Текст
                    (\jviWh<ks TRACTIVE
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THE NEVERHOOD
The Story
Born into a Neverhood that may Never exist, Klaymen awakens, alone, and curious.
His world is full of extraordinary creatures, odd machines and mysterious artifacts. Scattered inside and out are what appear to be the remnant bodies of his own bygone race. Unknown to Klaymen, he is about to embark on a journey facing moral decisions that transcend the limits of mere Klay.
Setting out to explore the Neverhood, Klaymen learns that long ago, the creator of this world. King Hoborg, was betrayed. Hoborg’s trusted assistant, Klogg, wanted the Throne for himself. Klogg attempted to rob the King of his Krown which gives the wearer dominion over the Neverhood and the beings created to inhabit it.
Regretting having created the Neverhood, King Hoborg foiled Klogg’s conspiracy by entrusting the Krown to his newborn son and by ceasing all production of the Neverhood. Hoborg himself sits on a throne in his Neverhood palace, lifeless without the power of his hidden crown.
J Now, with some help from his spastic pal, Willie Trombone, Klaymen must find the King’s son, outsmart Klogg, return the Krown to it’s rightful place, and prove the worthiness of the Neverhood’s existence.
©1995 Douglas TenNapel
Staffing Plan
Douglas TenNapel Direct or/Animat or
Creator of “EARTHWORM JIM Earthworm Jim 2 Earthworm Jim Jungle Book Stimpy’s Invention Jurassic Park
SNES/Genesis SNES/Genesis SNES/Genesis Genesis Genesis
Shiny Entertainment Shiny Entertainment Virgin Interactive BlueSky Software BlueSky Software
Mark Lorenzen Art Engineer/ Background Artist
Creator/Designer of VectorMan Earthworm Jim 2 Looney Tunes’
Desert Demolition Jurassic Park
Rampage Edition Stimpy’s Invention Joe Montana
NFL Football World Series
Baseball
Jurassic Park
“VECTORMAN”
Genesis SNES/Genesis
Genesis
Genesis
Genesis
Genesis
Genesis
Genesis
BlueSky Software, SEGA Shiny Entertainment
BlueSky Software, SEGA
BlueSky Software, SEGA
BlueSky Software
BlueSky Software
BlueSky Software
BlueSky Software
Mike Dietz Animation Director
Earthworm Jim 2 Earthworm Jim Jungle Book Aladdin Cool Spot
SNES/Genesis SNES/Genesis Genesis Genesis Genesis
Shiny Entertainment Shiny Entertainment Virgin Interactive Virgin Interactive Virgin Interactive
Edward Schofield Animator
Earthworm Jim 2 Earthworm Jim Jungle Book Aladdin Cool Spot	SNES/Genesis SNES/Genesis SNES Genesis SNES	Shiny Entertainment • my Entertainment virgin Interactive irgin Interactive Virgin Interactive
Errc C iccone Assistant Animator/Set builder		
Earthworm Jim 2 Earthworm Jim	SNES/Genesis SNES/Genesis	Shiny Entertainment Shiny Entertainment
Brian Belfield Programmer (Game Software)		
Spiderman Joe Montana	Sega 32X	BlueSky Software
NFL Football World Series	Genesis	BlueSky Software
Baseball Jurassic Park	Genesis Genesis	BlueSky Software BlueSky Software
Kt mon J .each Programmer (Engines, drivers, low level programming)
Broadcast video robotics system	Odetics Engineering
Software systems integration	Volt Information Sciences
Concept
A point and click, puzzle solving, save the world ad
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•••in clay.
Target Platforms
PC CD-ROM (Windows 95), and portable to Sony PlayStation
Target Audience
Boys and Girls, 9 to adult
Game Play
•	Structure- Platform levels integrated with 1st person perspective.
•	Objective - Player must guide Klaymen to find Hoborg's Krown.
•	Type- Humorous and suspenseful puzzle game.
•	Interface - Cursor, point and click. Neverhood is revealed to the player though Klaymen’s exploration (1st and 3rd person perspective)
Technical Review
•	Windows 95 (need specs)
•	Art- The artistic style of the Neverhood will be puppet animated characters and surroundings built entirely of clay based on the artworks of Douglas TenNapel.
•	Sound- Extensive use of voice and cartoon sound effects will bring the element of life to the Neverhood.
•	Music- A combination of Blues and Big Band\Dixieland Jazz.
•	Tools- Authoring system to allow immediate visual feedback for artists
D/А conversion of video or digital video
Video editing system
Animation tools
Compilers/Assemblers
Drivers/Libraries
Game Budget
$2 million
Game Schedule
July I, 1995 Pre Production begins
Oct. 1, 1995 Exhaustive story boards & game design w/ technical design (engine research)
Test animation and art R&D
Production begins
Spring 1997 Release
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