A video game proposal is a brief document that aims to convince managers and investors to fund a new game idea. The proposal covers key elements at a high level, including the game title, genre, platform, narrative or objective, character and environment designs, gameplay mechanics, and features. It may include comparisons to other successful games. The goal is to attract backing for the idea before fully developing the design. Managers provide feedback that can strengthen the proposal. If approved, the full design process can begin.
This document provides a template for a game design document (GDD) that can be adapted for action, adventure, platform, RPG, and shooter-style video games. The template outlines sections for documenting game goals, story, controls, technology requirements, gameplay, levels, characters, progression, and more. It is intended as a comprehensive guide but notes that not all sections need to be filled and the GDD is a living document that may change during development.
This document discusses a game and web specialist providing a document on an unspecified topic. The specialist hopes the document is useful. The CEO of Alurkria, Kika Syafii, signs off thanking the reader.
Game Design Document - Step by Step GuideDevBatch Inc.
A well documented game design is your absolute asset to build a successful game. It doesn't only allow you picture the final shape of it but keeps you precise about the resources, expertise and team needed. For game development phase, you might want to consider pro services at hello@devbatch.com
Good Luck!
This document provides an introduction to game development. It defines what a video game is as an electronic game involving user interaction and visual feedback. Game development draws from many fields including business, art, science and technology. The document outlines some of the many roles involved in game development. It traces the growth of the video game industry from early classics to modern 3D games. It then presents several popular game engines as tools that developers can use to build games, avoiding writing code from scratch. The document encourages creativity beyond what engines can do directly and emphasizes good coding practices like avoiding spaghetti code and refactoring. It introduces GameLab as aiming to spread knowledge about game development through small project-based seminars.
This document provides an overview of game development including defining video games, common genres, the size of the industry, and the development process from concept to release. It also outlines the major roles in game development such as designers, artists, programmers, testers, and producers. Finally, it discusses skills required for different roles and ways to get started in the industry such as through independent game development.
The document outlines the process of game development from concept to distribution. It begins with developing the initial game idea and pitching it to a publisher. If accepted, a proof of concept prototype is built and a design document is created. An development team is then assembled and the project is broken into milestones. The game passes through alpha and beta testing stages before being finalized as a gold master and mass produced for distribution.
A video game proposal is a brief document that aims to convince managers and investors to fund a new game idea. The proposal covers key elements at a high level, including the game title, genre, platform, narrative or objective, character and environment designs, gameplay mechanics, and features. It may include comparisons to other successful games. The goal is to attract backing for the idea before fully developing the design. Managers provide feedback that can strengthen the proposal. If approved, the full design process can begin.
This document provides a template for a game design document (GDD) that can be adapted for action, adventure, platform, RPG, and shooter-style video games. The template outlines sections for documenting game goals, story, controls, technology requirements, gameplay, levels, characters, progression, and more. It is intended as a comprehensive guide but notes that not all sections need to be filled and the GDD is a living document that may change during development.
This document discusses a game and web specialist providing a document on an unspecified topic. The specialist hopes the document is useful. The CEO of Alurkria, Kika Syafii, signs off thanking the reader.
Game Design Document - Step by Step GuideDevBatch Inc.
A well documented game design is your absolute asset to build a successful game. It doesn't only allow you picture the final shape of it but keeps you precise about the resources, expertise and team needed. For game development phase, you might want to consider pro services at hello@devbatch.com
Good Luck!
This document provides an introduction to game development. It defines what a video game is as an electronic game involving user interaction and visual feedback. Game development draws from many fields including business, art, science and technology. The document outlines some of the many roles involved in game development. It traces the growth of the video game industry from early classics to modern 3D games. It then presents several popular game engines as tools that developers can use to build games, avoiding writing code from scratch. The document encourages creativity beyond what engines can do directly and emphasizes good coding practices like avoiding spaghetti code and refactoring. It introduces GameLab as aiming to spread knowledge about game development through small project-based seminars.
This document provides an overview of game development including defining video games, common genres, the size of the industry, and the development process from concept to release. It also outlines the major roles in game development such as designers, artists, programmers, testers, and producers. Finally, it discusses skills required for different roles and ways to get started in the industry such as through independent game development.
The document outlines the process of game development from concept to distribution. It begins with developing the initial game idea and pitching it to a publisher. If accepted, a proof of concept prototype is built and a design document is created. An development team is then assembled and the project is broken into milestones. The game passes through alpha and beta testing stages before being finalized as a gold master and mass produced for distribution.
This document outlines the typical game development life cycle, which includes phases such as developing the story, script, feasibility study, promotional demo, design, layout, modeling, texturing, animation, high and low level design, coding, testing, debugging, integration, and game testing. It acknowledges references that were used to compile information on standard game development processes and models.
This document provides an overview of game development. It defines a game as an interactive form of entertainment and art differentiated from other media by user interactivity. It discusses major game genres and the large game market focused on mobile, console, PC, and online games. The document outlines the typical game development process including idea/documentation, design, development, and testing phases. It describes key activities in each phase such as concept art, gameplay design, programming, and quality assurance testing. In closing, it notes the appeal of game development is that it is very enjoyable to both play and create games.
The game Super Mary, Yo Brother is a platformer where the player controls Mary-O to rescue a prince who has been kidnapped by an evil crocodile. The levels involve navigating platforms and avoiding enemies like Cooper Troops, who can kill the player with touch or gunfire. If the player reaches the end of the level and makes it through all the challenges without dying, they will progress to the next level and ultimately rescue the prince, learning why he was kidnapped and why the crocodile is evil along the way. The game takes place across varied levels in the Mushroom Queendom, featuring colorful graphics in a cartoon style. The player uses keyboard controls to move Mary-O and jump on enemies or obstacles
Game Development is the art of creating games and describes the design, development and release of a game. It may involve concept generation, design, build, test and release. While you create a game, it is important to think about the game mechanics, rewards, player engagement and level design.
There’s a rise in demand for professionals in the field, game development jobs beat any typical 9-5 work, and there are plenty of exciting roles available. You will not only create games but can be immersed in the world of gaming – all in a day at work.
Dive in and learn all about game development!
The document provides an introduction to game design, covering topics such as what constitutes a video game, the people involved in game development, frameworks for game design like MDA and the elemental tetrad, the importance of playtesting and tutorials, and game design techniques. It discusses video games as involving interaction between players and software to achieve objectives within a rule-based system. Key aspects of game design addressed are mechanics, dynamics, and aesthetics.
This 10 page game design document outlines a mobile and tablet game called "Whole Load'a Dough" aimed at children ages 4+. The player controls Pizzaman as he rescues pizza slices held hostage by enemies. Pizzaman gains new abilities after defeating each boss, helping in subsequent levels. The game has platforming elements but combat involves shooting objects at enemies and swinging from cheese strings. It takes place in environments themed after bosses like a snow level for the Iceburg Lettuce boss. Cutscenes advance the story in a comic book style between levels.
This document provides an outline for a 10-page design document, with each page covering a different essential aspect of the game design. Page 1 introduces the game basics. Pages 2-3 describe the story, gameplay, and game flow. Pages 4-5 cover characters, controls, gameplay concepts, and platform-specific features. Pages 6-7 explain the game world and interface. Pages 8-9 discuss mechanics, power-ups, enemies, and bosses. Page 10 concludes with cutscenes, bonus material, and competitor games. The goal is to hit all the major design points while keeping the document concise and engaging to read.
This document provides guidance on creating a game design document. It suggests including a core statement describing the working title and genre of the game. It also recommends outlining the main features and verbs players can use. The document proposes defining the game's philosophy by describing what will be said on its tombstone. It further suggests using card sorting to identify the game's main functional areas and organizing those areas into appendices, such as for story, technical aspects, sounds, levels, and artwork. Finally, it proposes hosting the game design document on a wiki for easy editing and sharing.
Game design is the art of applying design and aesthetics to create a game for entertainment or for educational, exercise, or experimental purposes. Increasingly, elements and principles of game design are also applied to other interactions, in the form of gamification.
This document provides an overview of a workshop on game architecture and programming. The workshop schedule includes sessions on game architecture, programming, art resources, concepts and elements, development, quality and optimization. It discusses the history and genres of gaming, careers in the industry, and game development processes. It also covers platforms like mobile, desktop and cloud/server gaming and revenue models in the growing gaming industry.
This document outlines the design of the game Destination Rush. It includes sections on the design history and iteration process, game overview including concept and target audience, gameplay and mechanics such as objectives and drag-and-drop movement, and planned playtesting. The game involves quickly and accurately transporting passengers to matching destinations on planes to earn money while avoiding mistakes that result in losses. Mystery boxes and upgrades add variety. The game was iterated based on playtesting to refine objectives, pricing, and mechanics.
Video game development is the process of creating video games, which can range from one person to a large team of developers. Mainstream games typically take several years to develop with teams of 20-100 people working in roles like designer, artist, programmer, tester, and producer. Indie and mobile games can be developed more quickly and cheaply by individuals or small teams. The size and complexity of development teams has increased over time due to advancing technology and rising costs of games.
This document provides an introduction to level design. It discusses key concepts for level design including theme, enemy design, obstacle design, puzzle design, and placement. It explains why level design is important as it provides players with useful mastery of game mechanics, influences decision making, and teaches players about a game's mechanics. Good level design reduces tutorials through balanced progression using differences in scale and kind. The document also outlines the four-step "Kishōtenketsu" level design approach used by Nintendo for games like Mario 3D Land.
“Intoduction To Game Development ”
This sesion will be covering some aspects of the theory and practice of game development and design .
- For those who are intersted in game development , This session will should be enough to get you started .
The document discusses various aspects of the video game development process. It notes that 60% of Americans play video games and the industry generates billions in annual revenue. Game development costs millions and takes 12-24 months by teams of 70 or more people. The industry structure mirrors Hollywood, with developers, publishers, distributors, and retailers. Larger developers now have hundreds of staff across programming, art, design, and testing roles. Prototyping and rigorous processes help ship finished games on schedule and budget.
Dokumen tersebut membahas komponen penting dalam pembuatan game seperti game engine, rules and mechanics, user interface, serta konten dan tantangan. Game engine menyediakan perpustakaan untuk grafik, fisika, animasi, dan lainnya. Rules and mechanics mengisi nilai-nilai untuk sistem permainan seperti gravitasi dan jenis interaksi. User interface menentukan antarmuka pemain untuk berinteraksi dengan game. Konten merupakan hal penting yang menentukan pengalaman bermain.
Dokumen tersebut membahas beberapa metode pengembangan game yaitu metode iterasi, SDLC, MDLC, dan metode mandiri. Metode iterasi melibatkan proses merancang, menguji, dan mengevaluasi secara berulang untuk meningkatkan gameplay dan pengalaman pemain. SDLC dan MDLC lebih menekankan pada tahapan-tahapan pengembangan sistem/multimedia. Developer juga dianjurkan untuk mengembangkan metode sendiri sesuai kebutuhan proyek.
This document outlines the typical game development life cycle, which includes phases such as developing the story, script, feasibility study, promotional demo, design, layout, modeling, texturing, animation, high and low level design, coding, testing, debugging, integration, and game testing. It acknowledges references that were used to compile information on standard game development processes and models.
This document provides an overview of game development. It defines a game as an interactive form of entertainment and art differentiated from other media by user interactivity. It discusses major game genres and the large game market focused on mobile, console, PC, and online games. The document outlines the typical game development process including idea/documentation, design, development, and testing phases. It describes key activities in each phase such as concept art, gameplay design, programming, and quality assurance testing. In closing, it notes the appeal of game development is that it is very enjoyable to both play and create games.
The game Super Mary, Yo Brother is a platformer where the player controls Mary-O to rescue a prince who has been kidnapped by an evil crocodile. The levels involve navigating platforms and avoiding enemies like Cooper Troops, who can kill the player with touch or gunfire. If the player reaches the end of the level and makes it through all the challenges without dying, they will progress to the next level and ultimately rescue the prince, learning why he was kidnapped and why the crocodile is evil along the way. The game takes place across varied levels in the Mushroom Queendom, featuring colorful graphics in a cartoon style. The player uses keyboard controls to move Mary-O and jump on enemies or obstacles
Game Development is the art of creating games and describes the design, development and release of a game. It may involve concept generation, design, build, test and release. While you create a game, it is important to think about the game mechanics, rewards, player engagement and level design.
There’s a rise in demand for professionals in the field, game development jobs beat any typical 9-5 work, and there are plenty of exciting roles available. You will not only create games but can be immersed in the world of gaming – all in a day at work.
Dive in and learn all about game development!
The document provides an introduction to game design, covering topics such as what constitutes a video game, the people involved in game development, frameworks for game design like MDA and the elemental tetrad, the importance of playtesting and tutorials, and game design techniques. It discusses video games as involving interaction between players and software to achieve objectives within a rule-based system. Key aspects of game design addressed are mechanics, dynamics, and aesthetics.
This 10 page game design document outlines a mobile and tablet game called "Whole Load'a Dough" aimed at children ages 4+. The player controls Pizzaman as he rescues pizza slices held hostage by enemies. Pizzaman gains new abilities after defeating each boss, helping in subsequent levels. The game has platforming elements but combat involves shooting objects at enemies and swinging from cheese strings. It takes place in environments themed after bosses like a snow level for the Iceburg Lettuce boss. Cutscenes advance the story in a comic book style between levels.
This document provides an outline for a 10-page design document, with each page covering a different essential aspect of the game design. Page 1 introduces the game basics. Pages 2-3 describe the story, gameplay, and game flow. Pages 4-5 cover characters, controls, gameplay concepts, and platform-specific features. Pages 6-7 explain the game world and interface. Pages 8-9 discuss mechanics, power-ups, enemies, and bosses. Page 10 concludes with cutscenes, bonus material, and competitor games. The goal is to hit all the major design points while keeping the document concise and engaging to read.
This document provides guidance on creating a game design document. It suggests including a core statement describing the working title and genre of the game. It also recommends outlining the main features and verbs players can use. The document proposes defining the game's philosophy by describing what will be said on its tombstone. It further suggests using card sorting to identify the game's main functional areas and organizing those areas into appendices, such as for story, technical aspects, sounds, levels, and artwork. Finally, it proposes hosting the game design document on a wiki for easy editing and sharing.
Game design is the art of applying design and aesthetics to create a game for entertainment or for educational, exercise, or experimental purposes. Increasingly, elements and principles of game design are also applied to other interactions, in the form of gamification.
This document provides an overview of a workshop on game architecture and programming. The workshop schedule includes sessions on game architecture, programming, art resources, concepts and elements, development, quality and optimization. It discusses the history and genres of gaming, careers in the industry, and game development processes. It also covers platforms like mobile, desktop and cloud/server gaming and revenue models in the growing gaming industry.
This document outlines the design of the game Destination Rush. It includes sections on the design history and iteration process, game overview including concept and target audience, gameplay and mechanics such as objectives and drag-and-drop movement, and planned playtesting. The game involves quickly and accurately transporting passengers to matching destinations on planes to earn money while avoiding mistakes that result in losses. Mystery boxes and upgrades add variety. The game was iterated based on playtesting to refine objectives, pricing, and mechanics.
Video game development is the process of creating video games, which can range from one person to a large team of developers. Mainstream games typically take several years to develop with teams of 20-100 people working in roles like designer, artist, programmer, tester, and producer. Indie and mobile games can be developed more quickly and cheaply by individuals or small teams. The size and complexity of development teams has increased over time due to advancing technology and rising costs of games.
This document provides an introduction to level design. It discusses key concepts for level design including theme, enemy design, obstacle design, puzzle design, and placement. It explains why level design is important as it provides players with useful mastery of game mechanics, influences decision making, and teaches players about a game's mechanics. Good level design reduces tutorials through balanced progression using differences in scale and kind. The document also outlines the four-step "Kishōtenketsu" level design approach used by Nintendo for games like Mario 3D Land.
“Intoduction To Game Development ”
This sesion will be covering some aspects of the theory and practice of game development and design .
- For those who are intersted in game development , This session will should be enough to get you started .
The document discusses various aspects of the video game development process. It notes that 60% of Americans play video games and the industry generates billions in annual revenue. Game development costs millions and takes 12-24 months by teams of 70 or more people. The industry structure mirrors Hollywood, with developers, publishers, distributors, and retailers. Larger developers now have hundreds of staff across programming, art, design, and testing roles. Prototyping and rigorous processes help ship finished games on schedule and budget.
Dokumen tersebut membahas komponen penting dalam pembuatan game seperti game engine, rules and mechanics, user interface, serta konten dan tantangan. Game engine menyediakan perpustakaan untuk grafik, fisika, animasi, dan lainnya. Rules and mechanics mengisi nilai-nilai untuk sistem permainan seperti gravitasi dan jenis interaksi. User interface menentukan antarmuka pemain untuk berinteraksi dengan game. Konten merupakan hal penting yang menentukan pengalaman bermain.
Dokumen tersebut membahas beberapa metode pengembangan game yaitu metode iterasi, SDLC, MDLC, dan metode mandiri. Metode iterasi melibatkan proses merancang, menguji, dan mengevaluasi secara berulang untuk meningkatkan gameplay dan pengalaman pemain. SDLC dan MDLC lebih menekankan pada tahapan-tahapan pengembangan sistem/multimedia. Developer juga dianjurkan untuk mengembangkan metode sendiri sesuai kebutuhan proyek.
Tahapan membuat game meliputi menentukan genre, tool, gameplay, grafis dan suara. Analisis SWOT mengevaluasi kekuatan seperti minat terhadap genre casual game, kelemahan seperti hanya untuk Android, dan peluang seperti peningkatan pengguna smartphone. Analisis kelayakan meliputi teknologi, hukum, dan operasional, sedangkan perancangan meliputi alur cerita dan use case diagram.
Dokumen tersebut membahas tentang pengembangan game di Indonesia untuk mencapai cita-cita menjadi bangsa yang berkualitas dan kreatif pada tahun 2025. Dokumen tersebut menjelaskan tahapan pengembangan game (GDLC), istilah-istilah yang digunakan dalam pengembangan game, serta agenda diskusi mengenai topik tersebut.
Ukk 2016 membuat game dengan rpg maker (element of crystal) - ivan sanjaya ...Syiroy Uddin
Ringkasan dokumen tersebut adalah:
Laporan proyek ini membahas pembuatan game RPG menggunakan RPG Maker oleh dua siswa SMK untuk memenuhi syarat kelulusan. Laporan ini berisi penjelasan tentang pengertian game RPG, cara kerja RPG Maker, dan tahapan pembuatan game RPG yang dikerjakan.
Dokumen tersebut merangkum program pengembangan game card Alchemist di Agate Studio. Program ini melibatkan para desainer dalam membuat konsep, mekanik, dan prototype permainan bertema manajemen idol dengan gaya deck building. Beberapa poin utama yang dirangkum adalah tujuan membuat prototype game berkualitas tinggi, tinjauan awal mekanik permainan, umpan balik dari tes awal, dan rencana pengembangan selanjutnya.
Ringkasan dokumen tersebut adalah:
1. Dokumen tersebut membahas konsep pembangunan sebuah game reboisasi untuk memberikan motivasi pengetahuan tentang reboisasi hutan.
2. Game dibangun menggunakan kerangka kerja MDA (Mechanics, Dynamics, Aesthetics) dan memiliki beberapa tingkat yang harus diselesaikan pemain.
3. Game bertujuan untuk meningkatkan kesadaran masyarakat akan pentingnya reboisasi hut
1. Dokumen tersebut membahas tentang rencana pembuatan sebuah game edukasi untuk mengenalkan huruf hijaiyah kepada anak-anak, mencakup analisis sistem, kebutuhan, desain, dan pemasaran game.
Ukk 2016 membuat game dengan aplikasi game maker (game arcade pac man) - m....Syiroy Uddin
Ringkasan dokumen tersebut adalah:
(1) Laporan ini membahas tentang pembuatan game arcade Pac-Man menggunakan Game Maker; (2) Game ini dibuat untuk menghilangkan rasa jenuh dan meningkatkan kemampuan pengambilan keputusan pemain; (3) Laporan ini membahas tentang latar belakang, perumusan masalah, tujuan, dan batasan masalah dalam pembuatan game tersebut.
Game ini menampilkan dua mode permainan yaitu tunggal dan berpasangan untuk melatih keterampilan panahan dua kesatria penjaga kerajaan dengan menembakkan panah ke sasaran.
Dokumen memberikan tips untuk memulai versi gratis aplikasi untuk menarik perhatian pengguna. Juga membahas tentang jenis iklan dalam game seperti in-game advertising dan advergame untuk mempromosikan brand. Memberikan panduan untuk membuat game mulai dari menentukan genre, bahasa pemrograman, desain, hingga penambahan efek suara.
(1) Dokumen menjelaskan berbagai komponen sistem komputer termasuk perangkat masukan, proses, keluaran dan penyimpanan. (2) Siswa diminta membentuk kelompok untuk mengerjakan tugas mengelompokkan dan mengidentifikasi komponen-komponen sistem komputer. (3) Tugas harus dikirim melalui email ke guru paling lambat satu minggu.
Similar to P4 Game design document (GDD).ppsx (20)
2. GAMEDESIGN
DOCUMENT
Game design document adalah
sebuah bentuk dokumentasi
pembuatan game pada tahap pra
productions dalam pengembangan
game, yang biasanya berisi tentang
design game yang berfokus kepada
elemen-elemen seperti genre
permainan, gameplay, game
mekanik/konfensional, alur cerita,
karakter, tantangan, faktor
kesenangan, aspek teknis.
3. FUNGSIGDD
• Merinci secara detail semua yang
akan dibuat dan dimainkan didalam
game.
• Mempermudah mengevaluasi dan
melakukan perubahan (Efektif dan
Efisien).
• Sebagai dasar dari perhitungan
biaya produksi dan mengukur
perkembangan.
• Memberikan kesempatan bagi yang
lainnya untuk
mengimplementasikan desain yang
dibuat.
3
4. TUJUANGDD
• Menangkap sebanyak mungkin
desain game yang akan dibuat.
• Merencanakan pengembangan
game yang lebih besar dari setiap
tahapannya.
• Menjelaskan tentang kebutuhan
perangkat lunak pengembangan
dan implementasi game.
• Mendefinisikan permainan dan
kemudian mengklarifikasi apa yang
telah dikembangkan dari
permainan tersebut.
4
5. Divisi/Team yang bertugas untuk mendesign
suatu game,termasuk didalamnya seperti
menentukan alur, genre, level dan interface
game itu sendiri. Beberapa kelompok dari
Game Designer.
1. Game Artist : Orang yang berkerja pada
divisi ini memiliki tugas untuk membuat
sebuah tampilan atau bentuk dari suatu
character yang nantunya akan digunakan
pada game yang akan dibuat.
2. Animator : Pada divisi ini, orang-orang
pada bidang cinematic/animator ini akan
membuat game yang lebih menarik dalam
segi alur, tampilan, maupun konsep-
konsep lainnya agar lebih nyaman ketika
dimainkan. Memberikan sentuhan animasi
untuk setiap game yang dibuat.
3. Level Design : orang yang merancang dan
membuat Level, tantangan atau misi untuk
game yang akan dibuat.
5
PengerjaanGDD
Game Design Document dibuat
oleh Game Designer
Game Designer
6. Product
Specification
Game
Overview
GamePlay &
Mechanic Story Board
GarisBesarKomponen/TemplateGDD
6
GDD adalah sebuah cetak biru dari pembangunan sebuah game. Dengan
demikian, setiap detail yang diperlukan untuk membangun game harus
dijabarkan. Semakin besar tim dan semakin lama siklus desain dan
pengembangan, semakin penting kebutuhan tersebut.
Level Interface AI Art
7. Tittle Game Ringkasan terkait
judul
Product
Specification
Menjelaskan tentang Judul
product game yang akan
dibuat dan ringkasan terkait
judul.
7
8. Menjelaskan
bagaimana alur dari
game bekerja.
Genre Game
Cakupan genre game
(Action, RPG, Racing,
Simulasi, dll)
Target Audience
Anak-anak, Remaja,
Semua Umur, Pelajar,
dll
GameFlow/ Game
Layout Chart
Game
Overview
Menjelaskan tentang Platform
Game, Genre Game, Target
Audience, GameFlow/Game
Layout Chart, Character Game.
8
Character Game
Menjelaskan Player,
Enemies, NPC,
Weapon.
Platform Game
Platform output
product (mobile, pc,
dll)
14. FSM (Finite State
Machine
Gerakan
General Movement,
Other Movement
Key Game
Live, Point, Score,
Hint, Reward
Behaviour
GamePlay /
Mechanic
Menjelaskan tentang Win or
Lose, Gerakan, Key
Game,Behaviour
14
Pembelian
Cara Kerja Pembelian
Win or Lose
Mendeskripsikan
kapan kondisi menang
dan kalah
15. Cerita latar belakang
karakter, kepribadian
dan profil.
Story and
Narrative
Detail spesifik seperti
script dialog dan cut
scenes bisa dibuat
dibentuk terpisah
seperti Story
Document
Game World
Deskripsi umum
mengenai struktur
dari dunia game,
interface.
Characters
Profile
StoryBoard
Story Game merupakan
serangkaian kemungkinan yang
terjadi yang jika disatukan
akan menjadi sebuah cerita
(story) ketika dimainkan.
15
16. LEVEL DESIGN
16
Mendeskripsikan jumlah, jenis, dan objek yang
berinteraksi dari setiap level.
Setiap tingkat harus mencakup sinopsis, bahan
pengantar yang diperlukan (dan bagaimana hal itu
disediakan), tujuan , dan rincian apa yang terjadi di
tingkat tersebut.
Sketsa dan Deskripsi Level
Aksi apa yang mereka lakukan?
Objek mana yang dianimasikan?
Training Level, Tingkatan Level
17. Visual sistem
Interface Menu,
Setting, Camera, dll
Sistem Control
Interface Control
Game
Audio
Interface Control
Audio
Help Sistem
Interface Help
17
Interface
Mendeskripsikan tentang
Visual Sistem,Sistem Control,
Audio,Help System
19. ART
19
• Menjelaskan keseluruhan gaya dari art work
yang digunakan didalam game
• Memberikan contoh dari backgrounds
• Sketsa dari semua karakter utama game
20. • GDD Sangat menentukan game tersebut
layak atau tidak untuk dikembangkan.
• GDD Memberikan Gambaran awal yang
terperinci sebelum proses produksi
game.
• GDD yang baik dan terperinci akan
memberikan kemudahan bagi
programmer game dalam pembuatan
game.
20
Summary
21. 21
Refference
• GDD Template Written by: Benjamin
“HeadClot” Stanley(UNITY GDD Template)
• http://repository.amikom.ac.id
• Game Design Workshop – Second Edition
2008 Chapter 12,13,14 (halaman: 368-433)