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graphics and sound effects will further enhance the player's immersion, making
it a memorable and fun experience.
2. Mechanics
the rules of the game world. (Note that the questions that follow are
phrased in terms of the game’s main character, as distinguished from
the player, since the player is the focus of the section on dynamics.
However, if no such character exists, the player can be considered as the
character.)
a. What are the character’s goals? These may be divided into short-
term, medium-term, and long-term goals.
b. What abilities does the character have? This should include any
action the character is capable of performing, such as moving,
attacking, defending, collecting items, interacting with the
environment, and so forth. Describe the abilities or actions in detail;
for example, how high can the character jump? Can the character
both walk and run?
c. What obstacles or difficulties will the character face? Some obstacles
are active (such as enemies, projectiles, or traps) and should be
described in detail (how they affect the player, their location,
movement patterns, and so forth). Other obstacles are passive (such
as doors that need to be unlocked, mazes that need to be navigated,
puzzles that need to be solved, or time limits that need to be to beat).
How can the character overcome these obstacles (items, weapons,
spells, quick reflexes)?
d. What items can the character obtain? What are their effects, where
are they obtained, and how frequently do they appear?
e. What resources must be managed (such as health, money, energy,
and experience)? How are these resources obtained and used? Are
they limited?
f. Describe the game-world environment. How large is the world
(relative to the screen)? Are there multiple rooms or regions? Is the
gameplay linear or open? In other words, is there a strictly linear
progression of levels or tasks to complete, or can the character select
levels, explore the world, and complete quests at will?
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a. The character's short-term goal is to complete quests and tasks given by non-
playable characters (NPCs) to progress the story and gain rewards. The
medium-term goal is to upgrade and customize the spacecraft and equipment to
improve their abilities and increase their chances of survival. The long-term
goal is to uncover the mysteries of the universe and reach the end of the game's
story.
b. The character has various abilities such as piloting their spacecraft, scanning
the environment to gather information, collecting resources, crafting upgrades
and equipment, and interacting with NPCs to gain quests and rewards. The
spacecraft can move in all directions and is capable of both sub-light and faster-
than-light travel. The character can also engage in combat using weapons and
shields on their spacecraft.
c. The character will face obstacles such as hostile alien species, dangerous
asteroids and debris, treacherous planetary environments, and hostile
environments in deep space. They can overcome these obstacles by upgrading
their equipment, improving their combat skills, and carefully managing their
resources.
d. The character can obtain various items such as resources for crafting,
equipment upgrades, and new weapons. These items can be found on planets, in
space debris, or rewarded for completing quests. The effects of the items range
from increasing the spacecraft's manoeuvrability and combat abilities to
improving resource-gathering efficiency.
e. The resources that must be managed include the spacecraft's health, fuel, and
energy levels, as well as the character's inventory of resources. These resources
are obtained through exploring planets, mining resources, completing quests,
and defeating enemies. They are limited, and the player must carefully manage
them to progress through the game.
f. The game-world environment is vast and open, allowing the player to explore
a variety of planets, moons, asteroids, and other locations throughout the
galaxy. The world is non-linear, with multiple paths to reach the game's end
goal. The player can select quests and explore the world at will, but some
obstacles may need to be overcome before progressing to certain areas. The
game features a mix of indoor and outdoor environments, including space
stations, planetary bases, and open space.
3. Dynamics
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a. The game requires a keyboard and mouse or gamepad to play. The keyboard
will be used for movement, jumping, attacking, and interacting with the
environment. The gamepad buttons will be customizable, but typically will use
buttons for movement, jumping, attacking, and various other actions. The player
will be informed of the control scheme through an in-game tutorial and in-game
signs.
b. The player will need to develop proficiency in platforming and combat
mechanics, as well as puzzle-solving skills. There may be complex actions that
can be created from combinations of basic game mechanics, such as combining
attacks or movement abilities to overcome obstacles. The game mechanics and
game-world environment will indirectly encourage the player to experiment
with different play strategies to overcome obstacles. The player's performance
may affect the gameplay mechanics, such as adjusting the difficulty of the game
based on the player's skill level.
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c. Gameplay data will be displayed during the game, such as health, number of
lives, time remaining, and items collected. This information will be displayed
on the screen in the form of icons, status bars, and text.
d. The game will have a title screen, a help/instructions screen, a settings screen,
and a game over screen. The player can switch between screens using the mouse
or gamepad, and can access the settings screen from any other screen.
e. The player can pause the game using the escape key or start button on the
gamepad. From the pause menu, the player can quit, restart, or adjust the game's
volume.
4. Aesthetics
the visual, audio, narrative, and psychological aspects of the game; these
are the elements that most directly affect the player’s experience.
a. Describe the style and feel of the game. Does the game take place in a
world that is rural, technological, or magical? Does the game world
feel cluttered or sparse, ordered or chaotic, geometric or organic? Is
the mood light-hearted or serious? Is the pace relaxing or frenetic?
All the aesthetic elements discussed here should work together and
contribute to create a coherent and cohesive theme.
b. Does the game use pixel art, line art, or realistic graphics? Are the
colours bright or dark, varied or monochromatic, shiny or dull? Will
there be value based or image-based animations? Are there any
special effects? Create a list of graphics you will need.
c. What style of background music or ambient sounds will the game
use? What sound effects will be used for character actions, or for
interactions with enemies, objects, and the environment? Will there
be sound effects corresponding to interactions with the user
interface? List all the music and sounds you will need.
d. What is the relevant backstory for the game? What is the character’s
motivation for pursuing their goal? Will there be a plot or storyline
that unfolds as the player progresses through the game?
e. What emotional state(s) does the game try to provoke: happiness,
excitement, calm, surprise, pride, sadness, tension, fear, frustration?
f. What makes the game “fun”? Some players may enjoy the graphics,
music, story, or emotions evoked by the game. Other features players
might enjoy include
i. fantasy (simulating experiences one doesn’t have in real life)
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5. Development
a. If working with a group: list the team members and their roles (game
designer, programmer, illustrator, animator, composer, sound editor,
writer, manager, etc.), responsibilities, and skills.
b. What equipment will you need for this project? Include both
hardware and software that will be needed for content creation
(graphics and audio), game development, and playtesting.
c. What are the tasks that need to be accomplished to create this game?
Estimate the time required for each task and note the estimated
completion date, the team member responsible, and the priority of
each feature (in case some features need to be eliminated due to time
constraints or unexpected circumstances).
d. What points in the development process are suitable for playtesting?
How will you find people to playtest your game? What specific kinds
of feedback are you interested in gathering? (For example, you could
ask how clear the goals are, how easy or intuitive the controls are,
how balanced the difficulty level is, and which parts of the game were
most or least enjoyable.) Finally, how will you collect this information
(such as a questionnaire or a brief discussion)?
e. What are your plans for dissemination? Do you have plans to
promote this game through social media, forum postings, gameplay
videos, or advertisements?
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Alpha testing: once core mechanics and levels are implemented, for
testing game balance and overall fun factor.
Beta testing: after major bugs are fixed, for more detailed feedback on
gameplay, controls, and level design.
Public testing: after all major bugs are fixed and the game is mostly
complete, to gather final feedback and make any last minute changes.
To find playtesters, the team can reach out to friends, family, or online
communities such as Reddit or Discord. Feedback can be gathered through
online surveys or in-person playtesting sessions. Specific feedback could
include:
Clarity of goals and objectives
Ease of controls and gameplay mechanics
Balance of difficulty level
Enjoyability of different aspects of the game
e. Dissemination plans:
Create a social media presence for the game, including Twitter,
Instagram, and Facebook.
Post regular updates on development progress on social media and game
development forums.
Create a gameplay trailer and post it on YouTube.
Reach out to game journalists and reviewers to request coverage.
Consider paid advertisements on social media or game websites.
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