2. Mechanic Info
• Platform: PS4, PC
• Number of Players: 1-2
• Controls: Keyboard/Mouse and 12 button
controller
• Perspective: Side Scrolling
3. Summary of the Mechanic
• Being a slime, the playable character can stretch
to make his body longer
• When stretched, his body covers a long distance
which allows him to move to any reachable point
in all directions
• This mechanic is unique because it gives players a
full range of movement that trumps the
possibilities of a simple jump.
4. Mechanic #1: Stretch Thrusting
The green arrow is a part of the HUD that allows the player to aim their
stretch.
6. Mechanic Info
• Platform: PS4, PC
• Number of Players: 1-2
• Controls: Mouse/Keyboard and 12 Button
Controller
• Perspective: Side Scrolling
7. Summary of the Mechanic
• Insert body into drainage holes to go through
walls
• Gain a burst of speed as the slime emerges
from the other side
• This mechanic is unique because it uses the
playable character’s liquid properties as a way
to traverse the environment
8. Mechanic #2: Drain Dash
Drain dash compatible objects are denoted in the world by the small
black holes.
10. Mechanic Info
• Platform: PS4, PC
• Number of Players: 1-2
• Controls: Mouse/Keyboard and 12 Button
Controller
• Perspective: Side Scrolling
11. Summary of the Mechanic
• The slime secretes a sticky substance that can be
applied to part of an object
• The sticky end of that object can then be pressed
against something else to connect them
• This mechanic is unique because it allows the
player to combine objects in a freeform way in
order to find their own solutions to the problems
they face
12. Mechanic #3: Slime Glue
The glue is applied to the lever handle in order to complete the
mechanism. With the console in tact, the door will now open when the
lever is activated.
14. Mechanic Info
• Platform: PS4, PC
• Number of Players: 1-2
• Controls: Keyboard/Mouse and 12 Button
Controller
• Perspective: Side Scrolling
15. Summary of the Mechanic
• The slime can thin itself out against a wall to
let danger pass by
• This technique can also be used to prevent the
slime from being squished
• This mechanic is unique because it creates a
way to dodge damage that is only possessed
by a squishy form such as the slime
16. Mechanic #4: Splat Dodge
The arrow glides right past the slime because he squished himself flat
against the wall in the background.
17. Barrel Armor
Wear a metal container as a
protective vest to survive the most
ferocious enemies.
18. Mechanic Info
• Platform: PS4, PC
• Number of Players: 1-2
• Controls: Keyboard/Mouse and 12 Button
Controller
• Perspective: Side Scrolling
19. Summary of the Mechanic
• The slime pokes holes into a barrel for his arms, legs,
and eyes
• The slime then squeezes into the barrel and sticks his
limbs out of the holes
• The barrel serves as a shield to increase the number of
hits the player can take
• This mechanic is unique because the slime takes a
common environmental object and utilizes his own
traits to improvise a power up
20. Mechanic #5: Barrel Armor
The slime squeezes into a metal frame that protects him from many
threats.
Editor's Notes
Notes: Add your own design flair to this document. No design flair means you are not designing this presentation. This page will make or break your entire presentation. An awesome, or horrible, title and/or tagline can make the viewer rage quit, say things like “uuugghhhhh, not another one,” and many other thoughts. So take your time and really think about this page, document, ideas, the title, and the and tagline.
Do NOT write in first person. Pitches should be in 3rd person.
Do NOT write in sentence format. Pitches should be short, sweet, and to the point.
Tagline: Do not write about the story of the idea. The tagline should only be ONE SENTENCE, and no longer than the “Twitter Limit.” It should not be about you, your design process, or how you came up with the idea. This sentence should be unique to your idea and not say things like “it will be awesome because…”
Example Mechanic Title: Match 3
Example Tagline: Match sparkling gems 3 at a time to make them burst into showers of color and points.
This should answer SUCCINTLY, What do my players DO?
TONE: The tone of your text should fear using fluffy language. If your design sounds like it’s a sales pitch, then these are not the droids we’re looking for. Your idea pitch is about the design. Use Direct language about the mechanics of the game: What players do, What they interact with, What goals are available, What things happen as a result of those exchanges. In other words, DEFINE your game. Also, this document isn’t about feelings; e.g. “I feel this game would be good”, “It’s cool”, etc. is the incorrect use of this work. Also, opinions are not necessary. Your personal opinion of your idea is not going to enhance our evaluation of your game’s design. Saying, “I love shooters” is wasteful language; first, it doesn’t define what you’re going to create; more importantly, I may hate shooters.
Screensize: EVERY SLIDE needs to be viewable and legible by someone with 20/20 vision in a large auditorium. If the text cannot be read and/or is such a bad font choice that it cannot be read, then the information gets skipped, possibly making your idea not get chosen, because it was not fully understood. SO…check your presentation from as far away as you can.
Platform: Choose from things like XBOX360, PS4, Mobile, Computer, Watch, Smart Phone, Game Boy, Steam, Etc.
Number of Players: This is things like 1, 2, or 3 players, etc, and things like story mode, single player, coop, multiplayer, etc.
***You canNOT select things like network play, multiplayer over the network, MMOs, or coop over a network…aka, nothing over a network*** (This is due to scope issues over a 4 month period)
Controls: (CHOOSE ONE) All your games will be designed on the PC, however, controls will help you target a platform.Example: keyboard and mouse, 12 button controller, Kinect, iMove, touch screens, motion controls, multi touch, etc.
Perspective: This is like first person, third person, isometric, side scrolling, vertical scrolling, 2D, 3D, 2.5D, camera switching between several of those, driver camera, security cameras, spectator cameras, etc.
Notes: The summary of the idea focuses on what exactly the player does in the game.
Example: In this match 3 idea, the player will click on one item, then click on another item, to see an animation of the two swapping places. After the animation has played, if there is a combination of 3 like items, they will disappear, things will explode, the score will go up, and all other items above them will drop into place.
Answer ONE question: WHAT DO YOUR PLAYERS DO? Break this down in more detail than in the tagline; mention explicit goals, meta-goals, success and failure, etc.
If you only have one thought, then a “bullet point” is not needed. If you have more than one thought, use “bullet points.”
After summarizing the mechanic, describe why it is unique when compared to other games.
Notes: ALL storyboards should be created by the designer of this game…aka…YOU. Use as many illustrations as needed to showcase the mechanic.
You are to draw, sketch, photograph your analog drawings, paint, Photoshop, etc, the mechanics of your idea, and how they will work. They must be so accurate that someone looking at them can say, “hey, I get it! I know what they are trying to do!”
Each “storyboard” should have 3 frames: Anticipation (Before Mechanic), Action (During Mechanic), Reaction (After Mechanic), for each mechanic.
Example: In this match 3, you can draw some objects, and have a mouse/target/finger on top of one with an arrow pointing to the right, then have the same image without the mouse/target/finger with the objects swapped, then have the same image but without the objects, add some explosions, and have arrows showing the other items dropping.
Animated gifs of your own drawings are allowed, though not as a substitute for each individual frame; add both. You are not allowed to use any representation from external sources.
This is NOT “in game footage.” This is strictly how the mechanic will work.
Notes: Add your own design flair to this document. No design flair means you are not designing this presentation. This page will make or break your entire presentation. An awesome, or horrible, title and/or tagline can make the viewer rage quit, say things like “uuugghhhhh, not another one,” and many other thoughts. So take your time and really think about this page, document, ideas, the title, and the and tagline.
Do NOT write in first person. Pitches should be in 3rd person.
Do NOT write in sentence format. Pitches should be short, sweet, and to the point.
Tagline: Do not write about the story of the idea. The tagline should only be ONE SENTENCE, and no longer than the “Twitter Limit.” It should not be about you, your design process, or how you came up with the idea. This sentence should be unique to your idea and not say things like “it will be awesome because…”
Example Mechanic Title: Match 3
Example Tagline: Match sparkling gems 3 at a time to make them burst into showers of color and points.
This should answer SUCCINTLY, What do my players DO?
TONE: The tone of your text should fear using fluffy language. If your design sounds like it’s a sales pitch, then these are not the droids we’re looking for. Your idea pitch is about the design. Use Direct language about the mechanics of the game: What players do, What they interact with, What goals are available, What things happen as a result of those exchanges. In other words, DEFINE your game. Also, this document isn’t about feelings; e.g. “I feel this game would be good”, “It’s cool”, etc. is the incorrect use of this work. Also, opinions are not necessary. Your personal opinion of your idea is not going to enhance our evaluation of your game’s design. Saying, “I love shooters” is wasteful language; first, it doesn’t define what you’re going to create; more importantly, I may hate shooters.
Screensize: EVERY SLIDE needs to be viewable and legible by someone with 20/20 vision in a large auditorium. If the text cannot be read and/or is such a bad font choice that it cannot be read, then the information gets skipped, possibly making your idea not get chosen, because it was not fully understood. SO…check your presentation from as far away as you can.
Platform: Choose from things like XBOX360, PS4, Mobile, Computer, Watch, Smart Phone, Game Boy, Steam, Etc.
Number of Players: This is things like 1, 2, or 3 players, etc, and things like story mode, single player, coop, multiplayer, etc.
***You canNOT select things like network play, multiplayer over the network, MMOs, or coop over a network…aka, nothing over a network*** (This is due to scope issues over a 4 month period)
Controls: (CHOOSE ONE) All your games will be designed on the PC, however, controls will help you target a platform.Example: keyboard and mouse, 12 button controller, Kinect, iMove, touch screens, motion controls, multi touch, etc.
Perspective: This is like first person, third person, isometric, side scrolling, vertical scrolling, 2D, 3D, 2.5D, camera switching between several of those, driver camera, security cameras, spectator cameras, etc.
Notes: The summary of the idea focuses on what exactly the player does in the game.
Example: In this match 3 idea, the player will click on one item, then click on another item, to see an animation of the two swapping places. After the animation has played, if there is a combination of 3 like items, they will disappear, things will explode, the score will go up, and all other items above them will drop into place.
Answer ONE question: WHAT DO YOUR PLAYERS DO? Break this down in more detail than in the tagline; mention explicit goals, meta-goals, success and failure, etc.
If you only have one thought, then a “bullet point” is not needed. If you have more than one thought, use “bullet points.”
After summarizing the mechanic, describe why it is unique when compared to other games.
Notes: ALL storyboards should be created by the designer of this game…aka…YOU. Use as many illustrations as needed to showcase the mechanic.
You are to draw, sketch, photograph your analog drawings, paint, Photoshop, etc, the mechanics of your idea, and how they will work. They must be so accurate that someone looking at them can say, “hey, I get it! I know what they are trying to do!”
Each “storyboard” should have 3 frames: Anticipation (Before Mechanic), Action (During Mechanic), Reaction (After Mechanic), for each mechanic.
Example: In this match 3, you can draw some objects, and have a mouse/target/finger on top of one with an arrow pointing to the right, then have the same image without the mouse/target/finger with the objects swapped, then have the same image but without the objects, add some explosions, and have arrows showing the other items dropping.
Animated gifs of your own drawings are allowed, though not as a substitute for each individual frame; add both. You are not allowed to use any representation from external sources.
This is NOT “in game footage.” This is strictly how the mechanic will work.
Notes: Add your own design flair to this document. No design flair means you are not designing this presentation. This page will make or break your entire presentation. An awesome, or horrible, title and/or tagline can make the viewer rage quit, say things like “uuugghhhhh, not another one,” and many other thoughts. So take your time and really think about this page, document, ideas, the title, and the and tagline.
Do NOT write in first person. Pitches should be in 3rd person.
Do NOT write in sentence format. Pitches should be short, sweet, and to the point.
Tagline: Do not write about the story of the idea. The tagline should only be ONE SENTENCE, and no longer than the “Twitter Limit.” It should not be about you, your design process, or how you came up with the idea. This sentence should be unique to your idea and not say things like “it will be awesome because…”
Example Mechanic Title: Match 3
Example Tagline: Match sparkling gems 3 at a time to make them burst into showers of color and points.
This should answer SUCCINTLY, What do my players DO?
TONE: The tone of your text should fear using fluffy language. If your design sounds like it’s a sales pitch, then these are not the droids we’re looking for. Your idea pitch is about the design. Use Direct language about the mechanics of the game: What players do, What they interact with, What goals are available, What things happen as a result of those exchanges. In other words, DEFINE your game. Also, this document isn’t about feelings; e.g. “I feel this game would be good”, “It’s cool”, etc. is the incorrect use of this work. Also, opinions are not necessary. Your personal opinion of your idea is not going to enhance our evaluation of your game’s design. Saying, “I love shooters” is wasteful language; first, it doesn’t define what you’re going to create; more importantly, I may hate shooters.
Screensize: EVERY SLIDE needs to be viewable and legible by someone with 20/20 vision in a large auditorium. If the text cannot be read and/or is such a bad font choice that it cannot be read, then the information gets skipped, possibly making your idea not get chosen, because it was not fully understood. SO…check your presentation from as far away as you can.
Platform: Choose from things like XBOX360, PS4, Mobile, Computer, Watch, Smart Phone, Game Boy, Steam, Etc.
Number of Players: This is things like 1, 2, or 3 players, etc, and things like story mode, single player, coop, multiplayer, etc.
***You canNOT select things like network play, multiplayer over the network, MMOs, or coop over a network…aka, nothing over a network*** (This is due to scope issues over a 4 month period)
Controls: (CHOOSE ONE) All your games will be designed on the PC, however, controls will help you target a platform.Example: keyboard and mouse, 12 button controller, Kinect, iMove, touch screens, motion controls, multi touch, etc.
Perspective: This is like first person, third person, isometric, side scrolling, vertical scrolling, 2D, 3D, 2.5D, camera switching between several of those, driver camera, security cameras, spectator cameras, etc.
Notes: The summary of the idea focuses on what exactly the player does in the game.
Example: In this match 3 idea, the player will click on one item, then click on another item, to see an animation of the two swapping places. After the animation has played, if there is a combination of 3 like items, they will disappear, things will explode, the score will go up, and all other items above them will drop into place.
Answer ONE question: WHAT DO YOUR PLAYERS DO? Break this down in more detail than in the tagline; mention explicit goals, meta-goals, success and failure, etc.
If you only have one thought, then a “bullet point” is not needed. If you have more than one thought, use “bullet points.”
After summarizing the mechanic, describe why it is unique when compared to other games.
Notes: ALL storyboards should be created by the designer of this game…aka…YOU. Use as many illustrations as needed to showcase the mechanic.
You are to draw, sketch, photograph your analog drawings, paint, Photoshop, etc, the mechanics of your idea, and how they will work. They must be so accurate that someone looking at them can say, “hey, I get it! I know what they are trying to do!”
Each “storyboard” should have 3 frames: Anticipation (Before Mechanic), Action (During Mechanic), Reaction (After Mechanic), for each mechanic.
Example: In this match 3, you can draw some objects, and have a mouse/target/finger on top of one with an arrow pointing to the right, then have the same image without the mouse/target/finger with the objects swapped, then have the same image but without the objects, add some explosions, and have arrows showing the other items dropping.
Animated gifs of your own drawings are allowed, though not as a substitute for each individual frame; add both. You are not allowed to use any representation from external sources.
This is NOT “in game footage.” This is strictly how the mechanic will work.
Notes: Add your own design flair to this document. No design flair means you are not designing this presentation. This page will make or break your entire presentation. An awesome, or horrible, title and/or tagline can make the viewer rage quit, say things like “uuugghhhhh, not another one,” and many other thoughts. So take your time and really think about this page, document, ideas, the title, and the and tagline.
Do NOT write in first person. Pitches should be in 3rd person.
Do NOT write in sentence format. Pitches should be short, sweet, and to the point.
Tagline: Do not write about the story of the idea. The tagline should only be ONE SENTENCE, and no longer than the “Twitter Limit.” It should not be about you, your design process, or how you came up with the idea. This sentence should be unique to your idea and not say things like “it will be awesome because…”
Example Mechanic Title: Match 3
Example Tagline: Match sparkling gems 3 at a time to make them burst into showers of color and points.
This should answer SUCCINTLY, What do my players DO?
TONE: The tone of your text should fear using fluffy language. If your design sounds like it’s a sales pitch, then these are not the droids we’re looking for. Your idea pitch is about the design. Use Direct language about the mechanics of the game: What players do, What they interact with, What goals are available, What things happen as a result of those exchanges. In other words, DEFINE your game. Also, this document isn’t about feelings; e.g. “I feel this game would be good”, “It’s cool”, etc. is the incorrect use of this work. Also, opinions are not necessary. Your personal opinion of your idea is not going to enhance our evaluation of your game’s design. Saying, “I love shooters” is wasteful language; first, it doesn’t define what you’re going to create; more importantly, I may hate shooters.
Screensize: EVERY SLIDE needs to be viewable and legible by someone with 20/20 vision in a large auditorium. If the text cannot be read and/or is such a bad font choice that it cannot be read, then the information gets skipped, possibly making your idea not get chosen, because it was not fully understood. SO…check your presentation from as far away as you can.
Platform: Choose from things like XBOX360, PS4, Mobile, Computer, Watch, Smart Phone, Game Boy, Steam, Etc.
Number of Players: This is things like 1, 2, or 3 players, etc, and things like story mode, single player, coop, multiplayer, etc.
***You canNOT select things like network play, multiplayer over the network, MMOs, or coop over a network…aka, nothing over a network*** (This is due to scope issues over a 4 month period)
Controls: (CHOOSE ONE) All your games will be designed on the PC, however, controls will help you target a platform.Example: keyboard and mouse, 12 button controller, Kinect, iMove, touch screens, motion controls, multi touch, etc.
Perspective: This is like first person, third person, isometric, side scrolling, vertical scrolling, 2D, 3D, 2.5D, camera switching between several of those, driver camera, security cameras, spectator cameras, etc.
Notes: The summary of the idea focuses on what exactly the player does in the game.
Example: In this match 3 idea, the player will click on one item, then click on another item, to see an animation of the two swapping places. After the animation has played, if there is a combination of 3 like items, they will disappear, things will explode, the score will go up, and all other items above them will drop into place.
Answer ONE question: WHAT DO YOUR PLAYERS DO? Break this down in more detail than in the tagline; mention explicit goals, meta-goals, success and failure, etc.
If you only have one thought, then a “bullet point” is not needed. If you have more than one thought, use “bullet points.”
After summarizing the mechanic, describe why it is unique when compared to other games.
Notes: ALL storyboards should be created by the designer of this game…aka…YOU. Use as many illustrations as needed to showcase the mechanic.
You are to draw, sketch, photograph your analog drawings, paint, Photoshop, etc, the mechanics of your idea, and how they will work. They must be so accurate that someone looking at them can say, “hey, I get it! I know what they are trying to do!”
Each “storyboard” should have 3 frames: Anticipation (Before Mechanic), Action (During Mechanic), Reaction (After Mechanic), for each mechanic.
Example: In this match 3, you can draw some objects, and have a mouse/target/finger on top of one with an arrow pointing to the right, then have the same image without the mouse/target/finger with the objects swapped, then have the same image but without the objects, add some explosions, and have arrows showing the other items dropping.
Animated gifs of your own drawings are allowed, though not as a substitute for each individual frame; add both. You are not allowed to use any representation from external sources.
This is NOT “in game footage.” This is strictly how the mechanic will work.
Notes: Add your own design flair to this document. No design flair means you are not designing this presentation. This page will make or break your entire presentation. An awesome, or horrible, title and/or tagline can make the viewer rage quit, say things like “uuugghhhhh, not another one,” and many other thoughts. So take your time and really think about this page, document, ideas, the title, and the and tagline.
Do NOT write in first person. Pitches should be in 3rd person.
Do NOT write in sentence format. Pitches should be short, sweet, and to the point.
Tagline: Do not write about the story of the idea. The tagline should only be ONE SENTENCE, and no longer than the “Twitter Limit.” It should not be about you, your design process, or how you came up with the idea. This sentence should be unique to your idea and not say things like “it will be awesome because…”
Example Mechanic Title: Match 3
Example Tagline: Match sparkling gems 3 at a time to make them burst into showers of color and points.
This should answer SUCCINTLY, What do my players DO?
TONE: The tone of your text should fear using fluffy language. If your design sounds like it’s a sales pitch, then these are not the droids we’re looking for. Your idea pitch is about the design. Use Direct language about the mechanics of the game: What players do, What they interact with, What goals are available, What things happen as a result of those exchanges. In other words, DEFINE your game. Also, this document isn’t about feelings; e.g. “I feel this game would be good”, “It’s cool”, etc. is the incorrect use of this work. Also, opinions are not necessary. Your personal opinion of your idea is not going to enhance our evaluation of your game’s design. Saying, “I love shooters” is wasteful language; first, it doesn’t define what you’re going to create; more importantly, I may hate shooters.
Screensize: EVERY SLIDE needs to be viewable and legible by someone with 20/20 vision in a large auditorium. If the text cannot be read and/or is such a bad font choice that it cannot be read, then the information gets skipped, possibly making your idea not get chosen, because it was not fully understood. SO…check your presentation from as far away as you can.
Platform: Choose from things like XBOX360, PS4, Mobile, Computer, Watch, Smart Phone, Game Boy, Steam, Etc.
Number of Players: This is things like 1, 2, or 3 players, etc, and things like story mode, single player, coop, multiplayer, etc.
***You canNOT select things like network play, multiplayer over the network, MMOs, or coop over a network…aka, nothing over a network*** (This is due to scope issues over a 4 month period)
Controls: (CHOOSE ONE) All your games will be designed on the PC, however, controls will help you target a platform.Example: keyboard and mouse, 12 button controller, Kinect, iMove, touch screens, motion controls, multi touch, etc.
Perspective: This is like first person, third person, isometric, side scrolling, vertical scrolling, 2D, 3D, 2.5D, camera switching between several of those, driver camera, security cameras, spectator cameras, etc.
Notes: The summary of the idea focuses on what exactly the player does in the game.
Example: In this match 3 idea, the player will click on one item, then click on another item, to see an animation of the two swapping places. After the animation has played, if there is a combination of 3 like items, they will disappear, things will explode, the score will go up, and all other items above them will drop into place.
Answer ONE question: WHAT DO YOUR PLAYERS DO? Break this down in more detail than in the tagline; mention explicit goals, meta-goals, success and failure, etc.
If you only have one thought, then a “bullet point” is not needed. If you have more than one thought, use “bullet points.”
After summarizing the mechanic, describe why it is unique when compared to other games.
Notes: ALL storyboards should be created by the designer of this game…aka…YOU. Use as many illustrations as needed to showcase the mechanic.
You are to draw, sketch, photograph your analog drawings, paint, Photoshop, etc, the mechanics of your idea, and how they will work. They must be so accurate that someone looking at them can say, “hey, I get it! I know what they are trying to do!”
Each “storyboard” should have 3 frames: Anticipation (Before Mechanic), Action (During Mechanic), Reaction (After Mechanic), for each mechanic.
Example: In this match 3, you can draw some objects, and have a mouse/target/finger on top of one with an arrow pointing to the right, then have the same image without the mouse/target/finger with the objects swapped, then have the same image but without the objects, add some explosions, and have arrows showing the other items dropping.
Animated gifs of your own drawings are allowed, though not as a substitute for each individual frame; add both. You are not allowed to use any representation from external sources.
This is NOT “in game footage.” This is strictly how the mechanic will work.