...TIV The Innovator Game Design Document Group 1 Martin Hannappel (536634) Valerina Hocaku (538514) Ashley Kok (523313) Matthew Simpson (539898) TIV The Innovator Game Design Document Group 1 Martin Hannappel (536634) Valerina Hocaku (538514) Ashley Kok (523313) Matthew Simpson (539898) Contents 1. Game Mechanics 3 1.1.Core Game Play 3 1.2.Game Control 4 1.3.Game Flow (Player Experience) 4 1.4.Characters 6 1.5.Game Play Elements (Alphabetically Ordered) 7 1.6.Game Physics and Statistics 11 1.7.Artificial Intelligence 12 1.8.Game Mode: Ghost Run 13 2 User Interface 14 2.1Flowchart 14 2.2 Functional Requirements 16 2.3 MOCK-UPS 17 3. Art and Video 21 3.1 Style guide/ Overall goals: 21 3.2 2D Art & Animation/ 3D Art & Animation 21 3.3 Game Play Elements 24 3.4 Cinematics/ Video 29 4.Sound and Music 32 4.1 Overall Goals 32 4.2 Game Walkthrough 32 5.Story 37 5.1 Background 37 5.2 Synopsis 37 5.3 Story (3 Levels + The Grand Theft) 37 6.Level Requirements 39 6.1 Level Diagram (Simple linear model) 39 6.2 Asset Revelation Schedule 40 6.3 Level Design Seeds Notes About the Diagrams Below 41 1. Game Mechanics 1.1. Core Game Play Permanent running; the player only stops when falling into a gap between the houses, running into obstacles, falling through sky-windows, getting shot or caught by the persecutors/enemies Preset pathway; no “real” own direction choices possible, though...
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...Video Game Design and Game Management Research Paper Game design is more than just fun and games. It can be a hobby even a lifestyle. Game design will be perfect for someone who loves video games and for those who want to see how they will be created. I am a person who really enjoys video games, and I will even enjoy seeing all of the basics of the game, all the way from the creation of the weaponry in the game, to the detailed graphics that were produced within the game. A gaming manager is perfect for someone who enjoys seeing people’s lives wasted in the casino, blowing all of their money on their addiction. Although if that was the only reason to do this job then I suggest changing your attitude on life. A gaming manager makes sure that all of the games in a casino are going well and that no one is cheating by counting cards and/or stealing from the casino. For me, Game Design and Gaming Management are two extremely interesting careers. To become a successful game designer, one should have many talents and specialties within the field. A good personality trait that one should possess is creativity, being open to suggestions, and being able to put what comes to mind down onto a piece of paper. One must be collaborative as well as having a huge passion for games. To be successful, a good education is required. Very few game designers only have a high school diploma. Even very few have an Associate’s Degree in this occupation. A good suggestion is for one to get a Bachelor’s...
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...Video Game Design Career Essay I was a kid, maybe six or seven years old when I first played one of those small portable video games, the famous Nintendo gameboy advance. Since that day I became a lover of video games, dreaming of becoming a creator or game designer, as it is called today. As I play more games, more grew in me the dream not only to play the game, but Also to create them; in fact I have come up with many nice thoughts about video games from what I have played and I believed one day my dream will come true when I will create my own game, hoping such game will become a famous game. After doing researches, I found that in fact, the video game industry it is a huge business managing billions of dollars, and that in order to create video game from just the game’s idea until the end step, a lot of different People with different educational background and training is needed. So, the questions now are, what part of this long chain of different positions I am interested for? What position within this multi-billions of industry will give me a major satisfaction? What position will give me the better income? Are universities or colleges in Puerto Rico offering courses for all these positions? Well, I think that I will only find answers researching more about the video games industry and those college in Puerto Rico teaching related course of study. I hope the next paragraphs will provide more information that helps to find answers about doubts in this field of video...
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...Design document for Football Manager 2010 (FM 2010) Pitch Football Manager 2010 is a realistic game that gives you the opportunity to be manager in any football club you like. Of course many responsibilities come with it. You have to keep the board satisfied with you otherwise you are going to get sucked. You have a transfer budget at the begin of the season and with that you can buy players. You can sell players if you want or loan a player to a team or from a team. You can make your own staff team and get advices from them. You can call a press conference for you new signings. At the match-day you choose the players that you would like to play and who are going to sit at the bench, set the tactic of your team and give the last directives. You can talk to the team before the match starts, at half time and at the end. During the match you can change the tactic if you wish and make substitutes just like a real match. You can even give touchline instructions to your players such as “retain possession” or “get the ball forward” and many others. Football Manager 2010 give you the opportunity to be a manager of a football club and to feel the pressure from the board and the fans and to manage the up and down of the players. Story The story of Football Manager 2010 is all the history of the professional football. It has history for all the teams, all the managers and all the players of the world. Lets take Lionel Messi for example. Full Name: Lionel Andres Messi Born: 24/6/1987 ...
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...Games can be very powerful. Spacewar, Counter Strike, and the News Games are examples of three influential games that had powerful and lasting historical impacts. These three games subverted traditional game concepts, representations, or mechanics. Although some people may view video games purely as a casual source of fun and entertainment, a deeper examination of their messages can reveal what different games tell us about our culture, giving us a better understanding of why games are created and sometimes even insights into having a better experience playing those games. In this essay I will analyze three games from the readings and discuss how those games’ movements subverted mainstream culture through their concepts and representation. Spacewar subverted mainstream culture by providing the gamer, for the first time, with visual engagement. Steward Brand wrote a great article on Spacewar. This article takes takes readers back to a time when games were still not popular. I thoroughly enjoyed this reading because it gave me so many great historical facts about Spacewar. He began his article with the declaration, “Ready or not, computers are coming to the people.” This sentence set off a great tone for the article. I was intrigued because I have always wondered about how people in the past lived their lives without access to computers. Nowadays, we use computers for several purposes such as sending emails, surfing webs, and creating beautiful visual works. It was amazing...
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...2.1 Gamification process Gamification as a term describing using game elements in non-game applications to make them more enjoyable and engaging [1]. The gamification process involves the proper application of game mechanics, game features and game design with significant consideration given to the user experience and behavioral motivators [2]. The game design is the core element for a successful gamified process. Many criteria for computer game design could also be applied in this area, e.g, game flow theory[3]. Based on the literature review [4], there are a list of strategies referring to game design: achievements - players will really love and keep them engaged as long as new achievements are created; challenge - gameplay should provide...
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... PLAYER Good game design is player-centric. That means that above all else, the player and her desires are truly considered. Rather than demanding that she do something via the rules, the gameplay itself should inherently motivate the player in the direction the designer wants her to go. Telling players they must travel around the board or advance to the next level is one thing. If they don’t have a reason and a desire to do it, then it becomes torture. In creating a game, designers take a step back and think from the player’s viewpoint: What’s this game about? How do I play? How do I win? Why do I want to play? What things do I need to do? MEANINGFUL DECISIONS Distilled down to its essence, game design is about creating opportunities for players to make meaningful decisions that affect the outcome of the game. Consider a game like a boxing match. So many decisions lead up to the ultimate victory. How long will I train? Will I block or will I swing? What is my opponent going to do? Where is his weakness? Jab left or right? Even those few, brief questions don’t come close to the myriad decisions a fighter must make as he progresses through a match. Games invite players into similar mental spaces. Games like Tetris and Chess keep our minds busy by forcing us to consider which one of several possible moves we want to take next. In taking these paths, we know that we may be prolonging or completely screwing up our entire game. The Sims games and those in Sid...
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...FunTaskSticks: Aligning the games with course outcomes of Physics and Biology for Pre-science students Irma Ahmad1, Suhaiza Hasan2, Nur Azimah Osman3 1UiTM Negeri Sembilan (Malaysia) 2UiTM Negeri Sembilan (Malaysia) 3UiTM Negeri Sembilan (Malaysia) irma@ns.uitm.edu.my, suhaiza@ns.uitm.edu.my, azimah@ns.uitm.edu.my Abstract The demand for increasing the number of students to pass the pre-diploma programmes has boost up the need for active and motivating learning tools. To rouse the number of passing grades, various programs and series of lectures were conducted for pre-science students at UiTM Negeri Sembilan. However, none of the activities is in form of games. FunTaskSticks is a game that has been modified from the original Pick-Up Sticks and repurposed into instructional lesson as part of learning exercises to support students learning activities in informal educational settings. Therefore, in this study it attempts to investigate how FunTaskSticks could engage the learning process of Physics and Biology and assist them to improve their fundamental grammar of English language by using the terms and terminologies that they have learned in classes and from the game. There were 24 pre-diploma students who participated in this study. The finding revealed that FunTaskSticks is not only educating the students cognitively, but also affectively. Students learn to acknowledge, criticized and praise each other which has increased their motivation level and also their...
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...Introduction Nowadays, game apps tend to rely on good gameplay rather than graphics. One major problem for developers and publishers of this kind of games is describing the game in such details that it gives the users enough information/attraction to decide to continue on the game. Our focus in this PBA project is the game called AlphaFlip developed by CopenhagenConcept. We aim into developing a better game experience for the upcoming launch of AF. This will include the user (game) experience enhancement, technology implementation and e-mk strategy. How to play? Rearrange a row of scrambled letters to the target phrase. Flip a chain of letter to have them in the right order. AF has 4 game modes: Classic Mode, UTP, GTP and Speed Flip. Personal Implication Viorela – as a community manager, involvement in game experience development and e-marketing. Expectations The theory that a game needs to have a good game experience for its first time gameplay means that the users are interested and focused in so called the “first 5 minutes”. Our motivation is a contribution to a successful launch for AF on 2 different digital platforms: Fb/iOS. We want to bring solutions to AF game experience problem and launching strategy. Also to correctly cross-work on both fields, requires a vast amount of research and a clear idea of the final goal: to have a good product that will be marketed in the best strategy possible. Problem Formulation Based on the statement of Mads Ehrhardt (the...
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...video game development Work for play: V ideo games aren’t only for play; they also provide work. The workers, known as game developers, make a living creating the games you enjoy playing. Making video games is a serious—and big—business. According to the Entertainment Software Association, in 2009, the video game industry had sales in excess of $10 billion and employed more than 32,000 people in 34 states. Creating these games is complex and requires the collaboration of many developers, who perform a variety of tasks, from production to programming. They work for both small and large game studios to create games that can be played on many different devices, including console systems, computers, and cell phones. This article covers career options in video game development. The first section provides an overview of the development process. The second section describes four groups of video game occupations: designers, programmers, artists, and others. The third section covers the skills and training workers need for these jobs. The fourth section discusses the benefits and challenges of working in the video game industry. And the fifth section provides jobseeking tips for a career in video game development. Suggested resources for additional information are at the end of the article. Full-featured games, such as those made for consoles, have more complex programming and, therefore, take longer to develop— usually between 18 and 30 months. By comparison, most games that...
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...Computer Game Design by Chris Crawford Preface to the Electronic Version: This text was originally composed by computer game designer Chris Crawford in 1982. When searching for literature on the nature of gaming and its relationship to narrative in 1997, Prof. Sue Peabody learned of The Art of Computer Game Design, which was then long out of print. Prof. Peabody requested Mr. Crawford's permission to publish an electronic version of the text on the World Wide Web so that it would be available to her students and to others interested in game design. Washington State University Vancouver generously made resources available to hire graphic artist Donna Loper to produce this electronic version. WSUV currently houses and maintains the site. Correspondence regarding this site should be addressed to Prof. Sue Peabody, Department of History, Washington State University Vancouver, peabody@vancouver.wsu.edu. If you are interested in more recent writings by Chris Crawford, see the Reflections interview at the end of The Art of Computer Game Design; the Virtools Swap-meet interview with Chris Crawford; and Chris Crawford's webpage, Erasmatazz. A PDF version of this text is available HERE. To download Adobe Reader, follow THIS link. Table of Contents • • • • • • • • • • • • Acknowledgement Preface Chapter 1 - What is a Game? Chapter 2 - Why Do People Play Games? Chapter 3 - A Taxonomy of Computer Games Chapter 4 - The Computer as a Game Technology Chapter 5 - The Game Design Sequence...
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...of Development 7 2.3 Testing video game before release. 9 3. Game Marketing 11 3.1 Marketing Strategy 11 3.2 Your media channels 15 3.3 Distribution Platforms 16 4. Bibliography 17 1. Introduction Interactive entertainment industry (sometimes referred to as the video game industry) is the economic sector involved with the development, marketing and sales of video games. It includes a tremendous amount of different job disciplines and employs thousands of people worldwide. This industry exists since 1970-s when the first arcade games appeared, like space invaders and pong. Today, the video game industry transformed into vast and high-growing market. According to data compiled by the “NPD Group”, a global market research company, and released by the Entertainment Software Associations, the computer and video game industry sold over 273 million units in 2009 leading to an astounding $10.5 billion in revenue. The statics of United States of America shows how great is the consumption of video games is. There are 67% of gamers in this country with average age of 34 years old. This is very inspiring that people keep playing games in their conscious adulthood. It will be correct to assume that the result of this statistics tells us how video games have penetrated in life of peoples. I took the US as example because this country has a great influence on other nations. In other perspective if we will consider video games as the product, which is not only, produced...
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...Authorship and Digital Media With the widespread adoption of personal computers, especially those connected to broadband Internet, the media landscape has changed drastically. All media-related industries, from newspaper to television to music and more, are experiencing this shift and are desperately attempting to react to the changing media landscape that has placed much of the control on the consumers rather than the producers of these media forms. Two digital media forms experiencing particularly interesting shifts of power are video games and digital music. Consumers of digital media forms such as video games and digital music files have complicated the traditional notion of authorship through their use of digital media technologies, which allows them to use digital media as an instrument of expression. Before delving into the intricacies surrounding this new form of authorship present in digital media it is first important to discuss the notion of authorship prior to the emergence of this digitally induced phenomenon. In non-digital mediums such as books, radio, and television, authorship exists as an individual endeavor, as authorship is only granted to the original author(s) of the media. As a consumer of this non-digital media the only point of contention as it relates to authorial expression is limited is the debate over authorial intent or narrative interpretation in these non-interactive cultural forms. Books, television, and radio are more or less consumed passively...
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...Art and Audio Highlights The game don’t not have any art as its all shapes and font, to us the art style of the game is retro with a clash of minimalistic Hardware As in the high-concept document, state your target platform. If it is a personal computer rather than a console, also state the minimum configuration required to play the game. Production Details If you’re writing a treatment as part of a pitch to a publisher, it’s essential to say not only what the game will be like, but who will develop it and when, and what it will cost to develop. Good game ideas might be common, but good development teams are rare; the publisher will want to see evidence that you have the resources and experience to get the job done. Current Status Start by letting the publisher know where you are now. If you have actually begun some prototype work or proof-of-concept work, say so and indicate what features it contains. If the game is still no more than a gleam in your eye, leave this section out. Completed prototype demonstrating military (but not psychic) game features. Includes: 3D landscape with moving water and foliage, bridges, buildings, vehicles. Player characters with visible differences, motion-captured animations, variety of movement modes. Development Team List the names and qualifications of your key people. Indicate what role each will play in the project. Don’t include their entire résumés; nobody will read all that. Instead, give a one-paragraph synopsis of each person’s...
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...electronics behind Matsushita Electric Corporation. Since it was established shortly after World War II, Sony has introduced a stream of revolutionary products, including the transistor radio, the Trinitron television, the Betamax VCR, the CD player, the Walkman portable cassette player, and the PlayStation game console. The company's electronics segment--which includes audio and video products, televisions, personal computers, monitors, computer peripherals, telecommunications devices, and electronic components (such as semiconductors)--generates about two-thirds of the overall revenues. Sales of game consoles and software account for about 9 percent of revenues. Another 10 percent of revenues are derived from Sony's music businesses, which include the Columbia and Epic record labels. About 7 percent of revenues come from Sony's motion picture and television business, which includes the Columbia TriStar studio. Sony's other major business segment is insurance, from which about 6 percent of revenues originate. Sony is a global manufacturer of audio, video, communications and information technology products for consumer and professional markets. With its music, pictures, game and online businesses, the company is uniquely positioned to be one of the world’s leading digital entertainment brands, offering an outstanding portfolio of exciting multimedia content. Vision: To create exciting new digital entertainment experiences for consumers by bringing together cutting-edge products...
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