Mysteries for a foreign designer
Hi!
This is my first post, so if I'm in the wrong section, please forgive me
I'm actually doing a game design for a prototype game in order to complementing with a thesis. I worked as a game artist but it's my first time doing game design, also I know a little about programming. I'm using currently Unity.
Recently, a friend of mine found a template for game design By Mark Baldwin, so I'm currently studyin it but I do not understand some of the sections, so if you guys can help me with this I will be very thankfully.
I copy/paste the template here, hoping you can explain with more details this sections. Perhaps I already know this, but with other name (ex. level of detail it's the same as Mip mapping). But, I'm not sure, so here they are:
4.2. Feature Set (what it's about?)
4.7. Project Scope – A summary of the scope of the game.(what it's about?)
8.1. Visual System (what it's about?)
8.1.3. Rendering System (it's like Frames Per Second?)
8.1.5. Lighting Models (what it's about,it's like lightmapping or baking textures?)
9.5. Support AI (what the difference with the other sections like AI Enemy or AI NPC?)
10.3. Development procedures and standards (it's like a pipeline?)
11.2. style Guides (what it's about?)
12.2. Installer (what it's about?)
12.3. Update software (what it's about?)
13.1. Detailed Schedule (about what, the entire project?)
13.4. Localization Plan (what it's about?)
13.5. Test Plan (what it's about?)
Thank you very much for reading this and for your pattience
------------------- THE TEMPLATE ---------------------
1. Title Page
1.1. Game Name – Perhaps also add a subtitle or high concept sentence.
1.2. Copyright Information
1.3. Version Number, author, date
2. Table of Contents – Make sure this includes all the subsections to make finding material. If practical, hyper linking the document will help here.
3. Design History – This is a change listing quickly describing each major version and changes.
4. Section I - Game Overview
4.1. Game Concept
4.2. Feature Set
4.3. Genre
4.4. Target Audience
4.5. Game Flow Summary – How does the player move through the game. Both through framing interface and the game itself.
4.6. Look and Feel – What is the basic look and feel of the game? What is the visual style?
4.7. Project Scope – A summary of the scope of the game.
4.7.1. Number of locations
4.7.2. Number of levels
4.7.3. Number of NPC’s
4.7.4. Number of weapons
4.7.5. Etc.
5. Section II - Gameplay and Mechanics
5.1. Gameplay
5.1.1. Game Progression
5.1.2. Mission/challenge Structure
5.1.3. Puzzle Structure
5.1.4. Objectives – What are the objectives of the game?
5.1.5. Play Flow – How does the game flow for the game player
5.2. Mechanics – What are the rules to the game, both implicit and explicit. This is the model of the universe that the game works under. Think of it as a simulation of a world, how do all the pieces interact? This actually can be a very large section.
5.2.1. Physics – How does the physical universe work?
5.2.2. Movement
5.2.2.1. General Movement
5.2.2.2. Other Movement
5.2.3. Objects
5.2.3.1. Picking Up Objects
5.2.3.2. Moving Objects
5.2.4. Actions
5.2.4.1. Switches and Buttons
5.2.4.2. Picking Up, Carrying and Dropping
5.2.4.3. Talking
5.2.4.4. Reading
5.2.5. Combat – If there is combat or even conflict, how is this specifically modeled?
5.2.6. Economy – What is the economy of the game? How does it work?
5.3. Screen Flow
5.3.1. Screen Flow Chart – A graphical description of how each screen is related to every other
5.3.2. Screen Descriptions – What is the purpose of each screen?
5.3.2.1. Main Menu Screen
5.3.2.2. Options Screen
5.3.2.3. Etc.
5.4. Game Options – What are the options and how do they affect game play and mechanics?
5.5. Replaying and Saving
5.6. Cheats and Easter Eggs
6. Section III – Story, Setting and Character
6.1. Story and Narrative - Specific details like scripts and cut scenes may not be in this document but be in the Story Bible.
6.1.1. Back story
6.1.2. Plot Elements
6.1.3. Game Progression
6.1.4. License Considerations
6.1.5. Cut Scenes
6.1.5.1. Cut scene #1
6.1.5.1.1. Actors
6.1.5.1.2. Description
6.1.5.1.3. Storyboard
6.1.5.1.4. Script
6.1.5.2. Cut scene #2
6.1.5.3. etc.
6.2. Game World
6.2.1. General look and feel of world
6.2.2. Area #1
6.2.2.1. General Description
6.2.2.2. Physical Characteristics
6.2.2.3. Levels that use area
6.2.2.4. Connections to other areas
6.2.3. Area #2
6.2.3.1. etc.
6.3. Characters
6.3.1. Character #1
6.3.1.1. Back story
6.3.1.2. Personality
6.3.1.3. Look
6.3.1.3.1. Physical characteristics
6.3.1.3.2. Animations
6.3.1.4. Special Abilities
6.3.1.5. Relevance to game story
6.3.1.6. Relationship to other characters
6.3.1.7. Statistics
6.3.2. Character #2
6.3.3. etc.
7. Section IV – Levels
7.1. Level #1
7.1.1. Synopsis
7.1.2. Introductory Material (Cut scene? Mission briefing?)
7.1.3. Objectives
7.1.4. Physical Description
7.1.5. Map
7.1.6. Critical Path
7.1.7. Encounters
7.1.8. Level Walkthrough
7.1.9. Closing Material
7.2. Level #2
7.3. etc.
7.4. Training Level
8. Section V - Interface
8.1. Visual System
8.1.1. HUD - What controls
8.1.2. Menus
8.1.3. Rendering System
8.1.4. Camera
8.1.5. Lighting Models
8.2. Control System – How does the game player control the game? What are the specific commands?
8.3. Audio
8.4. Music
8.5. Sound Effects
8.6. Help System
9. Section VI - Artificial Intelligence
9.1. Opponent AI – The active opponent that plays against the game player and therefore requires strategic decision making (example, Civilization or Chess, how is it to be designed?
9.2. Enemy AI – Villains and Monsters
9.3. Non-combat Characters
9.4. Friendly Characters
9.5. Support AI
9.5.1. Player and Collision Detection
9.5.2. Pathfinding
10. Section VII – Technical – This may be abbreviated with most in the Technical Bible.
10.1. Target Hardware
10.2. Development hardware and software
10.3. Development procedures and standards
10.4. Game Engine
10.5. Network
10.6. Scripting Language
10.7. etc.
11. Section VIII – Game Art - This may be abbreviated with most of the content in an Art Bible.
11.1. Concept Art
11.2. style Guides
11.3. Characters
11.4. Environments
11.5. Equipment
11.6. Cut scenes
11.7. Miscellaneous
12. Section IX - Secondary Software
12.1. Editor
12.2. Installer
12.3. Update software
13. Section X - Management
13.1. Detailed Schedule
13.2. Budget
13.3. Risk Analysis
13.4. Localization Plan
13.5. Test Plan
14. Appendices
14.1. Asset List
14.1.1. Art
14.1.1.1. Model and Texture List
14.1.1.2. Animation List
14.1.1.3. Effects List
14.1.1.4. Interface Art List
14.1.1.5. Cut scene List
14.1.2. Sound
14.1.2.1. Environmental Sounds
14.1.2.2. Weapon Sounds
14.1.2.3. Interface Sounds
14.1.3. Music
14.1.3.1. Ambient
14.1.3.2. “Action”
14.1.3.3. Victory
14.1.3.4. Defeat
14.1.4. Voice
14.1.4.1. Actor #1 lines
14.1.4.2. Actor #2 lines
14.1.4.3. Etc.
4.2. Feature Set - what gameplay elements does your game contain.
4.7. Project Scope – look at the subsections.
8.1. Visual System - again, look at the subsections.
8.1.3. Rendering System - it's asking what system you'll use, and which basic features it has.
8.1.5. Lighting Models - this could be about lightmapping or baking textures, but it also applies to the actual light objects in your game. How many, and of what type?
9.5. Support AI - look at the subsections...
10.3. Development procedures and standards - procedures would include your development methodology, your milestone system if you have one, etc. Standards might include a reference to a code standard, asset naming standards, etc.
11.2. style Guides - These are references for artists to refer to when creating assets so the style is consistent.
12.2. Installer - this is the program that installs your software.
12.3. Update software - patching, distribution of patches
13.1. Detailed Schedule - a schedule for development of the entire project
13.4. Localization Plan - plans for distributing the game in different languages, support for non-QWERTY keyboards, that sort of thing.
13.5. Test Plan - Literally a plan for testing. You should have a list of features and functionality that need testing and a set of criteria to measure them against. You will also need to formulate time into the schedule for this testing while allowing for the fact that some tests will fail requiring further development work and then repeated tests.
4.7. Project Scope – look at the subsections.
8.1. Visual System - again, look at the subsections.
8.1.3. Rendering System - it's asking what system you'll use, and which basic features it has.
8.1.5. Lighting Models - this could be about lightmapping or baking textures, but it also applies to the actual light objects in your game. How many, and of what type?
9.5. Support AI - look at the subsections...
10.3. Development procedures and standards - procedures would include your development methodology, your milestone system if you have one, etc. Standards might include a reference to a code standard, asset naming standards, etc.
11.2. style Guides - These are references for artists to refer to when creating assets so the style is consistent.
12.2. Installer - this is the program that installs your software.
12.3. Update software - patching, distribution of patches
13.1. Detailed Schedule - a schedule for development of the entire project
13.4. Localization Plan - plans for distributing the game in different languages, support for non-QWERTY keyboards, that sort of thing.
13.5. Test Plan - Literally a plan for testing. You should have a list of features and functionality that need testing and a set of criteria to measure them against. You will also need to formulate time into the schedule for this testing while allowing for the fact that some tests will fail requiring further development work and then repeated tests.
Scope has two different uses in the gaming industry.
First, it represents which department or component of the game is affected by a feature or bug (not the case of what you're listing).
The other case is the whole idea of quality vs quantity. Scope would be quantity. How MANY features, the widespread of the features, etc.
First, it represents which department or component of the game is affected by a feature or bug (not the case of what you're listing).
The other case is the whole idea of quality vs quantity. Scope would be quantity. How MANY features, the widespread of the features, etc.
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