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Design	
  by:	
  Group	
  2	
  Productions	
  
For	
  PC/Mac	
  
Rating:	
  10+	
  
Ship	
  date:	
  TBD	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
Will	
  H,	
  Sam	
  M	
  &	
  Sam	
  H	
  
 
Game	
  story:	
  
	
  
Jeremy	
  is	
  an	
  alien	
  visitor	
  from	
  an	
  unknown	
  planet	
  he	
  crashes	
  his	
  
spaceship	
  on	
  Earth	
  and	
  he	
  is	
  immediately	
  taken	
  away	
  by	
  the	
  FBI	
  and	
  taken	
  
to	
  Area	
  51,	
  Jeremy	
  has	
  to	
  escape,	
  make	
  his	
  way	
  through	
  a	
  near	
  by	
  town	
  
and	
  up	
  a	
  mountain	
  to	
  radio	
  for	
  help,	
  along	
  the	
  way	
  avoiding	
  FBI	
  agents	
  and	
  
abducting	
  cows	
  to	
  take	
  back	
  with	
  him.	
  	
  He	
  escapes	
  Earth	
  but	
  his	
  new	
  ship	
  
crashes	
  on	
  an	
  asteroid	
  and	
  he	
  has	
  to	
  collect	
  parts	
  to	
  repair	
  his	
  ship	
  and	
  
finally	
  fly	
  away	
  back	
  home.	
  	
  
	
  
	
  
	
  
Game	
  play:	
  
	
  
In	
  First	
  Impact	
  you	
  play	
  as	
  Jeremy,	
  an	
  extraterrestrial	
  being	
  who	
  is	
  
running	
  for	
  his	
  life	
  from	
  the	
  corrupt	
  FBI,	
  Jeremy	
  is	
  a	
  peaceful	
  being,	
  so	
  
therefore	
  he	
  does	
  not	
  carry	
  any	
  form	
  of	
  lethal	
  weapon,	
  instead	
  he	
  relies	
  on	
  
his	
  wits	
  to	
  outsmart	
  the	
  simple	
  guards’	
  patrol	
  patterns	
  and	
  use	
  his	
  wits	
  to	
  
solve	
  puzzles	
  to	
  escape.	
  Jeremy	
  is	
  also	
  gifted	
  with	
  having	
  three	
  lives,	
  which	
  
will	
  reset	
  on	
  a	
  New	
  Game,	
  if	
  all	
  three	
  are	
  used	
  up	
  though,	
  Jeremy	
  will	
  die.	
  
These	
  lives	
  work	
  as	
  a	
  type	
  of	
  checkpoint,	
  upon	
  being	
  hit,	
  Jeremy	
  will	
  
respawn	
  nearby	
  in	
  a	
  safe	
  location	
  (if	
  all	
  three	
  lives	
  have	
  been	
  used	
  up	
  and	
  
he	
  is	
  hit,	
  game	
  over).	
  In	
  each	
  level	
  Jeremy	
  has	
  something	
  to	
  collect,	
  in	
  Area	
  
51	
  he	
  has	
  to	
  collect	
  documents	
  with	
  information	
  about	
  his	
  species	
  that	
  
humans	
  have	
  recorded	
  so	
  they	
  never	
  find	
  out,	
  on	
  Earth	
  he	
  has	
  to	
  abduct	
  
cows	
  for	
  the	
  usual	
  Alien	
  experiment	
  stuff,	
  and	
  in	
  space	
  he	
  must	
  collect	
  new	
  
parts	
  to	
  repair	
  his	
  ship.	
  	
  
	
  
	
  
	
  
Elevator	
  Pitch:	
  
	
  
Platform	
  game,	
  3	
  levels,	
  character	
  is	
  an	
  alien.	
  First	
  level:	
  Area	
  51,	
  Second	
  
Level:	
  Earth,	
  Third	
  Level:	
  Space.	
  Score	
  obtained	
  in	
  levels.	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
Game	
  Flow	
  
	
  
As	
  Jeremy	
  progresses	
  through	
  the	
  game,	
  he	
  will	
  unlock	
  bonuses	
  such	
  as	
  
increased	
  speed	
  and	
  the	
  ability	
  to	
  jump	
  higher.	
  This	
  will	
  help	
  the	
  player	
  as	
  
each	
  level	
  has	
  an	
  increase	
  in	
  difficulty	
  and	
  the	
  game	
  will	
  become	
  near	
  
impossible	
  without	
  these	
  upgrades.	
  	
  
	
  
There	
  are	
  collectables	
  scattered	
  across	
  each	
  level,	
  while	
  these	
  do	
  not	
  affect	
  
the	
  game	
  in	
  anyway,	
  they	
  do	
  add	
  to	
  your	
  score.	
  	
  
	
  
To	
  gather	
  these	
  collectables,	
  Jeremy	
  simply	
  has	
  to	
  walk	
  over	
  them.	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
Above:	
  Designs	
  for	
  the	
  collectables	
  on	
  level	
  1	
  &	
  2.	
  	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
Player	
  Character:	
  
	
  
Jeremy.	
  Jeremy’s	
  appearance	
  remains	
  the	
  same	
  throughout	
  the	
  game	
  and	
  
if	
  the	
  game	
  is	
  completed	
  without	
  loosing	
  one	
  life,	
  you	
  unlock	
  a	
  new	
  skin	
  
for	
  Jeremy,	
  which	
  features	
  an	
  extra	
  life.	
  You	
  can	
  upgrade	
  Jeremy’s	
  abilities	
  
however,	
  such	
  as	
  his	
  speed,	
  and	
  the	
  height	
  he	
  can	
  jump.	
  	
  
	
  
Player	
  Controls	
  (PC/Mac):	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
Main	
  Gameplay	
  Concepts	
  and	
  Platform	
  Specific	
  Features	
  
	
  
	
  
First	
  Impact	
  is	
  a	
  2D	
  platform	
  game	
  that	
  can	
  be	
  classed	
  as	
  an	
  arcade,	
  
adventure	
  game.	
  The	
  game-­‐play	
  is	
  split	
  into	
  levels,	
  these	
  levels	
  are	
  
designed	
  around	
  the	
  story	
  that	
  Group2Productions	
  wrote,	
  The	
  first	
  level	
  is	
  
set	
  in	
  a	
  top	
  secret	
  bunker	
  run	
  by	
  the	
  FBI	
  and	
  the	
  second	
  is	
  on	
  a	
  hillside	
  
near	
  a	
  crashed	
  alien	
  ship,	
  this	
  is	
  then	
  followed	
  by	
  a	
  level	
  in	
  the	
  solar	
  
system’s	
  asteroid	
  belt.	
  The	
  aim	
  of	
  this	
  game	
  is	
  to	
  escape	
  from	
  capture	
  and	
  
flee	
  back	
  to	
  space.	
  As	
  there	
  are	
  significant	
  gaps	
  in	
  the	
  locations	
  being	
  
shown	
  there	
  will	
  be	
  comic	
  strip	
  scenes	
  showing	
  the	
  in-­‐between	
  stage	
  
journeys	
  and	
  making	
  the	
  stories	
  progression	
  easy	
  to	
  follow	
  by	
  the	
  player.	
  
	
  
The	
  player	
  will	
  be	
  engaged	
  in	
  a	
  non-­‐violent,	
  puzzle	
  solving	
  role,	
  the	
  idea	
  is	
  
to	
  have	
  are	
  target	
  audience	
  find	
  ways	
  around	
  a	
  maze	
  filled	
  with	
  threats	
  
and	
  succeed	
  in	
  getting	
  finishing	
  point	
  without	
  injury.	
  As	
  the	
  game	
  
progresses	
  on	
  the	
  mazes	
  the	
  levels	
  have	
  become	
  more	
  difficult	
  to	
  navigate	
  
and	
  the	
  desired	
  collectables	
  that	
  every	
  player	
  should	
  want	
  to	
  get	
  become	
  
much	
  hard	
  to	
  collect	
  without	
  the	
  level	
  restarting.	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
Designs	
  for	
  platforms.	
  	
  
	
  
	
  
	
  
Game	
  World	
  
	
  
In	
  First	
  Impact	
  we	
  have	
  three	
  levels	
  for	
  Jeremy	
  to	
  navigate	
  through;	
  each	
  
one	
  increases	
  in	
  difficulty.	
  Level	
  1	
  is	
  set	
  in	
  Area	
  51,	
  Level	
  2	
  is	
  outside	
  on	
  a	
  
hill	
  with	
  the	
  spaceship	
  crashed	
  at	
  the	
  top,	
  and	
  the	
  final	
  level	
  is	
  set	
  in	
  space	
  
on	
  an	
  asteroid.	
  	
  
	
  
We	
  aim	
  to	
  make	
  it	
  self-­‐explanatory	
  why	
  we	
  have	
  each	
  level,	
  as	
  the	
  idea	
  is	
  
Jeremy	
  is	
  working	
  his	
  way	
  up	
  through	
  a	
  base,	
  then	
  up	
  a	
  hill	
  to	
  his	
  
spaceship.	
  
	
  
In	
  level	
  1	
  we	
  want	
  to	
  create	
  a	
  tense	
  Sci-­‐Fi	
  feel	
  that	
  keeps	
  the	
  player	
  
engaged	
  and	
  makes	
  them	
  think	
  tactfully,	
  level	
  2	
  will	
  be	
  a	
  lot	
  more	
  
colourful	
  and	
  cheerful,	
  as	
  it	
  is	
  set	
  against	
  a	
  lush	
  background	
  and	
  not	
  grey	
  
and	
  metallic	
  like	
  level	
  1.	
  
For	
  level	
  3,	
  we	
  want	
  a	
  dramatic	
  and	
  suspenseful	
  atmosphere,	
  as	
  Jeremy	
  is	
  
navigating	
  his	
  way	
  across	
  an	
  asteroid,	
  we	
  want	
  it	
  to	
  have	
  the	
  ‘big	
  dramatic	
  
final	
  level’	
  feel	
  to	
  it	
  that	
  games	
  have.	
  
	
  
Above:	
  the	
  background	
  for	
  level	
  1	
  and	
  the	
  concept	
  design	
  for	
  level	
  2’s	
  
background	
  and	
  layout.	
  	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
Flow	
  chart	
  for	
  
a	
  working	
  
game	
  level/	
  
	
  
	
  
Interface	
  
	
  
The	
  interface	
  of	
  First	
  Impact	
  is	
  simple	
  to	
  navigate	
  and	
  understand	
  the	
  
main	
  menu	
  has	
  labelled	
  buttons,	
  which	
  can	
  start	
  the	
  game,	
  show	
  the	
  
controls	
  and	
  rules	
  or	
  show	
  the	
  credits.	
  On	
  each	
  scene	
  within	
  the	
  game	
  
there	
  is	
  always	
  a	
  menu	
  button	
  allowing	
  the	
  player	
  to	
  exit	
  to	
  the	
  main	
  menu	
  
at	
  any	
  point,	
  for	
  the	
  controls	
  and	
  rules	
  menu	
  as	
  well	
  as	
  the	
  credit	
  scene	
  the	
  
main	
  menu	
  button	
  is	
  allocated	
  in	
  the	
  top	
  right	
  corner.	
  However	
  for	
  the	
  
game’s	
  playable	
  levels	
  the	
  menu	
  button	
  is	
  to	
  the	
  bottom	
  left	
  side	
  with	
  a	
  
pause	
  game	
  button	
  alongside	
  it.	
  The	
  game’s	
  interface	
  has	
  been	
  designed	
  in	
  
a	
  uniform	
  manner	
  the	
  playable	
  levels	
  and	
  the	
  other	
  scenes	
  have	
  the	
  same	
  
position	
  for	
  their	
  button	
  links	
  with	
  the	
  exception	
  of	
  the	
  main	
  menu	
  screen,	
  
which	
  is	
  positioned	
  centrally.	
  The	
  scenes	
  of	
  First	
  Impact	
  all	
  include	
  music	
  
the	
  Main,	
  controls	
  and	
  credits	
  menus	
  have	
  a	
  generic	
  sci-­‐fi	
  beat	
  that’s	
  fits	
  
the	
  game	
  perfectly	
  and	
  is	
  practically	
  unnoticeable	
  so	
  your	
  able	
  to	
  listen	
  to	
  
it	
  for	
  hours	
  without	
  getting	
  irritated.	
  The	
  music	
  changes	
  once	
  you	
  start	
  the	
  
game,	
  the	
  introductory	
  scene	
  that	
  tells	
  the	
  player	
  the	
  game’s	
  story	
  has	
  a	
  
faster	
  pace	
  and	
  more	
  stellar	
  sounding	
  sci-­‐fi	
  track	
  than	
  the	
  main	
  menu’s.	
  
Level	
  one	
  is	
  set	
  in	
  a	
  secret	
  government	
  bunker	
  so	
  the	
  tone	
  of	
  the	
  backing	
  
sound	
  had	
  to	
  be	
  a	
  science	
  fiction	
  type	
  soundtrack,	
  the	
  music	
  has	
  a	
  strong	
  
base	
  with	
  a	
  quieter	
  high-­‐pitched	
  keyboard	
  on	
  top	
  it	
  feels	
  like	
  a	
  light	
  heart	
  
chase	
  scene	
  and	
  works	
  well	
  with	
  the	
  escape	
  scenario	
  the	
  alien	
  is	
  in.	
  Level	
  
two	
  is	
  completely	
  different	
  to	
  level	
  one	
  the	
  alien	
  is	
  now	
  outside	
  and	
  within	
  
reach	
  of	
  his	
  spaceship,	
  the	
  music	
  had	
  to	
  be	
  cheerful,	
  up	
  beat,	
  with	
  an	
  
outdoors	
  quality	
  and	
  as	
  this	
  level	
  is	
  difficult	
  it	
  had	
  to	
  be	
  cheekily	
  irritating	
  
after	
  a	
  player	
  failed	
  so	
  many	
  times.	
  The	
  soundtrack	
  was	
  successful	
  in	
  this	
  
respect	
  with	
  a	
  light-­‐strumming	
  guitar,	
  light	
  tapping	
  on	
  some	
  drums	
  and	
  
the	
  occasional	
  bellowing	
  trumpets.	
  The	
  loading	
  screens	
  are	
  the	
  only	
  
screens	
  without	
  a	
  musical	
  soundtrack.	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
Mechanics	
  and	
  Power-­Ups	
  
	
  
The	
  unique	
  mechanics	
  within	
  the	
  game	
  are	
  using	
  “A”	
  to	
  move	
  left,	
  “D”	
  to	
  
move	
  right,	
  “W”	
  to	
  climb	
  up	
  a	
  ladder	
  and	
  “S”	
  to	
  climb	
  down	
  a	
  ladder.	
  
	
  
On	
  both	
  levels	
  there	
  are	
  also	
  collectibles,	
  which	
  the	
  player	
  can	
  choose	
  to	
  
pick	
  up.	
  	
  
On	
  the	
  first	
  level	
  these	
  collectibles	
  are	
  in	
  the	
  form	
  of	
  secret	
  documents	
  that	
  
the	
  FBI	
  agents	
  keep	
  which	
  has	
  information	
  about	
  Jeremy’s	
  species.	
  
On	
  the	
  second	
  level	
  these	
  collectibles	
  are	
  in	
  the	
  form	
  of	
  sheep	
  that	
  Jeremy	
  
can	
  experiment	
  on.	
  
	
  
When	
  Jeremy	
  walks	
  into	
  the	
  FBI	
  document	
  he	
  collects	
  it	
  and	
  the	
  silhouette	
  
version	
  of	
  the	
  document	
  in	
  the	
  top	
  left	
  part	
  of	
  the	
  screen,	
  part	
  of	
  the	
  HUD,	
  
turns	
  into	
  a	
  picture	
  of	
  the	
  document,	
  notifying	
  the	
  player	
  that	
  they	
  have	
  
collected	
  it.	
  The	
  very	
  same	
  thing	
  happens	
  when	
  Jeremy	
  collects	
  the	
  sheep	
  
	
  
When	
  Jeremy	
  gets	
  caught	
  by	
  the	
  guards,	
  or	
  they	
  collide	
  with/touch	
  him,	
  
they	
  respawn	
  at	
  the	
  beginning	
  of	
  the	
  level	
  and	
  have	
  to	
  redo	
  the	
  entire	
  
level.	
  
Not	
  only	
  does	
  this	
  happen	
  when	
  Jeremy	
  gets	
  caught	
  by	
  one	
  of	
  the	
  guards	
  	
  
but	
  it	
  also	
  happens	
  when	
  he	
  gets	
  shot	
  by	
  one	
  of	
  the	
  guards,	
  so	
  the	
  player	
  
has	
  to	
  avoid	
  both	
  of	
  these	
  whilst	
  getting	
  to	
  the	
  end	
  of	
  the	
  level	
  and,	
  if	
  they	
  
choose	
  to,	
  get	
  the	
  collectibles.	
  
	
  
All	
  of	
  the	
  collectibles	
  are	
  located	
  at	
  different	
  heights,	
  i.e.	
  the	
  player	
  will	
  
have	
  to	
  climb	
  up	
  or	
  down	
  a	
  ladder	
  to	
  pick	
  up	
  more	
  than	
  one	
  
	
  
There	
  are	
  currently	
  no	
  power-­‐ups	
  in	
  the	
  game,	
  nor	
  do	
  we	
  have	
  any	
  plans	
  
to	
  have	
  any	
  in	
  the	
  future.	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
Enemies	
  and	
  Bosses:	
  
	
  
The	
  main	
  opposing	
  enemy	
  in	
  the	
  game	
  are	
  the	
  FBI	
  agents,	
  if	
  they	
  see	
  
Jeremy	
  they	
  will	
  shoot	
  on	
  sight;	
  they	
  are	
  also	
  much	
  bigger	
  and	
  physically	
  
stronger	
  than	
  Jeremy.	
  While	
  the	
  guards	
  are	
  ruthless	
  they	
  merely	
  patrol	
  
back	
  and	
  forth	
  on	
  levels	
  in	
  a	
  simple	
  fashion	
  so	
  with	
  intelligence	
  and	
  
patience,	
  Jeremy	
  should	
  be	
  able	
  to	
  out-­‐smart	
  them	
  and	
  avoid	
  their	
  patrols.	
  	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
Above:	
  Old	
  and	
  new	
  concepts	
  for	
  the	
  FBI	
  agents.	
  
	
  
Our	
  original	
  intent	
  was	
  to	
  go	
  for	
  a	
  block/”Minecraft”	
  
look	
  but	
  after	
  some	
  negative	
  feedback	
  we	
  decided	
  to	
  
change	
  it	
  to	
  the	
  design	
  on	
  the	
  right.	
  
	
  
The	
  other	
  main	
  challenge/enemy	
  Jeremy	
  will	
  face	
  in	
  the	
  
levels	
  are	
  the	
  laser	
  traps,	
  these	
  will	
  kill	
  Jeremy	
  instantly	
  
upon	
  contact.	
  Some	
  are	
  triggered	
  by	
  stepping	
  on	
  buttons	
  
and	
  require	
  a	
  separate	
  button	
  turn	
  off.	
  	
  	
  
	
  
	
  
These	
  laser	
  traps	
  only	
  appear	
  in	
  level	
  1	
  because	
  it	
  is	
  
The	
  only	
  environment	
  it	
  makes	
  sense	
  for	
  them	
  to	
  be	
  in,	
  they	
  
can’t	
  be	
  connected	
  to	
  wooden	
  platforms	
  outside.	
  (Level	
  2).	
  
	
  
Because	
  of	
  the	
  lack	
  of	
  laser	
  traps	
  in	
  level	
  2,	
  there	
  will	
  be	
  more	
  
patrolling	
  guards	
  and	
  a	
  more	
  complex	
  level	
  layout	
  to	
  ensure	
  the	
  
level	
  is	
  harder	
  than	
  the	
  previous	
  one.	
  	
  
	
  
	
  
	
  
	
  
Cut	
  scenes,	
  Bonus	
  Material,	
  and	
  Competitions	
  
	
  
The	
  cut	
  scenes	
  are	
  going	
  to	
  be	
  drawn	
  in	
  Photoshop	
  using	
  a	
  graphics	
  tablet.	
  
These	
  are	
  going	
  to	
  be	
  individual	
  drawings	
  with	
  text	
  either	
  underneath	
  
them	
  or	
  beside	
  them	
  to	
  explain	
  the	
  story	
  and	
  there	
  will	
  be	
  between	
  2-­‐4	
  at	
  
a	
  time.	
  It	
  will	
  be	
  a	
  little	
  like	
  a	
  comic	
  strip.	
  
	
  
The	
  cut	
  scenes	
  will	
  be	
  between	
  the	
  main	
  menu	
  and	
  level	
  one	
  explaining	
  
who	
  Jeremy	
  is,	
  why	
  he’s	
  on	
  earth,	
  what	
  he	
  has	
  to	
  do	
  etc.	
  
The	
  cut	
  scene	
  between	
  level	
  one	
  and	
  level	
  two	
  will	
  explain	
  how	
  Jeremy	
  got	
  
from	
  Area	
  51	
  to	
  the	
  farm	
  and	
  the	
  cut	
  scene	
  between	
  level	
  two	
  and	
  three	
  
will	
  explain	
  how	
  Jeremy	
  gets	
  into	
  his	
  spaceship.	
  	
  
The	
  cut	
  scene	
  at	
  the	
  end	
  will	
  explain	
  that	
  Jeremy	
  has	
  made	
  it	
  past	
  all	
  of	
  the	
  
cards	
  and	
  is	
  returning	
  to	
  his	
  planet.	
  
	
  
At	
  this	
  time	
  we	
  have	
  not	
  planned	
  any	
  bonus	
  material	
  nor	
  are	
  we	
  planning	
  
any.	
  We	
  have	
  also	
  not	
  planned	
  anything	
  for	
  the	
  player	
  to	
  unlock	
  at	
  any	
  
point	
  in	
  the	
  game.	
  
The	
  player	
  will	
  want	
  to	
  play	
  again	
  because	
  not	
  only	
  will	
  they	
  most	
  likely	
  
find	
  it	
  fun	
  but	
  they	
  may	
  want	
  to	
  attempt	
  to	
  get	
  more	
  collectibles	
  than	
  they	
  
got	
  in	
  a	
  previous	
  attempt	
  at	
  the	
  game.	
  
	
  
There	
  wouldn’t	
  be	
  any	
  major	
  competition	
  on	
  release.	
  
	
  
There	
  will	
  also	
  be	
  no	
  competitions	
  associated	
  with	
  this	
  game.	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  

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Ten page design document

  • 1.                                                       Design  by:  Group  2  Productions   For  PC/Mac   Rating:  10+   Ship  date:  TBD                         Will  H,  Sam  M  &  Sam  H  
  • 2.   Game  story:     Jeremy  is  an  alien  visitor  from  an  unknown  planet  he  crashes  his   spaceship  on  Earth  and  he  is  immediately  taken  away  by  the  FBI  and  taken   to  Area  51,  Jeremy  has  to  escape,  make  his  way  through  a  near  by  town   and  up  a  mountain  to  radio  for  help,  along  the  way  avoiding  FBI  agents  and   abducting  cows  to  take  back  with  him.    He  escapes  Earth  but  his  new  ship   crashes  on  an  asteroid  and  he  has  to  collect  parts  to  repair  his  ship  and   finally  fly  away  back  home.           Game  play:     In  First  Impact  you  play  as  Jeremy,  an  extraterrestrial  being  who  is   running  for  his  life  from  the  corrupt  FBI,  Jeremy  is  a  peaceful  being,  so   therefore  he  does  not  carry  any  form  of  lethal  weapon,  instead  he  relies  on   his  wits  to  outsmart  the  simple  guards’  patrol  patterns  and  use  his  wits  to   solve  puzzles  to  escape.  Jeremy  is  also  gifted  with  having  three  lives,  which   will  reset  on  a  New  Game,  if  all  three  are  used  up  though,  Jeremy  will  die.   These  lives  work  as  a  type  of  checkpoint,  upon  being  hit,  Jeremy  will   respawn  nearby  in  a  safe  location  (if  all  three  lives  have  been  used  up  and   he  is  hit,  game  over).  In  each  level  Jeremy  has  something  to  collect,  in  Area   51  he  has  to  collect  documents  with  information  about  his  species  that   humans  have  recorded  so  they  never  find  out,  on  Earth  he  has  to  abduct   cows  for  the  usual  Alien  experiment  stuff,  and  in  space  he  must  collect  new   parts  to  repair  his  ship.           Elevator  Pitch:     Platform  game,  3  levels,  character  is  an  alien.  First  level:  Area  51,  Second   Level:  Earth,  Third  Level:  Space.  Score  obtained  in  levels.                      
  • 3. Game  Flow     As  Jeremy  progresses  through  the  game,  he  will  unlock  bonuses  such  as   increased  speed  and  the  ability  to  jump  higher.  This  will  help  the  player  as   each  level  has  an  increase  in  difficulty  and  the  game  will  become  near   impossible  without  these  upgrades.       There  are  collectables  scattered  across  each  level,  while  these  do  not  affect   the  game  in  anyway,  they  do  add  to  your  score.       To  gather  these  collectables,  Jeremy  simply  has  to  walk  over  them.                                   Above:  Designs  for  the  collectables  on  level  1  &  2.                                      
  • 4. Player  Character:     Jeremy.  Jeremy’s  appearance  remains  the  same  throughout  the  game  and   if  the  game  is  completed  without  loosing  one  life,  you  unlock  a  new  skin   for  Jeremy,  which  features  an  extra  life.  You  can  upgrade  Jeremy’s  abilities   however,  such  as  his  speed,  and  the  height  he  can  jump.       Player  Controls  (PC/Mac):                                              
  • 5. Main  Gameplay  Concepts  and  Platform  Specific  Features       First  Impact  is  a  2D  platform  game  that  can  be  classed  as  an  arcade,   adventure  game.  The  game-­‐play  is  split  into  levels,  these  levels  are   designed  around  the  story  that  Group2Productions  wrote,  The  first  level  is   set  in  a  top  secret  bunker  run  by  the  FBI  and  the  second  is  on  a  hillside   near  a  crashed  alien  ship,  this  is  then  followed  by  a  level  in  the  solar   system’s  asteroid  belt.  The  aim  of  this  game  is  to  escape  from  capture  and   flee  back  to  space.  As  there  are  significant  gaps  in  the  locations  being   shown  there  will  be  comic  strip  scenes  showing  the  in-­‐between  stage   journeys  and  making  the  stories  progression  easy  to  follow  by  the  player.     The  player  will  be  engaged  in  a  non-­‐violent,  puzzle  solving  role,  the  idea  is   to  have  are  target  audience  find  ways  around  a  maze  filled  with  threats   and  succeed  in  getting  finishing  point  without  injury.  As  the  game   progresses  on  the  mazes  the  levels  have  become  more  difficult  to  navigate   and  the  desired  collectables  that  every  player  should  want  to  get  become   much  hard  to  collect  without  the  level  restarting.                                               Designs  for  platforms.          
  • 6. Game  World     In  First  Impact  we  have  three  levels  for  Jeremy  to  navigate  through;  each   one  increases  in  difficulty.  Level  1  is  set  in  Area  51,  Level  2  is  outside  on  a   hill  with  the  spaceship  crashed  at  the  top,  and  the  final  level  is  set  in  space   on  an  asteroid.       We  aim  to  make  it  self-­‐explanatory  why  we  have  each  level,  as  the  idea  is   Jeremy  is  working  his  way  up  through  a  base,  then  up  a  hill  to  his   spaceship.     In  level  1  we  want  to  create  a  tense  Sci-­‐Fi  feel  that  keeps  the  player   engaged  and  makes  them  think  tactfully,  level  2  will  be  a  lot  more   colourful  and  cheerful,  as  it  is  set  against  a  lush  background  and  not  grey   and  metallic  like  level  1.   For  level  3,  we  want  a  dramatic  and  suspenseful  atmosphere,  as  Jeremy  is   navigating  his  way  across  an  asteroid,  we  want  it  to  have  the  ‘big  dramatic   final  level’  feel  to  it  that  games  have.     Above:  the  background  for  level  1  and  the  concept  design  for  level  2’s   background  and  layout.                   Flow  chart  for   a  working   game  level/      
  • 7. Interface     The  interface  of  First  Impact  is  simple  to  navigate  and  understand  the   main  menu  has  labelled  buttons,  which  can  start  the  game,  show  the   controls  and  rules  or  show  the  credits.  On  each  scene  within  the  game   there  is  always  a  menu  button  allowing  the  player  to  exit  to  the  main  menu   at  any  point,  for  the  controls  and  rules  menu  as  well  as  the  credit  scene  the   main  menu  button  is  allocated  in  the  top  right  corner.  However  for  the   game’s  playable  levels  the  menu  button  is  to  the  bottom  left  side  with  a   pause  game  button  alongside  it.  The  game’s  interface  has  been  designed  in   a  uniform  manner  the  playable  levels  and  the  other  scenes  have  the  same   position  for  their  button  links  with  the  exception  of  the  main  menu  screen,   which  is  positioned  centrally.  The  scenes  of  First  Impact  all  include  music   the  Main,  controls  and  credits  menus  have  a  generic  sci-­‐fi  beat  that’s  fits   the  game  perfectly  and  is  practically  unnoticeable  so  your  able  to  listen  to   it  for  hours  without  getting  irritated.  The  music  changes  once  you  start  the   game,  the  introductory  scene  that  tells  the  player  the  game’s  story  has  a   faster  pace  and  more  stellar  sounding  sci-­‐fi  track  than  the  main  menu’s.   Level  one  is  set  in  a  secret  government  bunker  so  the  tone  of  the  backing   sound  had  to  be  a  science  fiction  type  soundtrack,  the  music  has  a  strong   base  with  a  quieter  high-­‐pitched  keyboard  on  top  it  feels  like  a  light  heart   chase  scene  and  works  well  with  the  escape  scenario  the  alien  is  in.  Level   two  is  completely  different  to  level  one  the  alien  is  now  outside  and  within   reach  of  his  spaceship,  the  music  had  to  be  cheerful,  up  beat,  with  an   outdoors  quality  and  as  this  level  is  difficult  it  had  to  be  cheekily  irritating   after  a  player  failed  so  many  times.  The  soundtrack  was  successful  in  this   respect  with  a  light-­‐strumming  guitar,  light  tapping  on  some  drums  and   the  occasional  bellowing  trumpets.  The  loading  screens  are  the  only   screens  without  a  musical  soundtrack.                                  
  • 8. Mechanics  and  Power-­Ups     The  unique  mechanics  within  the  game  are  using  “A”  to  move  left,  “D”  to   move  right,  “W”  to  climb  up  a  ladder  and  “S”  to  climb  down  a  ladder.     On  both  levels  there  are  also  collectibles,  which  the  player  can  choose  to   pick  up.     On  the  first  level  these  collectibles  are  in  the  form  of  secret  documents  that   the  FBI  agents  keep  which  has  information  about  Jeremy’s  species.   On  the  second  level  these  collectibles  are  in  the  form  of  sheep  that  Jeremy   can  experiment  on.     When  Jeremy  walks  into  the  FBI  document  he  collects  it  and  the  silhouette   version  of  the  document  in  the  top  left  part  of  the  screen,  part  of  the  HUD,   turns  into  a  picture  of  the  document,  notifying  the  player  that  they  have   collected  it.  The  very  same  thing  happens  when  Jeremy  collects  the  sheep     When  Jeremy  gets  caught  by  the  guards,  or  they  collide  with/touch  him,   they  respawn  at  the  beginning  of  the  level  and  have  to  redo  the  entire   level.   Not  only  does  this  happen  when  Jeremy  gets  caught  by  one  of  the  guards     but  it  also  happens  when  he  gets  shot  by  one  of  the  guards,  so  the  player   has  to  avoid  both  of  these  whilst  getting  to  the  end  of  the  level  and,  if  they   choose  to,  get  the  collectibles.     All  of  the  collectibles  are  located  at  different  heights,  i.e.  the  player  will   have  to  climb  up  or  down  a  ladder  to  pick  up  more  than  one     There  are  currently  no  power-­‐ups  in  the  game,  nor  do  we  have  any  plans   to  have  any  in  the  future.                    
  • 9. Enemies  and  Bosses:     The  main  opposing  enemy  in  the  game  are  the  FBI  agents,  if  they  see   Jeremy  they  will  shoot  on  sight;  they  are  also  much  bigger  and  physically   stronger  than  Jeremy.  While  the  guards  are  ruthless  they  merely  patrol   back  and  forth  on  levels  in  a  simple  fashion  so  with  intelligence  and   patience,  Jeremy  should  be  able  to  out-­‐smart  them  and  avoid  their  patrols.                                   Above:  Old  and  new  concepts  for  the  FBI  agents.     Our  original  intent  was  to  go  for  a  block/”Minecraft”   look  but  after  some  negative  feedback  we  decided  to   change  it  to  the  design  on  the  right.     The  other  main  challenge/enemy  Jeremy  will  face  in  the   levels  are  the  laser  traps,  these  will  kill  Jeremy  instantly   upon  contact.  Some  are  triggered  by  stepping  on  buttons   and  require  a  separate  button  turn  off.           These  laser  traps  only  appear  in  level  1  because  it  is   The  only  environment  it  makes  sense  for  them  to  be  in,  they   can’t  be  connected  to  wooden  platforms  outside.  (Level  2).     Because  of  the  lack  of  laser  traps  in  level  2,  there  will  be  more   patrolling  guards  and  a  more  complex  level  layout  to  ensure  the   level  is  harder  than  the  previous  one.            
  • 10. Cut  scenes,  Bonus  Material,  and  Competitions     The  cut  scenes  are  going  to  be  drawn  in  Photoshop  using  a  graphics  tablet.   These  are  going  to  be  individual  drawings  with  text  either  underneath   them  or  beside  them  to  explain  the  story  and  there  will  be  between  2-­‐4  at   a  time.  It  will  be  a  little  like  a  comic  strip.     The  cut  scenes  will  be  between  the  main  menu  and  level  one  explaining   who  Jeremy  is,  why  he’s  on  earth,  what  he  has  to  do  etc.   The  cut  scene  between  level  one  and  level  two  will  explain  how  Jeremy  got   from  Area  51  to  the  farm  and  the  cut  scene  between  level  two  and  three   will  explain  how  Jeremy  gets  into  his  spaceship.     The  cut  scene  at  the  end  will  explain  that  Jeremy  has  made  it  past  all  of  the   cards  and  is  returning  to  his  planet.     At  this  time  we  have  not  planned  any  bonus  material  nor  are  we  planning   any.  We  have  also  not  planned  anything  for  the  player  to  unlock  at  any   point  in  the  game.   The  player  will  want  to  play  again  because  not  only  will  they  most  likely   find  it  fun  but  they  may  want  to  attempt  to  get  more  collectibles  than  they   got  in  a  previous  attempt  at  the  game.     There  wouldn’t  be  any  major  competition  on  release.     There  will  also  be  no  competitions  associated  with  this  game.