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ITECH2001 Game Development Fundamentals

tag 0 Download 11 Pages / 2,645 Words tag 11-12-2020
  • Course Code: ITECH2001
  • University: Federation University
    icon is not sponsored or endorsed by this college or university

  • Country: Australia


Assignment 1: Game Design Document


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 video game pitch that you created for week 4 of the weekly quests.

Learning Outcomes Assessed

The following course learning outcomes are assessed by completing this assessment:
• K3. Outline a common games mechanics model;
• S3. Outline the design of a game's project;
• A1. Operate appropriate software packages to design and build games and interactive media products that align with client and project expectations;

Assessment Details

A game begins with an idea. In your week 4 video game pitch you will have thought of an idea for a game and presented that 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 second assignment, 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 1: Game Design Document will represent the designs for the entire game were it to be fully developed.
• Assignment 2: Game Prototype will showcase your design concepts via a small developed section of your game.

You must follow these rules while designing your game:

Your game must be a single player game

oMultiplayer and online games require too much development time, so your game should be single player based, unless you can convince the                 lecturer otherwise.

You must focus on a game where the player controls a single character, vehicle or object, etc.

o In games where you control more than one character or object, like a squad or entire armies, they often contain complex battle and micro-                   management systems making this too difficult a task for a single semester.
Your game must not use the open-ended story structure
o This would take too long to design all the possible outcomes of the story.

You should design your game as a 3D game

o All of the lab work supports learning how to develop games in 3D.
o You can still create a 2D style game in 3D by positioning the camera angle appropriately (side view, top down, isometric, orthographic etc). See different examples here.
o You are not restricted from designing and developing a pure full 2D game, but it is highly recommended that you do not, unless you have                      previous experience using the Unity game engine and feel capable of self-learning 2D game development.

Try to avoid complex mechanics and systems in your designs and development

The following areas should be addressed in your game design document:

Game Overview

High Concept Statement

oThis is a concise but informative description of your game concept. A few sentences to summarise your game in an exciting manner – sometimes called an “Elevator Pitch” – a short and persuasive pitch that quickly defines the value in your product.
o This can be directly from your week 4 video game pitch, 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)

o Discuss the genre of the game you are designing.
o Discuss the main inspiration for your game, with accompanying images, and explain their importance as an inspiration.

o Highlights and Hooks - Discuss the highlights and hooks of your game that are used to attract and engage the player.

Story and/or Setting (see lecture 3 for more details regarding game story, setting and world dimensions)

Discuss your story type, including a summary of the plot.

o Note that some students’ game idea 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.
o Discuss how it follows the hero’s journey or some other common narrative trope.
o Discuss the interest curves in your game.
o Discuss the game world and/or setting in your game.
o Discuss the world dimensions in your game.
o Include images to help support your descriptions.

Characters (see lecture 4 for more details regarding game characters)

o If your planned game has characters, discuss the main characters and these attributes:
         Name, Function, Archetypes and Traits
         Story involvement
         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, in addition place more emphasis on the next section – Mechanics.

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 Objects and their functionality:

Type of object
Functionality of each object.
Attributes and different States of each object.
Include images to help support your descriptions.

Mechanics (see lecture 5 for more details regarding game mechanics)

Every student will have game mechanics to discuss regardless of whether their planned game has story and characters 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

o Include images/diagrams to help support your descriptions.

Scope of Prototype (The prototype refers to the small level or area as a “proof of concept” of your game that you will develop for Assignment 2)

o In this section, you need to outline the level or contained area you have decided to develop for Assignment 2; 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.
- What part of the story/setting will the prototype be within?
- 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 2 be? Here are some exampleproof of concept prototypes that would work for assignment 2:

- 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.
- Shooter or Racing: the markers will probably expect that your prototype will have at least some shooting or racing respectively!
- Platformer: at minimum some platforms and jumping should be involved in your prototype, and possibly an enemy or two to dodge or attack.           epresented 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.
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