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Osiris Studios

GDD
Contents
Game Description / High Concept .......................................................................................................... 4
Design Goals........................................................................................................................................ 4
Influences ............................................................................................................................................ 4
Target Market ..................................................................................................................................... 4
Functional Specification .......................................................................................................................... 4
Core Game Play ................................................................................................................................... 4
Game Flow .......................................................................................................................................... 5
Characters / Units ................................................................................ Error! Bookmark not defined.
Game Play Elements ........................................................................................................................... 5
Game Physics and Statistics ................................................................................................................ 5
Artificial Intelligence ........................................................................................................................... 5
Multiplayer (Optional) ........................................................................................................................ 5
User Interface ......................................................................................................................................... 6
Menu Systems ..................................................................................................................................... 6
Mock-ups of menu systems ............................................................................................................ 6
Flow charts of the menu system ..................................................................................................... 6
GUI ...................................................................................................................................................... 6
Heads up display ............................................................................................................................. 6
HUD Mock-ups ................................................................................................................................ 6
Art (Character and Environment (Concept)) and Video ......................................................................... 6
Overall Goals ....................................................................................................................................... 7
Art and Animation............................................................................................................................... 7
GUI .................................................................................................................................................. 7
HUD ................................................................................................................................................. 7
Packaging ........................................................................................................................................ 7
Environment Art.............................................................................................................................. 7
Character Art ................................................................................................................................... 7
Cinematics ........................................................................................ Error! Bookmark not defined.
Asset Pipeline ................................................................................... Error! Bookmark not defined.
Sound And Music .................................................................................................................................... 7
Overall Goals ....................................................................................................................................... 8
Sound FX ............................................................................................................................................. 8
BGM and Sound FX Assets .................................................................................................................. 8
Story ........................................................................................................................................................ 8
Characters ........................................................................................................................................... 8
Player Characters ............................................................................................................................ 8
Secondary Characters ..................................................................................................................... 8
Enemy Characters ........................................................................................................................... 8
Story Theme ........................................................................................................................................ 8
Visual Theme ....................................................................................................................................... 8
Story Outline ....................................................................................................................................... 8
Level Requirements ............................................................................. Error! Bookmark not defined.
Level Flow Diagram .......................................................................... Error! Bookmark not defined.
Asset Revelation Schedule ............................................................... Error! Bookmark not defined.
Level Design Seeds ........................................................................... Error! Bookmark not defined.
Technical Specifications .......................................................................................................................... 1
Game Mechanics................................................................................................................................. 1
Artificial Intelligence ........................................................................................................................... 1
Version no. (With Change Updates)
Game Description / High Concept
Design Goals
The whole purpose of the game is to be unique as possible and stand out from all the other games,
hopefully influencing the gaming industry to start producing good, well made, story driven games
instead of jumping the current trend which is Battle royale.

Influences
There haven’t been many influences for The Awakening as I want it to be original as possible so it
can’t be compared to other games that are almost similar, the only influence potentially are a few
sad moments in games such as “Dom’s death” in Gears of War 3 or the “Good” Mass Effect 3 ending.
I want to include similar scenes into the game to really make the player feel connected to the
characters and leave them in a state of shock.

Additionally, I wish to add small details to how


weapons act and how the player moves, so for
example, in Dying Light you can use a skill tree to
be able to unlock special moves with weapons
alike, the only difference is I don’t wish to have a
skill tree in the awakening and instead have it so
the more you use a weapon (EG Baseball Bat)
the better and more efficient you can become
and perform skill moves like a small wall leap
and swing. To do this we could probably give each weapon a form of levelling system for each
individual one.

Target Market
There’s no target gender, just for people 18+ due to some language, scenes
and other things that make it 18+

Functional Specification
Core Game Play
Difficulty – in terms of difficulty, I want the game to be challenging for the player, just so they can’t
speed run the game and lose potential key gameplay, so unlike most zombie games I don’t want the
player to be invincible and able to run head first into a huge crowd of zombies, I want the player to
think strategically about their targets and decisions so avoiding the huge crowds would be better.
Also when they’re up against AI such as bandits and mercenaries the player won’t be able to just
stand in the open and shoot, they’ll have to take cover and alike. To make it fair the player won’t
have to versus bandits and mercenaries until later on in the game when they’ve acquired a firearm
except for maybe one or two cases when they can fight them using melee weapons.

Game Flow
Boundaries in each level will be set so there is only a certain distance the player can actually explore,
I want each level to be rather large so there is plenty of areas for the player to explore and develop
their weapons etc. whilst not going off target from the story.

Game Play Elements


Weapon progression – players have a choice of what weapon they can use, so instead of picking up
better weapons as the story goes on, the player has the choice to stick to any weapon they like; if
they stick to one weapon for example the baseball bat, the more they use it the better they become
with that weapon and can unlock secret hidden perks associated with that weapon and special skill
moves and finisher moves. (These weapons can also be upgraded if they allow it, like adding nails to
the baseball bat)

Game Physics and Statistics


I want the game to be as realistic as possible so no small things like combat slides or anything like
that.

Artificial Intelligence
For the AI, there will be different levels of AI according to the actual characters for example, the
Zombies will have a basic AI and all they will be programmed to do is act like actual zombies
(lumbering around, attacking human AI and the player etc.)

Multiplayer (Optional)
I hope to completely avoid multiplayer as I want the game to be a good old,
classical single player game full of story. However, if there is a high demand
for a form of multiplayer mode, I have an idea of a sort of team based
survival mode, such as the new Fallout 76 except without PvP unless the host
of the lobby enables it. This mode will be totally separate from the story, so it
won’t be using the story characters, instead it’ll use custom survivors that
players can choose from, like state of decay in a way.
User Interface
Menu Systems
Mock-ups of menu systems

Flow charts of the menu system

GUI
Heads up display

HUD Mock-ups

Art (Character and Environment (Concept)) and Video


Overall Goals

Art and Animation


GUI

HUD

Packaging

Environment Art

(Dead by Daylight)

Character Art

Sound and Music


Overall Goals
The overall goals of music and sound effects is to make those moments count and stand out, so
making those chase moments more dramatic with upbeat music or really pull at the players’
heartstrings in a sad scene with some heart wrenching music. Also music will help with dramatic
scenes and effects will help with the immersion.

Sound FX
Levels

Characters

Weapons

BGM and Sound FX Assets

Story
Characters

Player Characters
Walker (main) is the character the player controls, little is known
about his backstory but it develops further into the game and reveals
his rather dark and sad past life.
Secondary Characters
Pearl
Dr …
Oxton
Enemy Characters
Zombies

Bandits/mercenaries

Mexican cult

Story Theme

Visual Theme

Story Outline

So basically, “The Awakening” is a story driven, first person, single player zombie game
based around the present. Its art style will most likely be Photorealistic, so it gives the player
the best experience possible – also this art style is needed for the actual storyline as I want
to include some memorable moments into the game.

To start, the main character that the player controls is actually a patient in a mental asylum,
so practically this whole game is inside the characters head – this will be made clear to the
actual players towards the end of the game in an emotional scene of sorts. There’s no set
backstory for the playable character just yet, its set that they’re in a mental asylum but the
storyline could tie in with the characters’ backstory at some point.

Start

The Awakening Storyline (Generalised and unperfected)

After a lot of brainstorming and thought, I finally had a clear idea for what I wish to do for
my personal game idea “The Awakening” …
So, originally “The Awakening” was meant to be a game about things such as time travel and
consisted of different eras which seemed cool at first (and it personally still is) but I had an
idea – the time travel could be added as later DLC to the game.

The new idea I had for the game was to make it a sort of story driven, Zombie survival game
which takes the player on a wild, emotional and thrilling ride through an apocalyptic world.

STORYLINE – the storyline isn’t very clear, but this is just a general idea of the basic structure
of it
The story begins out in what seems like a hospital of such (you later find out what the place
really is) and the main character (Unspecified) wakes up in a strange medical room they
have no recollection of, they look around and notice something is odd – there is no one
around and not a single sound can be heard except their bare feet against the cold floor.
They venture from the medical room they were held in to explore the place, reaching the
head doctor’s office. They knock on the door a few times receiving no answer so they decide
to enter the office to see if anyone is in, the door opens and the office chair is facing the
window. The doctor appears to be sitting in it but upon further investigation, the character
discovers that the doctor is dead…half of his face has been chewed off leaving a nightmarish
and disgusting face. As expected the character leaps back and knocks into a bookcase,
creating a racket, which causes nearby zombies (the character doesn’t know about them
yet) to become attracted to the noise. Frightened, the character scrambles to get out of the
office window, only just realising how high up the office was, and they shuffle their way
along the narrow ledge that skirts around the whole building. At this point this can
showcase the surrounding landscape to the player, a vast forest with the slight glimpse of a
highway in the distance. This can help give the player an idea of the games graphics and vast
environments. After a few more steps along the ledge, the character finds an open window
and climbs in, being greeted by quite a scene. A long corridor lined with rooms that the
majority appear to be open, only a few still closed behind secure doors; but what makes this
a scene is that there is quite a bit of blood along the walls and floor, some trickling out of
the rooms. With further inspection the character realises that all the room inhabitants were
attacked in their rooms (or so it seems) then they decide to look through the small windows
in the closed rooms – one room is pitch black but a low groan/growl can be heard from
within; as they get close to the next one and look in, a grotesque and twisted face jumps
into frame (a zombie) causing the character to panic and slip on the blood on the floor,
landing next to a half-eaten carcass of what appears to be a nurse.

Technical Specifications

Game Mechanics

Artificial Intelligence