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MRA Game Design Document

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1. Title Page


1.1.Game Name


1.2.Premise – Single Sentence.


1.3.Copyright Information


1.4.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. Section I - Game Overview


3.1.Game Concept- Paragraph Explanation


3.2.Inspirations and Comparisons- Possible list of comparable games, that we feel are strongly related to the success of our game.


3.3.Genre


3.4.Target Audience

3.5. Learning Objectives


3.6.Game Flow Summary – How does the player move through the game. Both through framing interface and the game itself.


3.7.Look and Feel – What is the basic look and feel of the game? What is the visual style?


3.8.Project Scope – A summary of the scope of the game.


3.8.1. Number of locations


3.8.2. Number of levels


3.8.3. Number of NPC’s


3.8.4. Number of Obstacles 3.8.5. Etc.


4. Section II - Gameplay and Mechanics


4.1.Gameplay


4.1.1. Game Progression


4.1.2. Mission/challenge Structure


4.1.3. Puzzle Structure


4.1.4. Objectives – What are the objectives of the game?


4.1.5. Play Flow – How does the game flow for the game player


4.2.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.


4.2.1. Physics – How does the physical universe work?


4.2.2. Movement


4.2.2.1.General Movement


4.2.2.2.Other Movement


4.2.3. Objects


4.2.4. Actions


4.2.4.1.Switches and Buttons


4.2.4.2.Talking


4.2.4.3.Reading


4.2.5. Combat – If there is combat or even conflict, how is this specifically modeled?


4.3.Screen Flow


4.3.1. Screen Flow Chart – A graphical description of how each screen is related to every other


4.3.2. Screen Descriptions – What is the purpose of each screen?


4.3.2.1.Main Menu Screen


4.3.2.2.Options Screen


4.3.2.3.Etc.


4.4.Game Options – What are the options and how do they affect game play and mechanics?


4.5.Replaying and Saving


5. Section III – Story, Setting and Character


5.1.Story and Narrative - Specific details like scripts and cut scenes(if any).


5.1.1. Back story


5.1.2. Plot Elements


5.1.3. Game Progression


5.1.4. License Considerations


5.1.5. Cut Scenes- If Any


5.1.5.1.Cut scene #1


5.1.5.1.1. Actors


5.1.5.1.2. Description


5.1.5.1.3. Storyboard


5.1.5.1.4. Script


5.1.5.2.Cut scene #2


5.1.5.3.etc.


5.2.Game World


5.2.1. General look and feel of world


5.2.2. Area #1

5.2.2.1.General Description


5.2.2.2.Physical Characteristics


5.2.2.3.Levels that use area


5.2.2.4.Connections to other areas


5.2.3. Area #2


5.2.3.1.etc.


6. Section IV – Levels


6.1.Level #1


6.1.1. Synopsis


6.1.2. Introductory Material (Cut scene? Mission briefing?)


6.1.3. Objectives


6.1.4. Physical Description


6.1.5. Map


6.1.6. Critical Path


6.1.7. Encounters


6.1.8. Level Walkthrough


6.1.9. Closing Material


6.2.Level #2


6.3.etc.


6.4.Training Level


7. Section V - Interface


7.1.Visual System


7.1.1. HUD - What controls


7.1.2. Menus


7.1.3. Rendering System


7.1.4. Camera


7.1.5. Lighting Models


7.2.Control System – How does the game player control the game? What are the specific commands?


7.3.Audio


7.4.Music


7.5.Sound Effects


7.6.Help System


8. Section VI - Artificial Intelligence- If Any


9. Section VII – Technical – Abbreviate, it is also covered in the Tech Design Doc.


9.1Target Hardware


9.2Development hardware and software


9.3Development procedures and standards


9.4Game Engine


9.5Network


9.6Scripting Language


9.7etc.


10. Section VIII – Game Art – Abbreviate, it is also covered in the Art Design Doc.


10.1.Concept Art


10.2.Style Guides


10.3.Characters


10.4.Environments


10.5.Equipment


10.6.Miscellaneous


11. Section IX - Management


11.1.Detailed Schedule


11.2.Budget


11.3.Risk Analysis


11.4.Localization Plan


11.5.Test Plan


12. Appendices


12.1.Asset List


12.1.1. Art


12.1.1.1. Model and Texture List


12.1.1.2. Animation List


12.1.1.3. Effects List


12.1.1.4. Interface Art List


12.1.2. Sound


12.1.2.1. Environmental Sounds


12.1.2.2. Interface Sounds


12.1.3. Music


12.1.3.1. Ambient


12.1.3.2. “Action”


12.1.3.3. Victory


12.1.3.4. Defeat


12.1.4. Voice


12.1.4.1. Actor #1 lines


12.1.4.2. Actor #2 lines


12.1.4.3. Etc.

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