week 5

C1 Purpose of a games design document

Unique selling point.

In game design, a unique selling point (USP) is something that makes the game stand out from others and gives players a reason to choose it over other options. It could be something like a unique game mechanic, an innovative use of technology, or a compelling story. For example, a game that allows players to control multiple characters at once, or a game set in a completely original and imaginative world could be considered to have a strong USP.

A USP is important for game developers because it helps them to identify what makes their game special and to communicate that to potential players and investors. It's like the "hook" that grabs the attention of players, and makes them want to try out the game. It's also a key factor in building a successful marketing strategy, allowing to target the right audience and attract them to the game.

Think of it like the cherry on top of the sundae, it's the thing that makes your game irresistible.

 

Sales pitch.

A sales pitch is a persuasive message designed to convince potential customers or investors to buy into a product or service that is aimed at the esports industry. The sales pitch will typically highlight the unique selling points of the product or service and emphasise how it can meet the needs of the esports community.

Game treatment.

 

Concept document.

 

Design document.

A game design document (GDD) is a comprehensive document that describes the design and development of a video game. It is used by game developers to communicate the game's concept, mechanics, and vision to the entire development team, as well as to stakeholders and investors.

The content of a GDD can vary depending on the specific game, but it typically includes the following sections:

  • Game Concept: A brief overview of the game's overall idea and inspiration, including the game's genre, target audience, and key features.

  • Gameplay Mechanics: Detailed descriptions of the game's mechanics and controls, including the player's abilities, enemies, and level design.

  • Story and Characters: The game's narrative, characters, and dialogue.

  • Art Style: The game's visual design, including the art style, colour palette, and character designs.

  • Sound and Music: The game's audio design, including the music and sound effects.

  • Technical Requirements: The game's technical specifications and the hardware and software required to run it.

  • Production Schedule: A plan for the game's development, including milestones and deadlines.

  • Marketing and Distribution: Information on how the game will be marketed and distributed to the public.

The GDD is a living document and it's updated throughout the development process as the game's design evolves and changes, it's an essential tool for the game design process and it helps the team to communicate and understand the game vision.

 

Selection of genre:

  • First Person Shooter (FPS)
  • Massive Online Battle Area (MOBA)
  • sports
  • racing
  • Massive Multiplayer Online (MMO).

 

Placement of gameplay elements.

Gameplay elements are the various components that make up the gameplay experience in a video game. They include things like mechanics, rules, objectives, and challenges that the player must interact with and overcome in order to progress through the game.

Some common gameplay elements include:

  • Mechanics: The physical actions the player can perform, such as jumping, shooting, or moving.

  • Rules: The constraints and conditions that govern the player's actions, such as gravity or collision detection.

  • Objectives: The goals or tasks that the player must complete in order to progress through the game, such as reaching a certain level or defeating a boss.

  • Challenges: The obstacles or enemies that the player must overcome in order to complete objectives.

  • Progression: The way the game changes over time, through levels, difficulty, or other means, to keep the game interesting and challenging.

  • Feedback: The way the game communicates the player's progress, such as through points, health bars, or visual effects.

  • Story and Characters: The narrative and characters that give context and meaning to the gameplay experience.

  • Aesthetics: The visual and audio design of the game, which can enhance the gameplay experience.

  • Replayability: The ways in which the game can be played again and again, either through different paths, different playstyles, or different characters.

These elements are carefully crafted to create a cohesive and enjoyable gameplay experience that keeps the player engaged and motivated to keep playing.

 

Links to esports games that are in the market

e.g.: League of Legends, Rocket League, Overwatch, Hearthstone, Fortnite.


Last Updated
2023-04-19 08:51:47

Links to Learning Outcomes

Links to Assessment criteria

Learning aim C: Develop a game design document for an esports game

 

C.P5 Produce a game design document for the chosen game genre.

C.M3 Produce a detailed game design document for the game genre chosen, showing technical and practical requirements needed.

C.D3 Produce a comprehensive game design document for the game genre chosen, showing valid reflection of own choices with consideration.



English

Reading: Read and understand texts, selecting material appropriate to purpose, collating from different sources and making comparisons and cross-references as appropriate.

Writing: Write to communicate clearly, effectively and imaginatively, using and adapting forms and selecting vocabulary appropriate to task and purpose in ways that engage the reader

Sentence Structure: Use a range of sentence structures for clarity, purpose and effect, with accurate punctuation and spelling.

Organising Information: Organise information and ideas into structured and sequenced sentences, paragraphs and whole texts, using a variety of linguistic and structural features to support cohesion and overall coherence.


Maths

Organising and Representing data: Drawing tables, charts and graphs

Collect and record data: Questionnaires, Observation, Tally

Decimals: Counting

Analysis of information: Interpreting Results, Drawing conclusions from data, Comparing data







How 2's Coverage

Progress Tracker - The teacher matches activities to learning objectives and creates a Graphic Organiser on which to record progress. Learners assess and record progress as they complete the planned activities.

 



Anonymous Assessment - Learners assess an anonymous piece of work containing deliberate mistakes against given success criteria.

Files that support this week


| | | | |
Week 4
Prev
Week 5
Prev
Week 6
Prev

Next

Next
Webmaster Spelling Notifications