculated from the viewpoint direction relative to the direction
of the sun.
SPE C UL A R H I GH L I GH T S
The cars feature specular highlights to add interest, especially around seems
and edges: the specular lighting is calculated per vertex and is added to the
lighting of each pixel by using a specular texture map
LI GH T I N G E F FE C T S
A wide range of optical effects have been created. These include lens flare,
flare outs and shadows.
RO AD SH E E N
The road sheen effect imitates the sun reflecting off the road surface. The
alpha channel of the road surface texture is used to indicate how "shiny" each
texel in the road surface is, allowing for some variation across the surface.
M O T I O N B L U R
To further emphasise the sense of speed and dynamism to the racing, a
motion blur effect has been incorporated when using the Nitrous Boost. The
faster the vehicle moves, the more pronounced the blurring.
PA RT I CLE SY ST E M
Particle systems will be used for effects throughout the game; these include
collision sparks, crash debris, skid smoke, track mud effects and various other
special effects.
BLO O M
BUILD’n RACE features vivid spherically mapped skylines with a post
rendering effect used to provide a hazy bright light that bleeds onto the
scenery. All specular highlights also have the bloom glow added, to really
enhance the look of the sun glinting off the car paintwork.
FO G
The fog layer adds a little distance “purpling”, to give the horizon and
background mountains a greater sense of scale and distance.
©2008 ICON GAMES ENTERTAINMENT LTD PAGE 4 OF 18 03 MAY 2017
AUD IO E XPER IEN CE
Ambient SFX throughout tailored to each Environment, location specific
soundtrack with dynamic tempo and tone changes. High energy music
specific to each Environment, with several additional tracks for various game
events.
All interaction with scenery and objects is accompanied by a suitable sound
effect, for example, hitting a metal object gives a metal clang. Additionally
different surfaces influence the sound the tires make as they travel over them.
The car sounds are processed when going into tunnels and underground
sections, with reverb and dampening filters applied.
AM B IE NT SF X
To provide an immersive experience, each environment features tailored
ambient SFX – machines hum as you get close to them, fans whoosh, wind
blows, trees rustle – each environment sounds different to the last.
©2008 ICON GAMES ENTERTAINMENT LTD PAGE 5 OF 18 03 MAY 2017
GAME MODES
Game modes available from the Main Menu are:
DRIVER PROFILES
SOLO RACE
TIME TRIAL
CHAMPIONSHIP
RACE CHALLENGE
TIME CHALLENGE
TRACK EDITOR
MULTI-PLAYER
Driver Profiles…
Use this menu to load an existing driver profile or to create a new one. You
can enter a name for the player, and there are five available slots.
The game stores all player progress, best times and race stats.
Solo Race…
Practice any of the tracks unlocked in the Championship mode, no time limit
applies in this mode. You can select tracks in any order providing you have
already accessed them in the Championship mode.
Alternative a Random selection can be chosen where the track, car and game
mode is chosen by the CPU – ideal for when the player only has time for a
quick burst of action (based on what you have already unlocked in the game).
Time Trial…
The objective here is to complete the tracks in the quickest time to win a place
on the fastest time score board. This mode features a Best Time ‘Replay Car’,
which appears after the first lap of the track. This car will replay your fastest
time whilst you race - effectively you are your own opponent. You can select
tracks in any order, providing you have already accessed them in the
Championship mode.
©2008 ICON GAMES ENTERTAINMENT LTD PAGE 6 OF 18 03 MAY 2017
C HAM PIONSH I P
The Championship Mode is set over eight cups, with each cup featuring 10
different races. A race is held on each course with the eight participating cars
vying for top honours.
Once a cup race is over, driver points are distributed according to the driver’s
position. The total number of driver points determines a driver’s overall
ranking. The player who finishes in first place wins a gold cup, second a silver
and third a bronze.
Race Events…
Several race events are available:
SPE E D L A P
Beat the goal times over a single lap to win a bronze, silver or gold medal;
bronze being the slowest (easiest to obtain) and gold the fastest (hardest to
obtain).
LA P K NO C KO UT
Stay ahead to win; the driver in last place at the end of each lap is knocked
out.
T O U R N AM E NT
Earn tournament points for placing across a series of races to hit the highest
combined score
You earn Cash for each award and the more cash you win the more features
are unlocked.
Post Race Screens…
At the end of each race a status screen displays the finish position of the cars.
The winner’s overall race time is displayed along with the best lap time, and
each losing car displays its time behind the leader’s on the status board.
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C HA L LEN GES
The Challenge modes allow the player to select one of four difficulty levels:
Training
Easy
Medium
Hard
These correspond to the difficulty of the tracks you will race on. For each
difficulty level there are 20 tracks.
Initially only the Training level will be available – with the player able to select
any of the 20 tracks to race on. You can only unlock the next challenge level
by winning at least bronze on all of the tracks for the current difficulty level.
Race Challenge…
In this mode you much finish in the top 3 to earn a medal (1st, 2nd or 3rd to
obtain gold, silver and bronze respectively). You race the AI cars in this mode.
Time Challenge…
In this mode each track has three reference times, each one associated with a
medal: bronze, silver and gold. You race against a ghost car representing
each of the three medal times.
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©2008 ICON GAMES ENTERTAINMENT LTD PAGE 9 OF 18 03 MAY 2017
STYLE PO INTS
During a race the player can earn style bonuses for the various manoeuvres
listed below: these points add to your Nitrous Boost total.
A IR T I M E
When the player completes a jump, style points are awarded based on how
long the car was in the air
H A N DB R A KE T U R NS
When the player uses the handbrake to make a turn, style points are awarded
if the car turns through 180 or 360 degrees.
SP I NS
If the player car spins through an angle greater than 180 degrees then style
points are awarded based how much the car has spun.
DR IF T
When the player car skids around corners, style points are award based on
how long they skid (drift) for.
PA I NT SC R AP E
If the player car scrapes against another car for longer than one second, style
points are awarded.
H E A V Y H IT
If the player car collides with another car and is travelling faster than the other
car, style points are awarded.
SP I N O UT
If the player car collides with another car and causes that car to spin more
than 90 degrees, style points are awarded.
PO W E R H IT
If the player car collides with another car while boosting, and is travelling
faster than the other car, the other car will be smashed out of the way and will
crash spectacularly.
©2008 ICON GAMES ENTERTAINMENT LTD PAGE 10 OF 18 03 MAY 2017
W II CON TROL S
BUILD’n RACE can be controlled with several different controller
configurations, as detailed below.
Note: To select between Simple and Tilt controls, select Steering Method from
the Player Profiles menu. Nunchuk control is automatically selected if a
Nunchuk is plugged in.
CO NT R O L M E T H O D A : S IM PLE
To control the vehicles within the game the player must hold the Wii Remote
in their hands horizontally with the +Control Pad towards the left.
BUTTON ACTION
+Control Pad Up/Down Steering
+Control Pad Left/Right Point nose up/down
2 Accelerate
1 Brake/reverse
A Handbrake
B Turbo boost
Plus (+) Pause menu
Minus (-) Reset car on track
CO NT R O L M E T H O D B: T I L T
The player must hold the Wii Remote in their hands horizontally with the
+Control Pad towards the left.
BUTTON ACTION
Tilt Left/Right Steering
Tilt Up/Down Point nose up/down
2 Accelerate
1 Brake/reverse
A Handbrake
B Turbo boost
Plus (+) Pause menu
Minus (-) Reset car on track
©2008 ICON GAMES ENTERTAINMENT LTD PAGE 11 OF 18 03 MAY 2017
CO NT R O L M E T H O D C : N U N CH UK
The player must hold the Wii Remote in their hands upright with the Nunchuk
plugged in.
Note: this steering method is automatically selected if a Nunchuk is plugged
in.
BUTTON ACTION
Control Stick Left/Right Steering
Control Stick Up/Down Point nose up/down
A Accelerate
B Brake/reverse
C Handbrake
Z Turbo boost
Plus (+) Pause menu
Minus (-) Reset car on track
T R AC K E DI T O R CO NT RO L S
To create and edit tracks, the player must hold the Wii Remote in their hands
upright with the Nunchuk plugged in.
BUTTON ACTION
Control Stick Move cursor
Control Stick & C Move/rotate camera
Control Stick Up/Down & Z Change cursor height
+Control Pad Select current block and block type
2 Mirror block
1 Rotate block
A Place block
B Erase block
Plus (+) Pause menu
Minus (-) Test-drive
M E N U CO NT R O LS
BUTTON ACTION
+Control Pad Navigate menus
A or 2 Select item
B or 1 Back to previous menu
©2008 ICON GAMES ENTERTAINMENT LTD PAGE 12 OF 18 03 MAY 2017
C USTO MI SE VE HI C LE
There will be 8 vehicle models to select. The vehicles are loosely based on
real world cars. Each of these can then be customised with add-ons and parts
that are unlocked by winning races and events.
C UST O M S O P T IO N S
The following modifications are available to buy:
Rims
Spoilers
Paint Finishes
Vinyl Graphics & Decals
A I RACERS
Each AI driver within the game drives their own unique car – customised to
match the driver’s personality.
LJ
Mid 30s; tough yet fair cop. Clean shaven, heavy set with a wry grin
(reference: Bruce Willis Die Hard in a short sleeved police shirt).
Drives: Police cruiser
H O LL Y J A DE
19; smart and tough, blonde. A high profile entertainment lawyer with a love of
fast cars and racing.
Drives: Pink Sports Evo with custom paint-job
M A X
22; dark haired, clean shaven good looking - leather clad (reference: Mel
Gibson in Mad Max (the first movie).
Drives: Muscle car with tribal vinyls
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SPE N CE R
29; athletic blonde haired guy, likes surfing but is no stoner. Wears a cowboy
hat with rock star style clothes, drives a taxi to support himself while his band
makes it big.
Drives: Yellow Taxi cab
ST IC KY
25; very cool, good looking black guy wearing a very nice expensive suit and
wearing it well.
Drives: Modern muscle car
C URT I S
Late 40s; overweight, obnoxious and nasty. Dressed in a bowling shirt; white
with stubble and a permanent snarl.
Drives: TBC
CL A N CY
28; a tattooed ball of aggression – ex-pro wrestler who loves nothing more
than a good fist fight. Very strong profile, dressed in urban gear with a
wrestling influence; shaved head with goatee beard and lots of exposed
tattoos.
Drives: Big black 4x4 SUV
RI CH
Late 30s; city trader with lots of cash – slightly paunchy with slicked back
blonde hair (reference: clothing like Crockett from the new Miami Vice).
Drives: Top of the range yellow Z66
©2008 ICON GAMES ENTERTAINMENT LTD PAGE 14 OF 18 03 MAY 2017
RACE EN VI RONM EN TS
BUILD’n RACE features three different environment themes, inspired by
locations throughout the world.
Environment Descriptions…
A UT O R A CE C I T Y
Speed through the city from downtown
commercial and residential areas through to
financial districts and shopping precincts. The
driving is fast and unpredictable with wild stunts
and jumps.
T R I-S T AT E C IR C U IT S
In arenas made for over the top racing with
specifically designed stunt tracks, skyward
spiralling road courses and more traditional
motorsport race circuits. Enjoy the beautiful
sunset sky but watch out for the blimps on those
high jumps!
BL A C KM O O RS R A LL Y
Get dirty with the rally environment featuring dirt
tracks and winding country lanes where wide
sweeping curves and hair raising tight bends
come one after the other. With tight chicanes and
river crossings, the winding tree lined roads are
surrounded by vast nuclear factories, wind farms,
holiday parks and ancient ruins.
©2008 ICON GAMES ENTERTAINMENT LTD PAGE 15 OF 18 03 MAY 2017
TRAC K CONSTR UC TION
B U IL DI N G BL O CK S
A building block is a piece of the road. By laying these blocks end to end,
tracks can be built. The blocks listed at the bottom of the screen are available
to construct the track. The number of blocks can be increased by buying extra
blocks from the shop.
The design and characteristics of the blocks vary depending on the
environment. Block types include:
Scenery elements
Bridges
Chicanes
Banking turns
Tubes
Tunnels
Jumps
Hills
Each environment contains the following essential blocks:
The START/FINISH block
Checkpoints
©2008 ICON GAMES ENTERTAINMENT LTD PAGE 16 OF 18 03 MAY 2017
M ULTI -PL AYER RAC IN G
Multiplayer racing will be an integral aspect of the product. There are 6
multiplayer game modes, each of which allows competition between 2-4
players.
Multi-Player on Wii
For the Wii implementation, the multiplayer game modes will be played on
one console using split screen, i.e. the screen will be divided into multiple
viewports, one for each player.
Multi-Player Game Modes…
VE RS U S R A CE
A straight forward head-to-head race mode – first to the finish line wins.
(2-4 Players)
T E A M R A CE
As above, but with two teams of two racers.
(4 Players)
T E A M ST YL E R ACE
As above, but with two teams of two style racers.
(4 Players)
LA P K NO C KO UT
Stay ahead to win; the driver in last place at the end of each lap is knocked
out.
(2-4 Players)
T O U R N AM E NT
Earn tournament points for placing across a series of races to hit the highest
combined score
(2-4 Players)
T E A M T O UR N AM E NT
As above, but with two teams of two racers.
(4 Players)
©2008 ICON GAMES ENTERTAINMENT LTD PAGE 17 OF 18 03 MAY 2017
DE VE LOPMEN T SC HED ULE
M I LE S T O NE 1 : AL PH A
Delivery Date:
October 2008
M I LE S T O NE 2 : BE T A
Delivery Date:
November 2008
M I LE S T O NE 3 : M A ST E R
Delivery Date:
December 2008
©2008 ICON GAMES ENTERTAINMENT LTD PAGE 18 OF 18 03 MAY 2017