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I076 Aditi Garje GDD

Game Design Documentation


1. Overall Vision
a. Write a short paragraph (3–6 sentences) explaining your game. (This
is sometimes called the elevator pitch: a short summary used to
quickly and simply describe an idea or product during a 30-second
elevator ride.)
b. How would you describe the genre(s)? Is it single-player or multi-
player (and, if the latter, cooperative or competitive)?
c. What is the target audience? Include demographics (the age,
interests, and game experience of potential players), the game
platform (desktop, console, or smartphone), and any special
equipment required (such as gamepads).
d. Why will people want to play this game? What features distinguish
this game from similar titles? What is the hook that will get people
interested at first, how will the game keep people interested, and
what makes it fun?

a. My game is called "Cosmic Quest" and it is a space exploration and


adventure game. Players will embark on a journey across the galaxy,
discovering new planets, encountering alien species, and uncovering the
mysteries of the universe.
b. The genre of the game is a mix of adventure, exploration, and RPG. It is a
single-player game with a vast open-world to explore, filled with quests,
puzzles, and challenges.
c. The target audience for this game is primarily gamers who enjoy adventure
and exploration games. The game is suitable for all ages, with no specific
demographic in mind. It will be available on desktop and console platforms, and
special equipment such as gamepads is not required.
d. People will want to play this game because of the vast and immersive open-
world filled with mysteries and wonders to uncover. The game will offer a
unique experience, allowing players to create their own path in the universe and
make their own choices. The game's story and quests will keep players engaged,
and the opportunity to upgrade and customize their spacecraft and equipment
will add an additional layer of depth and replay ability. The game's stunning

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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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the interaction between the player and the game mechanics.


a. What hardware is required by the game (keyboard, mouse, speakers,
gamepad, touchscreen)? Which keys/buttons are used, and what are
their effects? How is the player informed of the control scheme (a
separate manual document, game menus, tutorials, or in-game
signs)?
b. What type of proficiency will the player need to develop to become
proficient at the game? Are there any complex actions that can be
created from combinations of basic game mechanics? Do the game
mechanics or game-world environment directly or indirectly
encourage the player to develop or discourage any particular play
strategies? Does the player’s performance affect the gameplay
mechanics (as in feedback loops)?
c. What gameplay data is displayed during the game (such as points,
health, items collected, time remaining)? Where is this information
displayed on the screen? How is the information conveyed (text,
icons, charts, status bars)?
d. What menus, screens, or overlays will there be (title screen, help/
instructions, credits, game over)? How does the player switch
between screens, and which screens can be accessed from each other?
e. How does the player interact with the game at the software level
(pause, quit, restart, control volume)?

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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ii. role-playing (identifying with a character)


iii. competition (against other players or against records previously
set by oneself)
iv. cooperation (working with others toward a common goal)
v. compassion (providing assistance or rescuing others)
vi. discovery (finding objects or exploring a world)
vii. overcoming challenges (such as defeating enemies or solving
puzzles)
viii. collection (including game items or badges/trophies for
achievements)
ix. social aspects (both within the game and the communities that
form around the game).
a. The game takes place in a magical world filled with mythical creatures and
ancient ruins. The game world has an organic feel, with lush forests, mountains,
and rivers. The mood of the game is adventurous and light-hearted, with
occasional moments of tension and danger. The pace of the game is moderately
paced, with a mix of exploration, puzzle-solving, and combat.
b. The game uses a combination of pixel art and hand-drawn illustrations. The
colors are bright and varied, with a lot of greens, blues, and purples to create a
mystical and otherworldly atmosphere. Value-based animations will be used for
characters and objects, while image-based animations will be used for special
effects such as spell casting and explosions. Some of the graphics needed
include character sprites, enemy sprites, environment tiles, and special effect
animations.
c. The background music will be a mix of orchestral and ambient tracks, with an
emphasis on creating a sense of wonder and adventure. Sound effects will be
used for character actions such as jumping, attacking, and using magic spells.
There will also be sound effects for environmental interactions such as
footsteps, water splashing, and birds chirping. Additionally, there will be sound
effects for the user interface, such as menu selections and button clicks.
d. The game's backstory involves an ancient artifact that has been lost for
centuries, which is said to grant immense power to whoever finds it. The main
character is a young adventurer who sets out to find the artifact and claim its
power. Along the way, the character will encounter various obstacles, enemies,
and allies, all while uncovering the history of the artifact and the world it comes
from.

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e. The game tries to provoke a sense of wonder, excitement, and occasional


tension as the player explores the magical world and battles various creatures
and enemies. The game also aims to create a sense of satisfaction and
achievement as the player progresses through the game, solves puzzles, and
defeats bosses.
f. The game is fun because it offers a mix of exploration, puzzle-solving, and
combat, all set in a mystical and otherworldly environment. Players can
experience the thrill of discovering new areas, collecting rare items, and
defeating powerful bosses. The game also offers a sense of progression and
achievement through levelling up and acquiring new abilities. Additionally, the
game may have social aspects, such as multiplayer modes or online leader
boards, that allow players to compete or cooperate with others.

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?

a. If working with a group:

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 Game Designer: Responsible for designing the game mechanics, levels,


and overall game experience.
 Programmer: Responsible for implementing the game mechanics and
programming the game.
 Illustrator: Responsible for creating the artwork and graphics for the
game.
 Animator: Responsible for animating characters and objects in the game.
 Composer: Responsible for creating the music and sound effects for the
game.
 Sound Editor: Responsible for editing and mixing the sound effects.
 Writer: Responsible for writing the storyline and character dialogue.
 Manager: Responsible for overseeing the development process and
ensuring that everything runs smoothly.
b. Equipment needed:
 Computer(s) with necessary specifications for game development
 Game development software such as Unity or Unreal Engine
 Graphics software such as Adobe Photoshop or Illustrator
 Audio software such as Pro Tools or Logic Pro
 Playtesting tools such as Google Forms or SurveyMonkey
c. Tasks to be accomplished:
 Game design and mechanics: 2-4 weeks, Game Designer, High priority
 Artwork and graphics: 4-6 weeks, Illustrator, Medium priority
 Programming and implementation: 6-8 weeks, Programmer, High priority
 Sound design and music: 4-6 weeks, Composer and Sound Editor,
Medium priority
 Writing and storyline: 2-4 weeks, Writer, Medium priority
 Playtesting and bug fixing: Ongoing throughout development process,
Manager and Team, High priority
d. Playtesting points:

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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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