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The Early Game 
Development Process 
From Concept to Proposal
2 
The First Idea 
 Most games begin with a single idea. 
This idea can revolve around: 
 A character 
 A setting 
 A story 
 A style of gameplay 
 A philosophy 
 A new technology 
 And so on
3 
The First Idea 
 Sometimes the idea is completely original, but 
more often it builds on existing work. 
 Totally new ideas can be good, but they are also 
unproven, and consequently untested. 
 New variations on something already established is 
safer, and often more easily accepted by game 
publishers. 
 So, while you do need something new, 
innovative or interesting, don’t despair over 
similarities to existing games. 
 If it is truly original, it still might be an idea 
worth fighting for, however.
4 
Concept Development 
 The first phase of game development is 
concept development. 
 It starts with the first game idea. 
 The main goal is to take this idea, refine it and flush 
it out to decide what the game will be all about. 
 You must decide on story and character elements, 
gameplay, setting, and so on. 
 Concept art should also be developed. 
 In the end, a concept or pitch document is written, 
followed by a more detailed project proposal. 
 If you work for an independent developer, this 
phase will not likely be funded by another 
company … few people pay to sit and think!
5 
Concept Development 
 For a concept to be successful, you must keep 
in mind the publisher’s goals, needs, and 
concerns when developing it. 
 Publishing strategy (many inexpensive games, or a 
few more expensive projects). 
 Risk tolerance. 
 Scheduling constraints. 
 Licensing conditions and issues. 
 Preferred platform and technologies. 
 Type of game wanted (totally new, sequel, 
conversion, adaptation). 
 And so on.
6 
Concept Development 
 The key elements that can be manipulated 
during concept development are: 
 Gameplay 
 What is involved in playing the game? 
 Good gameplay is independent of time or budget 
availability. 
 Scope 
 How big is the game? 
 Effectively determines cost and schedule constraints. 
 Technical Risk 
 What potential difficulties lie ahead? 
 Too much risk will scare away a publisher … not 
considering or discussing it will too!
7 
The Concept Document 
(or Pitch Document) 
 The point of this document is to convey the 
goal and purpose of the proposed game. 
 This helps management (or a prospective 
publisher) assess if the game is viable, timely, 
and feasible. 
 The purpose of this document is to sell the game 
concept to the key decision makers needed to 
approve further development. 
 The document should be brief, approximately 
five pages in length, more or less, and should 
discuss the topics on the following slides.
8 
The Premise 
(or High Concept) 
 A short paragraph description of what the 
game is about and what its unique hook is. 
 Can be as short as one or two sentences. 
 If your game cannot be summarized in this way, it 
could be too unwieldy and complex. 
 Must be exciting and catch the reader’s attention. 
 An example: 
 Echoing back to the Gladiators and arenas of ancient 
Rome, human, alien and other more sinister warriors 
are locked into battles where there can only be two 
outcomes – victory or death … (UT3 aka UT2007)
9 
Player Motivation 
 This section should discuss the player's 
victory condition and what will drive the 
player to actually play the game to that 
end. 
 For example, a player could be driven to 
complete, solve puzzles, or explore the 
game world. 
 Think back to the player motivations 
discussed earlier in the course.
10 
Unique Selling 
Proposition (USP) 
 In essence, this section describes what 
makes your game stand out from other 
games. 
 What makes your game unique? 
 Why is it special? 
 What are its distinguishing characteristics? 
 What features make it exceptional? 
 Think of the things you would like to put 
on the back of the packaging for the 
game, and you are on the right track.
11 
Target Market 
 This is a statement of who the intended 
players of the game are. 
 Children? 
 The mass market? 
 Niche market of special interest fans? 
 This section also generally includes 
some historical information about how 
this type of game has sold to the target 
demographic.
12 
Genre 
 The goal here is to provide a basic genre 
statement for your game. 
 What genre(s) are you choosing for your 
game? Just what type of game is it? 
 How will your game be following or breaking 
with genre conventions? 
 Explain any new twists your game 
provides on genre conventions or on the 
genre itself.
13 
Target Rating 
 The point here is to identify the target 
Entertainment Software Rating Board 
(ESRB) rating for your game. 
 What rating are you aiming for? 
 Why?
14 
Target Platform 
 In this proposal section, you identify the target 
platform(s) on which your game will be played 
and defend your selections. 
 Hardware requirements, operating system 
requirements, and other software requirements. 
 As development costs rise, more and more 
games are cross-platform projects. 
 Released on several systems to leverage costs and 
increase chances of success. 
 This trend might change because of differences 
in console hardware and capabilities though …
15 
License 
 If your game will be adapted from a 
licensed property, this should be 
discussed in this document. 
 How will the license be used? 
 What kind of deal has or will be made 
with the licensor? 
 Will it be exclusive or non-exclusive? 
 Also include any additional information 
about the property’s popularity and 
appeal to particular markets.
16 
Competitive Analysis 
 This is an analysis of potential competition to 
the proposed game, both in the present and in 
the future. 
 What games are out in this genre? 
 How did they do? Why will this be better? (Be 
sure to relate this to your game’s USP.) 
 When the game is ultimately released, what will 
competition be like then? 
 How will the game compare, and succeed? 
 Why will this game earn precious shelf space 
in the retail market? 
 Will new games and technology make the game 
obsolete as soon as it is released?
17 
Goals 
 What goals are there for this game? 
 What are your expectations for this game 
in creating an overall player experience? 
 What mood are you attempting to achieve? 
 Are you trying to provide excitement, 
tension, suspense, challenge, humour, 
nostalgia, sadness, fear, or a happy feeling? 
 What do you want the player to ultimately 
walk away with after playing this game? 
 How will the game achieve these goals?
18 
The Project Proposal 
 The project proposal is a follow-up to the 
concept document, providing further 
details than those given earlier. 
 The purpose is to present the details of the 
game to a party already interested in the 
game (likely after the concept document). 
 This document is longer than the concept 
document (ten to twenty pages). 
 It should include all the sections from the 
concept document in more detail, and 
provide additional materials as well.
19 
The Hooks 
 A hook is an element that will attract 
players to the game and keep them and 
their attention there. 
 Why would anyone buy this game? 
 Choose the three to five best game features 
that best answer this question and provide 
more information here. 
 Hooks can be based on visuals, audio, 
gameplay, story, mood, and so on.
20 
Gameplay Mechanics 
 This section of the game project proposal 
essentially describes what the player does 
in the game. 
 It should list several (10-20) elements 
that describe the experience of playing 
the game. 
 What challenges does the player face? 
 What actions can the player take? 
 What activities does the player participate in? 
 From what perspective is the game played?
21 
Online Features 
 If your game contains any online 
component, it should be discussed here. 
 Will it support online multiplayer play, or just 
provide an online community for players? 
 What scale of multiplayer play? 
 Will gameplay be competitive, cooperative, 
or both? 
 What kind of game location and player finder 
services will be provided?
22 
Technology 
 If special software or hardware 
technologies are to be incorporated into 
your game, you should discuss these 
technologies here. 
 Will you be licensing game engine software? 
 Will you require specific peripherals or 
special-purpose hardware for your game? 
 Will your game require custom technology 
specifically built for your game?
23 
Art and Audio Features 
 Discuss any unique art and audio 
features of the game in this section. 
 Particularly those that are main selling 
points for the game. 
 Examples of such features include: 
 Licensed music 
 Professionally scored music 
 Orchestral or live performances 
 Motion capture for character animation
24 
Story and Characters 
 Most games have a story behind it. 
 In some cases the story plays an integral role in the 
game; in others, it is only to provide some basic 
background behind the game and to give the player 
an idea as to why the game is being played. 
 A game proposal should include a summary of 
the game’s story elements. 
 Main plot ideas. 
 Main characters. 
 Problems faced by the characters. 
 The villains in the game. 
 How the player will ultimately overcome all of this.
Walkthrough 
 This is typically a one-page description of 
what it is like to play the game. 
 The form this takes can vary … 
 In some cases, the walkthrough focuses on 
the first hour of gameplay, and provides a 
fair amount of detail on this critical period. 
 In other cases, the walkthrough goes 
through the entire game from start to finish, 
but in much less detail. 
25
26 
Production Details 
 Describe the current production status of 
the project in question. 
 Are you still in concept development? 
 Has the game been designed yet? 
 Is there a prototype available yet? 
 Discuss additional production details of 
your project, including development 
team, budget, and schedule in separate 
sections, as follows.
27 
Development Budget 
and Schedule 
 This is a statement of how long the game 
should take to develop and what the costs 
involved will be. 
 Since this is early in the development cycle, this will 
be an estimate, but do as much as possible to make 
it an educated one. 
 This is a critical part of the proposal, and is also one 
of the more difficult parts. 
 This usually includes a profit and loss (P&L) 
statement, and some estimate of return on 
investment (ROI).
28 
The Team 
 This is a list of who is on the development team, 
what their credentials are, and what their roles will 
be. 
 If the team is established, what games have been 
produced together. 
 If the team is new, list the credits for the major team 
players. 
 What are the team’s experiences with the target 
platform, genre, and so on. 
 Publishers invest in people, not just ideas. 
 Ideas can be cheap and plentiful. 
 It takes good people to turn ideas into reality. 
 The team ultimately determines success or failure.
29 
Risk Analysis 
 This section of the proposal discusses the 
potential difficulties that could be faced in 
developing the game. 
 Itemize the potential problems. 
 Identify why they pose a risk to meeting 
project goals. 
 Summarize plans for minimizing or 
eliminating these risks. 
 Too much risk is a bad thing, but so is 
not identifying or discussing it!
30 
Concept Art 
 Include concept drawings and sketches of 
elements from the game. 
 Main characters. 
 Character classes and races. 
 Scenes and locales from the game world. 
 Interface layout. 
 Also, discuss the art style to be used in 
the game. Will it be realistic, cartoonish, 
or some other style?
31 
Summary 
 In the proposal summary, you reiterate 
why the proposed game will be a great 
game. 
 Repeat the major selling points. 
 Justify why your team is the right group of 
people to pull it off. 
 Show that you understand the publisher’s 
goals, needs, and concerns. 
 Include anything else you think will help 
gain final approval of the proposal.

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Cs9541 3 Game Development

  • 1. The Early Game Development Process From Concept to Proposal
  • 2. 2 The First Idea  Most games begin with a single idea. This idea can revolve around:  A character  A setting  A story  A style of gameplay  A philosophy  A new technology  And so on
  • 3. 3 The First Idea  Sometimes the idea is completely original, but more often it builds on existing work.  Totally new ideas can be good, but they are also unproven, and consequently untested.  New variations on something already established is safer, and often more easily accepted by game publishers.  So, while you do need something new, innovative or interesting, don’t despair over similarities to existing games.  If it is truly original, it still might be an idea worth fighting for, however.
  • 4. 4 Concept Development  The first phase of game development is concept development.  It starts with the first game idea.  The main goal is to take this idea, refine it and flush it out to decide what the game will be all about.  You must decide on story and character elements, gameplay, setting, and so on.  Concept art should also be developed.  In the end, a concept or pitch document is written, followed by a more detailed project proposal.  If you work for an independent developer, this phase will not likely be funded by another company … few people pay to sit and think!
  • 5. 5 Concept Development  For a concept to be successful, you must keep in mind the publisher’s goals, needs, and concerns when developing it.  Publishing strategy (many inexpensive games, or a few more expensive projects).  Risk tolerance.  Scheduling constraints.  Licensing conditions and issues.  Preferred platform and technologies.  Type of game wanted (totally new, sequel, conversion, adaptation).  And so on.
  • 6. 6 Concept Development  The key elements that can be manipulated during concept development are:  Gameplay  What is involved in playing the game?  Good gameplay is independent of time or budget availability.  Scope  How big is the game?  Effectively determines cost and schedule constraints.  Technical Risk  What potential difficulties lie ahead?  Too much risk will scare away a publisher … not considering or discussing it will too!
  • 7. 7 The Concept Document (or Pitch Document)  The point of this document is to convey the goal and purpose of the proposed game.  This helps management (or a prospective publisher) assess if the game is viable, timely, and feasible.  The purpose of this document is to sell the game concept to the key decision makers needed to approve further development.  The document should be brief, approximately five pages in length, more or less, and should discuss the topics on the following slides.
  • 8. 8 The Premise (or High Concept)  A short paragraph description of what the game is about and what its unique hook is.  Can be as short as one or two sentences.  If your game cannot be summarized in this way, it could be too unwieldy and complex.  Must be exciting and catch the reader’s attention.  An example:  Echoing back to the Gladiators and arenas of ancient Rome, human, alien and other more sinister warriors are locked into battles where there can only be two outcomes – victory or death … (UT3 aka UT2007)
  • 9. 9 Player Motivation  This section should discuss the player's victory condition and what will drive the player to actually play the game to that end.  For example, a player could be driven to complete, solve puzzles, or explore the game world.  Think back to the player motivations discussed earlier in the course.
  • 10. 10 Unique Selling Proposition (USP)  In essence, this section describes what makes your game stand out from other games.  What makes your game unique?  Why is it special?  What are its distinguishing characteristics?  What features make it exceptional?  Think of the things you would like to put on the back of the packaging for the game, and you are on the right track.
  • 11. 11 Target Market  This is a statement of who the intended players of the game are.  Children?  The mass market?  Niche market of special interest fans?  This section also generally includes some historical information about how this type of game has sold to the target demographic.
  • 12. 12 Genre  The goal here is to provide a basic genre statement for your game.  What genre(s) are you choosing for your game? Just what type of game is it?  How will your game be following or breaking with genre conventions?  Explain any new twists your game provides on genre conventions or on the genre itself.
  • 13. 13 Target Rating  The point here is to identify the target Entertainment Software Rating Board (ESRB) rating for your game.  What rating are you aiming for?  Why?
  • 14. 14 Target Platform  In this proposal section, you identify the target platform(s) on which your game will be played and defend your selections.  Hardware requirements, operating system requirements, and other software requirements.  As development costs rise, more and more games are cross-platform projects.  Released on several systems to leverage costs and increase chances of success.  This trend might change because of differences in console hardware and capabilities though …
  • 15. 15 License  If your game will be adapted from a licensed property, this should be discussed in this document.  How will the license be used?  What kind of deal has or will be made with the licensor?  Will it be exclusive or non-exclusive?  Also include any additional information about the property’s popularity and appeal to particular markets.
  • 16. 16 Competitive Analysis  This is an analysis of potential competition to the proposed game, both in the present and in the future.  What games are out in this genre?  How did they do? Why will this be better? (Be sure to relate this to your game’s USP.)  When the game is ultimately released, what will competition be like then?  How will the game compare, and succeed?  Why will this game earn precious shelf space in the retail market?  Will new games and technology make the game obsolete as soon as it is released?
  • 17. 17 Goals  What goals are there for this game?  What are your expectations for this game in creating an overall player experience?  What mood are you attempting to achieve?  Are you trying to provide excitement, tension, suspense, challenge, humour, nostalgia, sadness, fear, or a happy feeling?  What do you want the player to ultimately walk away with after playing this game?  How will the game achieve these goals?
  • 18. 18 The Project Proposal  The project proposal is a follow-up to the concept document, providing further details than those given earlier.  The purpose is to present the details of the game to a party already interested in the game (likely after the concept document).  This document is longer than the concept document (ten to twenty pages).  It should include all the sections from the concept document in more detail, and provide additional materials as well.
  • 19. 19 The Hooks  A hook is an element that will attract players to the game and keep them and their attention there.  Why would anyone buy this game?  Choose the three to five best game features that best answer this question and provide more information here.  Hooks can be based on visuals, audio, gameplay, story, mood, and so on.
  • 20. 20 Gameplay Mechanics  This section of the game project proposal essentially describes what the player does in the game.  It should list several (10-20) elements that describe the experience of playing the game.  What challenges does the player face?  What actions can the player take?  What activities does the player participate in?  From what perspective is the game played?
  • 21. 21 Online Features  If your game contains any online component, it should be discussed here.  Will it support online multiplayer play, or just provide an online community for players?  What scale of multiplayer play?  Will gameplay be competitive, cooperative, or both?  What kind of game location and player finder services will be provided?
  • 22. 22 Technology  If special software or hardware technologies are to be incorporated into your game, you should discuss these technologies here.  Will you be licensing game engine software?  Will you require specific peripherals or special-purpose hardware for your game?  Will your game require custom technology specifically built for your game?
  • 23. 23 Art and Audio Features  Discuss any unique art and audio features of the game in this section.  Particularly those that are main selling points for the game.  Examples of such features include:  Licensed music  Professionally scored music  Orchestral or live performances  Motion capture for character animation
  • 24. 24 Story and Characters  Most games have a story behind it.  In some cases the story plays an integral role in the game; in others, it is only to provide some basic background behind the game and to give the player an idea as to why the game is being played.  A game proposal should include a summary of the game’s story elements.  Main plot ideas.  Main characters.  Problems faced by the characters.  The villains in the game.  How the player will ultimately overcome all of this.
  • 25. Walkthrough  This is typically a one-page description of what it is like to play the game.  The form this takes can vary …  In some cases, the walkthrough focuses on the first hour of gameplay, and provides a fair amount of detail on this critical period.  In other cases, the walkthrough goes through the entire game from start to finish, but in much less detail. 25
  • 26. 26 Production Details  Describe the current production status of the project in question.  Are you still in concept development?  Has the game been designed yet?  Is there a prototype available yet?  Discuss additional production details of your project, including development team, budget, and schedule in separate sections, as follows.
  • 27. 27 Development Budget and Schedule  This is a statement of how long the game should take to develop and what the costs involved will be.  Since this is early in the development cycle, this will be an estimate, but do as much as possible to make it an educated one.  This is a critical part of the proposal, and is also one of the more difficult parts.  This usually includes a profit and loss (P&L) statement, and some estimate of return on investment (ROI).
  • 28. 28 The Team  This is a list of who is on the development team, what their credentials are, and what their roles will be.  If the team is established, what games have been produced together.  If the team is new, list the credits for the major team players.  What are the team’s experiences with the target platform, genre, and so on.  Publishers invest in people, not just ideas.  Ideas can be cheap and plentiful.  It takes good people to turn ideas into reality.  The team ultimately determines success or failure.
  • 29. 29 Risk Analysis  This section of the proposal discusses the potential difficulties that could be faced in developing the game.  Itemize the potential problems.  Identify why they pose a risk to meeting project goals.  Summarize plans for minimizing or eliminating these risks.  Too much risk is a bad thing, but so is not identifying or discussing it!
  • 30. 30 Concept Art  Include concept drawings and sketches of elements from the game.  Main characters.  Character classes and races.  Scenes and locales from the game world.  Interface layout.  Also, discuss the art style to be used in the game. Will it be realistic, cartoonish, or some other style?
  • 31. 31 Summary  In the proposal summary, you reiterate why the proposed game will be a great game.  Repeat the major selling points.  Justify why your team is the right group of people to pull it off.  Show that you understand the publisher’s goals, needs, and concerns.  Include anything else you think will help gain final approval of the proposal.