Brent M. Dingle Game Design and Development Program Mathematics, Statistics and Computer Science University of Wisconsin - Stout.

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Presentation transcript:

Brent M. Dingle Game Design and Development Program Mathematics, Statistics and Computer Science University of Wisconsin - Stout

Also called High Concept Document Executive Summary Overview Sheet

One to Two pages What the game is Why it should be made Why it is fun End Goal The reader should think: I get it!

Convey the game’s LOOK and FEEL Sell the game’s IDEA and GAMEPLAY experience Must-Have Checklist Game’s Working Title with your name and contact info One/two sentence Introduction/Marketing tagline High concept stuff (genre, platform, type, audience) Narrative Description Key/Unique Features Bullet List Gameplay Technical Summary Description

Describe the game to the reader as if they are the player. Do this from the second-person perspective (you). This description should be very exciting and thrilling. Detailing how you will experience all the adrenaline and spine tingling sensations that can be imagined as you explore and do great and magnificent things. This description should be a single paragraph.

Create a list List the unique and interesting aspects of your game Sell your game Be descriptive. Look at as many examples as you can Keep it brief Keep the list around 5 points, never more than 10 Use visual enhancements Images may complement these bullet points nicely Define your game These points are the what, how, and why your game should be made Summarize your items Each bullet might be a topic word or two, followed by a description

A paragraph or something more to give the feel of how the game will actually play. In a paragraph or less describe the essence of the game. Address things such as What the player can and will typically do. The game’s rules What can the player do? What is the nature of the game’s environment? What does it do? Points/Scoring What are the players trying to accomplish? How will they know they succeeded? How is the player scored? What achievements do players get as they play? End Game How does the game end? How does the player win? How does the player lose? Can the game be played again? Why would it be played a second time?

Add detail as needed, things such as: More Game Mechanics Additional details for clarity or demonstration of FUN/unique User Interface Art and Sound Story Levels Meta-Purpose Schedule and Planning Personnel Tools Asset Requirements

A “sketch” prototype For this class could go a long way to selling it Useful to establish gameplay ideas by demonstration instead of words Does NOT have to be electronic Could use wood and rocks if you want and they work A video showing the prototype being played could also be useful

Show xxxx_template_InceptionDoc.docx See also xxxx_description_ThingsToConsider xxxx_description_Genres Examples xxxx_Example_InceptionDoc_*** xxxx_Example_ProposalDoc_***