Assignment Task: Game Design Document
Overview: For this assessment task you are expected to create a document outlining the design of an original game. The game design document will build upon the game pitch video that you created for Part A.
Course Learning Outcomes: The following course learning outcomes are assessed by completing this assessment:
a) Outline a common games mechanics model;
b) Outline the design of a game's project;
c) Operate appropriate software packages to design and build games and interactive media products that align with client and project expectations;
Assignment Details:
A game begins with an idea. In your Game Pitch Video you will have presented an idea for a new original game in a short video. Your task for this assignment is to create the documentation that expands upon this idea that you pitched, to create a more focused game design document. In the Assignment Part C, you will use your designs to develop a single-player "proof of concept" prototype of your game - so your game design document needs careful thought and planning.
Assignment Part B: Game Design Document will represent the designs for the entire game was it to be fully developed.
Assignment Part C: Game Prototype will showcase your design concepts via a small developed section of your game.
The following areas should be addressed in your game design document:
Game Overview:
High Concept Statement:
This is a concise but informative description of your game concept. A few sentences (one paragraph) to summarize your game in an exciting manner - sometimes called an "Elevator Pitch" - a short and persuasive pitch that quickly defines the value and excitement in your product.
This can be directly from your Part A: Game Pitch Video, but you may need to improve this if your pitch was unclear in any way.
Game Genre (see lecture 1 for more details regarding game genres) -
Discuss the genre of the game you are designing, and where your game fits in.
Discuss the main inspiration(s) for your game, with accompanying images, and explain their importance as an inspiration.
Highlights and Hooks:
Discuss the highlights and hooks of your game that are used to attract and engage the player.
Story and/or Setting:
Discuss your Story Structure, including a summary of the plot.
Note that some game concepts may not have a distinct story, but you should at least address the overall theme of the game as well as the other aspects of this section.
In this section, include discussion how your story relates to the Hero's Journey, or another common story structure, and how you will engage your audience via Interest Curves.
Discuss the Game World and/or Setting in your game.
In this section, include discussion of the Environment and Dimensional Space in your game.
Include images to help support your descriptions.
Characters:
If your planned game has characters, discuss the Main Characters (the player avatar(s), characters with major plot points and/or involved in the player's journey) and these attributes:
Name, Archetypes and Traits.
How each of them are involved in the Story.
Include images to help support your descriptions.
Note for students that are designing a game without characters: some students with an abstract game idea (example: Puzzle games where you control an object and not a character) or no visible characters (Example: Racing games that focus on the vehicle) may not have any characters to discuss. In this case replace "Characters" with "Objects" and discuss the more important objects within your game.
If you meet the above conditions, be sure to discuss objects important to the game mechanics (Example: Tetris has no characters, it has objects), discuss the Main Objects (the player avatar(s), valuable items in the journey, and all main sentient/computer controlled objects) and their functionality:
Name, Type and Function of each object.
How they interact with the Story/Setting/World.
Include images to help support your descriptions.
Mechanics:
Every student will have game mechanics to discuss regardless of whether their planned game has story, characters, other objects, or is more abstract. Focus on these aspects from the lecture:
- Space to play within
- Time conditions
- Objects, their attributes & states
- Actions that can be conducted
- Rules of the game
- Skill required to create challenge
- Chance that creates uncertainty
- Include images/diagrams to help support your descriptions.
Prototype Scope:
In this section, you need to outline the level or contained area you have decided to develop for Assignment Part C; your small playable prototype. This will help the marker determine if your scope is too large and therefore difficult, or simply too small, in which they can provide feedback. Include:
What part of the story will the prototype be within?
What setting is used for the game world for the prototype?
What character(s)/object(s) will be included?
What mechanic(s) are you hoping to implement?
How small should the small playable prototype for assignment part C be? Here are some example proof of concept prototypes that would work for assignment part C:
RPG: an option would be to showcase a small village with a few characters you can talk to, with a couple of game mechanics - rather than showcasing an intricate RPG combat system.
Alternatively you may focus only on the combat aspect with some sort of experience points as you defeat enemies.
Shooter or Racing: the markers will probably expect that your prototype will have at least some shooting or racing respectively!
Platformer: at a minimum, some platforms and jumping should be involved in your prototype, and possibly an enemy or two to dodge or attack. Represented in 3D with side-view camera, or behind the character like Crash Bandicoot.
Remember: the core mechanics and scripted events of your game will really show proof of your game concept in the prototype assignment.
If you are unsure, ask your lecturer/tutor.
Images: Be sure to support all sections with either images sourced online and/or created by you. All images downloaded from an online source need to be referenced appropriately.
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Attachment:- Game Development Fundamentals.rar