You are on page 1of 23

Final Game Concept & Design Document

Juniper

Team Avatar
Bigelow, Christopher
Mitchell, Joseph
Remke, Ryan
Wallgren-Mindermann, Joshua

05-08-2015

Game Concept & Design Document Template


Document Contents

TEMPLATE INTRODUCTION

CONCEPT DOCUMENT

2.1
2.2
2.3
2.4
2.5
2.6
2.7
3

TITLE PAGE
INTRODUCTION
GAME ANALYSIS
GAME ATMOSPHERE
GAME PLAY
KEY FEATURES
SELLING FEATURES
DESIGN DOCUMENT

3.1 DESIGN GUIDELINES


3.2 GAME DESIGN DEFINITIONS
3.3 GAME MATRIX
3.4 GAME FLOW CHART
3.5 PLAYER ELEMENTS
3.5.1 PLAYER DEFINITION
3.5.2 PLAYER PROPERTIES
3.5.3 PLAYER REWARDS (POWER-UPS & PICK-UPS)
3.5.4 USER INTERFACE (UI)
3.5.5 HEADS UP DISPLAY (HUD)
3.5.6 PLAYER VIEW
3.6 ANTAGONISTIC ELEMENTS
3.6.1 ANTAGONISTIC DEFINITIONS
3.6.2 ANTAGONISTIC PROPERTIES
3.6.3 ANTAGONISTIC LIST
3.6.4 ARTIFICIAL INTELLIGENCE (AI)
3.7 GLOBAL GAME ELEMENTS
3.8 THE STORY
3.8.1 THE STORY COPY
3.9 CONCEPT ART
3.10 LEVEL DESIGN
3.10.1 LEVEL COPY
3.11 AUDIO & SOUND F/X
3.12 GAME ARCHITECTURE
3.12.1 GAME ARCHITECTURE OVERVIEW
3.12.2 ARCHITECTURE COPY
3.12.3 HOW TO PLAY COPY
4
4.1

TECHNICAL DOCUMENT
SYSTEM REQUIREMENTS

4.2
4.3
4.4
4.5
4.6
4.7
4.8
5
5.1
5.2
5.3
5.4
5.5
5.6

VISUAL CONTENT
AUDIO CONTENT
PROGRAMMING CONTENT
CODE STRUCTURE
CONCERNS AND ALTERNATIVES
RESOURCES
TECHNICAL MATRIX
APPENDIX A
TAXONOMY
GENRE
GAME ELEMENTS
CONTENT
THEME
STYLE

APPENDIX B

APPENDIX C

APPENDIX D

Template Introduction

This document is based on the research done during an internship at Overloaded Pocket Media. The
document its self has been updated several based on new experiences and insight into game design. In this
version it is my intension to describe a broader range of game than just mobile games, as well as provide a
document for fellow students and game designers to use.
This document has been created with the intention of making a clear game design document. To do this the
document has been divided into 3 different documents, the game concept document, game mechanics document
and game tech document. This is done with the intention of making a modular document that can be updated and
split into different versions easily.
Documents created with this game design template will focus upon creation of a well devised game. What
this template does not do is predict the playability of the game and define a plan for the overall game
development. It is there for important to consider this is only one phase in the Game Development process. I
recommend that any game design be tested with tangible means such as pencil and paper, cards, board, etc,
before any major resources are allotted to it. It is also important to understand that this document will act as a
starting point and can not replace hands on interactivity and game testing.
Much of the contents of the game design will be influence by factors such as the game being licensed, the
type of game and the game designer himself. In the end this template is to act as a guide to concise
documentation allowing the designer to give more attention to creativity.

Concept Document

The concept document serves the purpose as a way to present a game concept.
A general overview of the game, with the idea anyone can read and understand what the game is like.
This part of the document is one that will change very little once the concept is accepted.

2.1

Title Page

Game Name: Juniper


Game Logo:

Game Catch Phrase: Escape the Cave


Document Type: Game Concept and Design Document
Document Version: 2.0

2.2

Introduction

Juniper is a side-scrolling platform game set in a cave full of darkness. The main character is stuck in
the cave and attempts to escape. The name of the main character is not known (he is known as Randy). Randy
finds several different ways to light up the cave. This includes throwable glow sticks and a headlamp that randy
wears. Once the cave is lit up, Randy can then run and jump on platforms towards the exit of the level.
The concept of running and jumping on a side-scrolling platform is based upon games such as Mario.
The dark and light system was based on the game Terraria. The game has a goal of appealing to casual gamers as
well as hardcore gamers. We want to make it easy to learn and use but also fun enough for an avid gamer to
enjoy.

2.3
This is a general overview of the game.
Game Description
Genre:

Game Elements:

Game Content:

Platformer
Adventure
Strategy
Puzzle
Collecting
Chase
Dark/Light system
Dodging
Action

Game Analysis

Theme:
Style:
Game Sequence:
Player:
Game Reference
Game Taxonomy:
Player Immersion:
Reference:

Game Technical
Technical From:
View:
Platform:
Device:
Game Sales
Consumer Group:
Payment:
Estimated Price:
Device Support List

Adventure
Exploration
Sci-Fi
Old School
Linear
Singleplayer
Juniper is a Fictional Game/Narrative
Tactical
Strategy
Mental
Mario(Platforming)
Terraria (Exploration/ Platforming)

2D graphics
Side camera view
C#
PC
This a good point to talk a person from marketing to get the demographics
This a good point to talk a person from marketing
5 USD
See Appendix A

2.4

Game Atmosphere

Juniper is a very quiet game that seeks to create a feeling of isolation as the player explores the
hazardous cave they have found themselves in. The view will be far off from the play allowing the size of the
dark cavernous environment to sink in.

2.5

Game Play

In Juniper, the player is greeted by a main menu and presented with the options to play the game. In
Juniper, Randy is lost inside of a cave with limited light and needs to escape by venturing through the cave. He
also has the goal of finding Juniper, as he finds trails of her journals throughout the cave. Junipers game mode is
a single player campaign story mode. One element of the game includes a light/dark system. The player lights up
the dark cave using various lighting techniques (headlamp, glow sticks, etc.). The game will also implement a
platforming element, where the player runs and jumps on platforms. The player controls the main character with
the arrow keys and the space bar to move and jump respectively. The player can pick up items simply by walking
over them. To win the game, the player needs to complete each of the five levels. Each level is completed by
finding an exit in the level. The first four exits are doors and the final exit is the exit to the cave.The player loses
by falling or hitting an enemy. When the game is completed, the player is greeted with an ending sequence and
credits.

2.6

Key Features

Below are some key features that make the game attractive to players.

light/dark system

platforming

2 hours
Play again and again!
Fun Sounds!
Great Visuals!
Works on Windows

One Player
No online activities

2.7

Selling Features

A mining character logo along with the name Juniper is copyright material that can be licensed and sold on
merchandise such as T-shirts, coffee mugs, etc.

Design Document

This document describes how game objects behave, controlled and properties they have.
This documentation is primarily concerned with the game its self.
This part of the document is meant to be modular. Meaning you could have several Game Mechanic documents
attached to the Concept Document.

3.1

Design Guidelines

The color of the game should have a dark tone to it. The cave is dark, but when lit up, cavernous graphics are
displayed. Found in the level should be items related to cave exploration (lights, etc.). The style of the game
comes from a cave-mining setting. The character is a miner and it is obvious that miners have built things in the
cave (platforms, etc.). The platforms are made of wood, o and rock-colored.
This is an important statement about any creative restrictions that need to be regarded and a general over all goal
of the design.

3.2

Game Design Definitions

How the Player Wins: How the player wins is very simple, he/she must advance through every level and escape
the cave.
How the Player Loses: The player can lose 2 different ways. First, if they fall off the platforms to their death.
Second, if they are killed by enemies.
The player advances to the next level when he finds his way out of his current cavern.
The main focus of the game play is to explore the cave and find a way to escape while possibly retrieving items
along the way.
Menu- The menu will simply have a play button. When the user selects Play they will begin the game starting
on the first level. We thought about but did not implement having an options menu where the user can change the
sound, soundFX, and see how to play.

Synopsis- The player starts in a cave as a mining character and has to escape the cave and avoid enemies with
only his headlamp and glow sticks to light his way.
Game Play- the game plays as a side-scrolling platforming game where you must avoid gaps and enemies that
are waiting on many different platforms. The cave is dark and full of terrors.
Player Control- the player controls the characters side to side movement with the A and D keys. The player
uses the W key to throw glow sticks and can run into objects to pick them up. The space bar is used to jump.
Game Over- the game is over if the player dies (from falling or enemies) and they must restart the current level.

3.3
Object

Game Matrix

Properties

Unit type
Basic Enemies
Spiders

Moves back and forth. Medium speed. Hurts the player when touched.

Main Characters
Randy

Run, jump, throw items, pick up items.

3.4

Game Flow Chart

KEY:

3.5

Player Elements

List all the elements that are directly related to or to the benefit of the player.
Devise two sets of names for player elements. One set is a generic name (or code) and the other is its game
name.
Describe the terminology that you use to describe the players properties.
This is a good place to interact with a graphic designer to get graphics to match to game names.
Graphics that will be seen during game play should be exhibited here.
Multi-player issues should also be mentioned here.

3.5.1

Below are some player definitions for the main character:


Actions: The player can move left or right, jump, throw glowsticks.
Information (Status): The player will have a number of glowsticks in inventory, a current item(s) target, and a
score.
Default Properties: The player begins the game by clicking the play button on the menu. The player would then
be placed at the beginning of the first level. They are equipped with their head lantern to see and begin with a
number of glowsticks to throw, allowing more illumination of the caves.
Winning: The player wins by finding the exit to the cave.
Losing: The player loses by dying. The player dies by falling to their death or being killed by an enemy.

3.5.2
-

2.
3.

Player Properties

The player has:


A number of remaining glowsticks that can be thrown. This acts like an ammo system.
A head lamp which illuminates the surrounding area. This property changing will change the radius around the
player that is illuminated automatically.

3.5.3
1.

Player Definition

Player Rewards (Power-ups & Pick-ups)

We thought about being able to pick up glowsticks, but we decided to keep the glowsticks in the inventory at 20
per level.
The player can pick up journals that the character can find and read to understand the story of the game
Keys can be picked up to open the doors and escape each level..

3.5.4

User Interface (UI)

The player will use the arrow keys to move the player left or right. The [spacebar] to jump. The player will use
[E] key for throwing glowsticks. The glowsticks will be thrown in the direction of the mouses location.

3.5.5

Heads up Display (HUD)

There will be a picture of a glowstick with a number next to it representing the number of glowsticks remaining,
and this will be in the to left corner of the screen. There will also be an image of a jewel with X/Y next to it
where X is the number of collected jewels and Y is the total number of jewels in the level.

Early Prototype:

Final Design:

3.5.6

Player View

The screen will be dragged along by the player, with the player remaining primarily in the center.
Screenshot can be found above in 3.5.5 HUD

3.6

Antagonistic Elements

Spider:
The spider is an enemy that moves back and forth on various platforms. We planned but were not able to
implement spiders that can hang down from high places from a spider web.
Terminology: The spiders are called Seekers, as they look to hurt the main character.

3.6.1

Antagonistic Definitions

Antagonistic elements include anything to get the main character to die.


The spiders will be moving from left to right to patrol certain areas. We also plan to have the occasional spider
that moves up and down, hanging from spider webs.

3.6.2

Antagonistic Properties

The only capabilities that the enemies have are to move, whether up and down, or left to right. The spiders
attack is to touch the main character.

3.6.3

Antagonistic List

The antagonists in the game are brief. This is because this is mainly an exploring game. However, the antagonist
element is still present. The following antagonists are present in the game:
Crawling spiders, called Seekers

3.6.4

Artificial Intelligence (AI)

This is where visuals and written description(s) of the antagonistic elements behaviors.
These should be labeled in such a way that they can be used in level design with out having to describe them
again.
Devise generic names for repetitive behaviors.

The following describe the antagonistic spiders behaviors:


Normal State: moving back and forth on the platforms. This repetitive behavior is named crawl.
Detection State: spider attacks when player is on spiders platform. This repetitive behavior is named detect.
Reaction State: attacks player and tries to kill them. This repetitive behavior is named attack.
End State: returns to normal state

3.7

Global Game Elements

In this section it is important to describe the boundaries, neutral objects, camera views and scale of the world.
Neutral game world objects can be things like a static background, objects that do not interact with the player or
antagonistic elements.

Neutral Game Elements:


Platforms on which the player and enemies stand.

Static background of the cave.


Torches on the walls that illuminate some small areas.
Rocks and other debris that is to be traversed.
Walls of the cave.

3.8

The Story

Juniper follows a geologist, Randy, who learns that his research partner, Juniper, has gone missing in a recently
discovered system of ancient underground caverns. After the search parties are disbanded and the caverns are
deemed too dangerous for further study with the equipment available to the research team, Juniper is declared
dead. However Randy refuses to accept this and descends into the depths of the earth himself. Unfortunately he
is soon trapped by a cave in and his rescue mission turns into a desperate search for an escape from the cave. As
he searches for an escape route he gradually learns what happened to Juniper.

3.8.1

The Story Copy

The player is moving from cave to cave collecting items while looking for an escape from the caverns he has
found himself trapped in.

3.9

Concept Art

Sketches that are used for the concept can go into this section as visual reference.
In the case of a brand, certain creative restrictions should be noted here.
This is a good place to interact with a graphic designer to get graphics to match to game names.

3.10

Level Design

3.10.1

Level Copy

The game has no cutscenes. The story is told through pages of Junipers journal that the player can find in each
level.

3.11 Audio & Sound F/X

There are several sound effects used for the game. The following sound effects are included in this game:
Dripping sounds from stalactites in the cave
Running sound when The Miner moves.
Jumping sound when The Miner jumps.
Landing sound when The Miner lands from a jump.
Spiders sound when moving
Spiders sound when attacking
Background music

3.12

3.12.1

Game Architecture

Game Architecture Overview

Does not apply.

3.12.2

Architecture Copy

There are no cut-scenes in our game. The story is displayed with journal entries that are short and help give the
player a little more insight into the story.
The menu includes a start game, option, and exit button. The start game option starts the game at the first level
and then continues with the player. After the game is complete the game return to the start screen again. The
menu option brings the player to the options screen where they can turn the sound on and off, and also change
the key configuration.

3.12.3

How to play Copy

The following includes information for the player, clearly describing how to play the game:
The goal of the game is to clear the level. To accomplish this goal the player must reach the end of the level,
designated by a door or cave shaft. Sometimes to complete the level an item must be obtained throughout the
level, if so the item will be displayed on the screen in the bottom right corner. The game has a light and dark
system and thus the player must illuminate the area with throw-able glow-sticks (F) and his mining helmet. The
level is traversed by moving left (A), right (D), and jumping (SPACE).

Technical Document

The information concerning the technical aspects of the game should be placed here.
The technical document is best achieved with consensus from the people responsible for the Visual,
Programming and Audio aspects.
This part of the document is meant to be modular. Meaning you could have several Game Technical documents
attached to the Concept Document and Game Mechanic Document.

1.1

System Requirements

This is a list of system requirements that a device will have to meet to run the game.
This also represents the restrictions that may apply to the end product.

1.2

Visual Content

A list of technical requirements from those in concerned with the visual aspects of the game.
This is a section that will require extensive meetings with a graphic designer.
All objects should be listed with their generic names.

o
o
o
o

o
o
o

o
o

o
o

General
File Size Restrictions
File Format Type
File Quality Type
Visual Scale
Player Elements
Type of States (Default, Damage, Destroyed, ect.)
Amount Animation Frames
Heads Up Display (HUD)
Type Icons
States
Font Type
Antagonistic Elements
Type of States (Default, Damage, Destroyed, ect.)
Amount Animation Frames
Global Elements
Background/Texture/Tiles
Font Type

1.3

Audio Content

It is very important to communicate with the audio designer before and while the audio content is being
developed.

o
o
o

o
o

General
File Size Restrictions
File Format Type
File Quality Type
Player Elements
Type of Sound f/x
Device Vibration


o
o

Antagonistic Elements
Type of Sound f/x
Device Vibration
Global Elements
Ambient Music
Splash Screens
Ambient Music
Menus
Type of Sound f/x

1.4

Programming Content

Contents should be collaboration with the programmer.


The object here is to try to organize and modulate as much as possible.

o
o
o

General
Requirements
File Size Restrictions
File Format Type

Specify Coding Conventions

Language/Device Restrictions

Screen Type (Small, Medium, Large)

o
o

Player Elements
Type of Event
Antagonistic Elements
Type Event
Global Elements
Type of Event
Splash Screens
Type of Event
Menus
Type of Event
Type of Options

1.5

Code Structure

This is where an overview of how objects/functions/data interact, a list of what specified functions/routines do
and a list of what order modules will be written.

1.6

Concerns and Alternatives

If there are concerns about something technical they should be stated here and what will be alternatives to the
concern.

1.7

Resources

A list of applications and equipment, that is acceptable for use on development of this game.
This is mostly a legal issue that development members must be aware of.

1.8

Technical Matrix

The Matrix will be split into the different device series for each content category.
Technical Matrix includes the content lists of Audio, Visual and Programming.

Appendix A

In this appendix there are lists for a games Taxonomy, Genre, Elements, Contents, Theme and Style. These lists
are far from complete but are useful for further examples.

o
o
o

o
o
o

o
o
o

o
o
o
o
o
o
o

o
o
o
o
o
o
o

o
o
o
o
o
o
o

5.1

Taxonomy

5.2

Genre

Simulation
Story
Play
Chance
Fiction
Non Fiction
Story
Simulation
Play
Chance
Fiction
Non Fiction
Play
Story
Chance
Simulation
Fiction
Non Fiction

Basic
Adventure
Arcade (any "twitch" element)
Construction & Management
Puzzle
Role-play
Simulator
Strategy
More Specific
Abstract (i.e., Arkanoid)
Adventure
Arcade (very generalized category)
Beat-em-up
Flight Sim/Space Sim
FPS (first-person shooter)
MMOG(Massive Multi-player Online)
MMORPG (role playing game)
MMORTS (real time strategy)
MMOTBS (turn base strategy)
Platform
Puzzle
Racing
RPG (role-playing game)
RTS (real-time strategy)
Shoot-em-up (scrolling shooter)
TBS (turn based strategy)

Trading

5.3

Game Elements

5.4

Content

5.5

Theme

5.6

Style

Alignment
Catch
Chase
Collecting
Combat
Cooperation
Dodging
Escape
Fighting
Forbidden Act
Hiding
Jump
Luck
Maze
Nursing
Obstacles
Puzzle
React
Resource Management
Seeking
Shooting
Story Comprehension
Target
Trading
Trivia
Timing

Action
Drama
Erotic
Horror
Humor
Pure Play
Realism
Thriller

Abstract
Crime
Fantasy
Noir
Porn
Sci-Fi
Spy
War
Western

Abstract
Cartoon
Manga
Old School
Realism

Appendix B
Object
Unit type

Properties
Hit
Points

Damage

Bullet
speed

Movement

30
60
70
15
15
80
90
120
25
30

100
150
700
500
35
350
400
600
200
210

Medium
Slow
Medium
NA
Slow
Fast
Medium
NA
Fast
Fast

NA
NA
NA
Medium
Medium
Slow
Slow
Slow
Fast
Fast

Basic Enemies
Cannon -01
Cannon -02
Static rocket launcher
Flock 1
Flock 2
Medium 1
Medium 2
Rail
Small 1
Small 2

Appendix C

Appendix D

You might also like