...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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...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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...A Game Design Two supermarkets site in a town on a certain distance. Town residents may usually go to the nearest supermarket, but they can choose the other supermarket because it not takes long trip to reach the farther supermarket. Now they will sell a new kind of yogurt that estimate 200 unit will be sold per week in the town. They must decide the price. There are 3 prices they can choose: $10, $14, $18. If they sell the yogurt for a same price, they will sell the same unit. If one supermarket sells $4 more than the other supermarket does, half of the near residents will go to the other supermarket to buy the yogurt. If one supermarket sells $8 more, the other supermarket will sell the entire unit. So we will have the chart below, it shows the revenue the supermarkets can get in different price situation: Supermarket 2 Supermarket 2 Supermarket 1 Supermarket 1 Price/unit($) | 10 | 14 | 18 | 10 | 1000,1000 | 1500,700 | 2000,0 | 14 | 700,1500 | 1400,1400 | 2100,900 | 18 | 0,2000 | 900,2100 | 1800,1800 | In order to get higher revenue, supermarkets want to choose a proper price. But they will not know the price the other supermarket set and the price will be not changed during the week. In the situation, to predict possible price decision from competitor and derive strategy, supermarkets can get chart below: Supermarket 2 Supermarket 2 Supermarket 1 Supermarket 1 Price/unit($) | 10 | 14 | 18 | 10 | 1000,1000 | 1500,700 | 2000,0 | 14 | 700,1500...
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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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...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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...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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...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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...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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...Mission: My website will be a personal portfolio, the purpose is to showcase things I have created and display my designs and what I am capable of. The short and long term goals are to get me noticed and get my name out there as well as showcase my work to possible employers or sell my work. The intended audience is people looking to hire a designer as well as people interested in games or art I have created or worked on. People will want to visit the site because it will have an interesting design, art, animation, and more all created by me. User Experience: I want the site to be simple and easy to use, so the user can quickly and easily find what they are looking for without clicking through many pages. I want the site to be visually interesting and have an overall theme so all the pages have a similar visual style to them. User Scenario 1: Computer Savvy: High Web Savvy: High Online Shop Savvy: High Background: Male 20 years old, like video games. Has found my website via somebody else or a link on one of my other personal pages. Came to look at digital art I have created, sees the 'games' page and decides to see what games I have made or worked on. Ends up downloading or buying one of the games from the website. User Scenario 2: Computer Savvy: High Web Savvy: High Online Shop Savvy: High Background: Looking for artist or designer to commission. Finds my website either through search or from a resume I had sent. They are able to look through my gallery...
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...not continue the show, there would a big loss for them so, Dave immediately thought of a solution. Dave designed an epic throne that is inspired of the movie “Game of Thrones”. Thus, this throne is made up of speakers, lasers, guitars and branding. This throne and design of his actually worked and really did the show go on. This blog also discusses how designing is actually related to the accident. The procedure in the article followed and is most likely similar to the software design process discussed because it is stated in the article the steps on how Dave Grohl have remedied to the problem he faced. Firstly, the author first stated and explained how Dave Grohl’s fractured leg is related to design. It showed that in order to find a solution to a problem, you must “Sratch an itch or remedy the pain”, he has to make decision first, then “Start with a sketch”. And thus, the author said that “A Simple Sketch communicates a concept and creates momentum.” This means that from a simple scratch, an idea or design might be created and might be enhanced. Next is “Never be afraid to draw your ideas.”, with this, the show goes on because Dave’s design and idea was a click and that gave the band an impressive result. Lastly, the author said that “A Simple sketch can ignite the creative process.” Which simply says that any design or idea starting from a scratch once processed and...
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...Reflection In assignment 2, I was responsible for the last part of the submission that is discussing the in-scope and out-of-scope concepts, matching the related design principles with our decisions, and discussing the design decisions we took while designing the prototype. Here are the two things I want to reflect on: 1. Discussing the design decisions 2. Matching related design principles 1.1 Design Decision Discussion For discussing design decisions, I retrieved and listed all the features from the working prototype and gave reasons to each of them. In order to complete my discussion, I talked with the member who’s in charge of the user cases, so I was advised which components are vital. On the other hand, by consulting with the prototype builder, I...
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...Jamar Cunningham SD1230: Module Exercise 5 Date: 2-16-16 Agile and Waterfall are two distinct methods of software development. The Waterfall model can essentially be described as a linear model of software design. Like its name suggests, waterfall employs a sequential design process. Development flows sequentially from start point to end point, with several different stages: Conception, Initiation, Analysis, Design, Construction, Testing, Implementation, and Maintenance. The Agile method proposes an incremental and iterative approach to software design. It was essentially developed in response to the limitations of Waterfall, as a way to give designers more freedom. The design process is broken into individual models that designers work on. There is no pre-determined course of action or plan with the Agile method. Rather, designers are free to respond to changes in requirements as they arise and make changes as the project progresses. Agile is a pretty new player to the development game. However, it has made substantial gains in use and popularity in the last couple of years. Agile: The Pros Agile offers an incredibly flexible design model, promoting adaptive planning and evolutionary development. Agile might be described as freeform software design. Software developers work on small modules at a time. Agile can be especially beneficial in situations where the end-goals of projects are not clearly defined. For example, if you are working with a client whose needs and...
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...Snowboard designers develop and design winter sports products and combine artistic talent with research on product use, marketing, and materials to create the most functional and appealing product design. They almost always work indoors and they are sometimes exposed to hazardous equipment. They may occasionally be exposed to sounds and noise levels that are distracting and uncomfortable and they sometimes work near others. They often share the same office space with other engineers. Snowboarding designers give their full attention to what other people are saying taking time to understand the points being made. You will also have to be using logic and reasoning to identify the strengths and weaknesses of alternative solutions. Since you are dealing with design you will come across hard challenges and you will have to be paticenes. Talking to others to convey information effectively you need to be able to speak well to others. Identifying problems and reviewing related information to develop and evaluate options will give you a better chance to succeed in designing your idea. This job requires a bachelor's degree in order to qualify.You need to at least know how to design a winter sports equipment and how to test them.They mainly looking for mechanical engineers with computer-aided design abilities. I would attend Michigan...
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...Lego case study questions: 1 How did the information systems and the organization design changes implemented by Knudstorp align with the changes in business strategy? The company was under terrible crisis with its sales dropping by 40% when Knudstorp became CEO in 2004. The main aim of knudstorp was to stabilize the sales and cut the costs so as to deal with the new reality of selling 40 percent less than what Lego had done two years earlier. Knudstorp encouraged designers to use the unused components in development of new products and design, thus reducing the number of unused components and reduced losses as the cost of production of each unit was very expensive. The culture of Lego changed to “nonperformance is unacceptable”, based on which its organizational design was implemented. Lego’s pay structure was based on innovation in sales, products and reducing costs. The employees were paid accordingly which lead way to innovation and creative ideas flooding in the organization. Lego produced components using which the children can make anything that they imagine. They also extended their ideas into creating products based on movie characters, this new strategy widened the products and targeted new customer segments. The drastic growth in sales affected the information systems which supported the business. They created a modularized and standardized architecture for their information systems, making it possible to expand more quickly and add capacity and functionality,...
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...DESIGN THINKING: CHARACTERISTICS AND PROMISES Arkin Efeoglu1, Charles Møller2, Michel Sérié3, Harry Boer2 1 2 SAP Germany Aalborg University, Denmark 3 SAP Germany arkin.efeoglu@sap.com ABSTRACT This paper analyses a variety of Design Thinking methods to identify a governable pattern that is required to roll out Design Thinking as mindset in a multi-national company. A comparative analysis is essential to unveil focal points that lead to this organizational mindset transformation. Hence, a thorough understanding of the method and its core values may avoid uncoordinated innovation capabilities. Ultimately innovation will not be an R&D topic in an organization anymore but become part for every employee’s job, irrespective of his or her position. Keywords: Design thinking methods and characteristics, Review 1. INTRODUCTION A number of new innovation methods have emerged during the past two decades with an increasing interdisciplinary collaboration between the engineering, economic and social sciences. In spite of this, it is still a challenge to develop and introduce new innovations. One approach that increasingly makes its way to businesses of all sizes is called Design Thinking. This approach seems to be more promising to operationalize the innovation capabilities of a company (Brenner and Witte, 2011). Design Thinking is a human-centered problem solving method that mostly leads to radical innovative solution in terms of the feasibility, desirability...
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