Within my analysis of Dishonored 2, I noted the importance of the quick save/load system. It was essential in making the experience feel good and make mistakes feel not as bad as it may seem. Because of this, I’ve decided I want to implement the quick saving and loading within the asset pack. The following is an UML Design of the set in place system.

Vision UML

UML Design Reusable Asset Pack

The following document focusses on the design of the reusable asset pack and how this was iterated with feedback from peers to become the final design. Peers will be asked to check if they understand the document, find it logical and provide any improvements that could be done. This feedback will be noted down in a summarised version within this document. The progress from before and after the feedback will also be shown within the document.