2. During the following presentation, please consider
the mechanics listed with this in mind: From my
research I believe that stealth itself is NOT a
mechanic. Rather, it is a dynamic that is comprised
of very carefully calibrated set of mechanics. The
goal of Parsec is to create a set of mechanics in a
space game that create that stealth dynamic.
Though they could make simpler one-off games,
in their totality they are meant to achieve that goal.
Thank you for your consideration.
3. Move to charge energy, stop
to hide from enemies by
lowering energy field
4. Platform: PC, Mobile (possible ports to
console)
Number of Players: 1
Controls: Keyboard + Mouse, Touch Screen
Perspective: Overhead 2.5D
5. The player can move around in space freely,
and this will build up energy over time.
However, doing so increases the ships energy
field. This makes the ship more likely to be
detected by enemies. By stopping the engine,
the energy field will be reduced.
This mechanic is unique because: This is the
mechanic that allows a spaceship game to
also be a stealth game.
6. This storyboard shows the inertia engine in action. As the player moves their
ship, the energy bar fills. This also has the effect of making their detection
range larger, in the form of an energy field that enemies can detect.
Mechanic #1: Inertia Engine
8. Platform: PC, Mobile (possible ports to
console)
Number of Players: 1
Controls: Keyboard + Mouse, Touch Screen
Perspective: Overhead 2.5D
9. The player will plot points to map out a
trajectory path, which upon execution will use
energy to boost to those locations. It’s not
instant, but is much faster than if the player
were to just move there.
This mechanic is unique because: This
mechanic emphasizes the strategic nature of
the game, giving the player a chance to plan
out their navigation through hostile territory.
10. The player needs to get to the objective without smashing into an asteroid or being seen by
the drone. Plotting the first point shows how much energy will be used, as does plotting the
second one after that. Executing the boost will use the energy and move the player along the
navigation path undetected.
Mechanic #2: Tactical Booster
11. Enter orbit of planetoids to
hide, using orbital velocity to
boost to next location.
12. Platform: PC, Mobile (possible ports to
console)
Number of Players: 1
Controls: Keyboard + Mouse, Touch Screen
Perspective: Overhead 2.5D
13. Planetoids (moons, asteroids) in the game have
an orbit path that the players can attach to. This
hides them from enemy radar and charges
energy. The player can leave orbit for a boost of
speed, or to get to another orbit path.
This mechanic is unique because: The use of
orbital paths affords the player an escape option
in case of detection, and a more energy
conservative (and fun) method of travel.
14. Planetoids will have a visible orbit path around them that the player can attach to.
While on the orbit path the player is undetectable and gathers energy. Exiting the
orbit path creates a burst of speed that can be used to get to other planetoids.
Mechanic #3: Orbit Glider
15. Sneak up on enemy drones to
attach and take control of
them
16. Platform: PC, Mobile (possible ports to
console)
Number of Players: 1
Controls: Keyboard + Mouse, Touch Screen
Perspective: Overhead 2.5D
17. If the player can successfully remain
undetected and collide with an enemy, they
will attach to them and take control of the
enemy ship. This will allow the player to
either sneak past other ships or destroy them
with weapon systems. Energy drains over
time while actively controlling a ship.
This mechanic is unique because: This is a
way to empower a careful player, but in such
a way that maintains the stealth gameplay.
18. Three enemies are here, and the player sets the ship on a collision course with
one of them from behind. This allows the player to attach to it and take control,
then fire weapons at the other two (or simply fly away)
Mechanic #4: Hijack Drone
19. Use equipped tools for instant
effects which use charges that
have a cooldown based on the
tool.
20. Platform: PC, Mobile (possible ports to
console)
Number of Players: 1
Controls: Keyboard + Mouse, Touch Screen
Perspective: Overhead 2.5D
21. The player has Quantum Charges to use special abilities. Once used, they go on
cooldown. Player can use any combination of them, so long as they have at least one
charge off cooldown. Examples of countermeasures are as follows:
Stasis Pulse – Fires a long range projectile that locks one enemy in place. Stasis
enemies cannot be hijacked. Short cooldown
Cloak – Disappear from sight for a short time. Can still be detected by energy
usage. Medium cooldown
Blink – Instantly teleport short distance away, causing enemies to lose track of the
player ship. Medium cooldown.
Wormhole – Create an exit on first use, and warp to that exit on second use (which
starts the cooldown). Very long cooldown.
Scout Drone – Deploys a drone that can move undetected to scout for enemies
and planetoids. Player ship remains dormant while active. Short cooldown.
This mechanic is unique because: These upgradable powerups are meant to
supplement the players strategy with powerful alternatives, which modify the way each
player plays. The charge / cooldown aspect allows the player to mix and match them
as they choose while still providing a limiting factor.
22. This is showing two different abilities that use countermeasure charges. The player uses the
first one to blink past the attacking enemy, and the second one to cloak into safety. The
player could have also used two blinks or two cloaks. The countermeasure goes on cooldown
based on what ability was used.
Mechanic #5: Quantum Charges
23. Each mechanic can be layered
to create a whole new
experience, mixed and
matched as needed.
24. Inertia Engine + Tactical Booster – The energy gained from
movement is what is used to power the Tactical Booster.
Movement with this mechanic will not increase the energy field.
Additionally, while mid-boost the energy field is not active.
Inertia Engine + Orbital Glider – The engine will stop by default
when entering an orbit path, hiding the player from detection.
Using the thrusters while in the orbit path will make the orbit
faster, but also turn the energy field back on. A faster orbit
allows for a greater speed burst when leaving orbit.
Inertia Engine + Hijack Drone – Player must manage their energy
field properly to sneak up on enemy ships undetected. Doing
this involves cutting the engine and drifting on a collision course
with the enemy ship. During the hijack, there is no energy field.
Inertia Engine + Quantum Charges – These don’t use energy and
don’t increase the energy field, so they make great instant
emergency tactics. Example: The player is detected by their
energy field, and quickly fires a Stasis Pulse at the enemy before
it attacks or alerts others.
25. Tactical Booster + Orbital Glider– The booster can
target an orbit path to instantly enter orbit after
completing the boost. The plotted point will have a
different look to it when doing this.
Tactical Booster + Hijack Drone– Since the booster
doesn’t grow the energy field, it can be used to get
closer or attach directly to enemy ships. A different
plot point visual displays when targeting enemies.
Tactical Booster + Quantum Charges– Using the
booster in conjunction with the quantum charges
gives the player options for escape based on how
much energy is available. Example: Using Cloak after
completing a boost gives the player more undetected
distance.
26. Orbital Glider + Hijack Drone – After entering an
orbital path, the player glides around the planetoid.
Any attacking enemies will lose track of the players
ship, and the player can take advantage of this to
attach to them after breaking orbit.
Orbital Glider + Quantum Charges – Quantum
charges can be used while in orbit. Example: The
player can drop a Wormhole while in an orbit path
and warp back to it later, resuming orbit.
Hijack Drone + Quantum Charges – The charges
allow for trick maneuvers that can temporarily drop
an enemy lock-on. Example: using Blink to teleport
behind an enemy in pursuit can allow the player to
then hijack them.
27. A high, medium, and low
scope are outlined to allow for
the most complete and
polished game.
28. All features as described, including Quantum
Charges due to increased time needed for
balancing purposes.
Extra Quantum Charge powers.
Infinite open world map with mission system.
Encounters based on random seed generation
(rogue-like)
Full narrative story designed with gameplay in
mind for immersion.
4 Enemy types – Spotters, Shooters, Seekers,
and Saboteurs
29. Core Features – Inertia Engine, Tactical
Booster, Orbital Glider, Hijack Drone
Limited open world level to explore with
missions
Light narrative elements for world immersion
3 Enemy Types – Spotters, Shooters, and
Seekers
30. Core Features – Inertia Engine, Tactical
Booster, and Orbital Glider
Stage based system for progression with
predesigned encounters
Difficulty ramping – Enemy drones mainly
detect via energy field and later by vision
also.
2 Enemy types – Spotters and Shooters
31. Thank you for your consideration
Created By: Mike Bonafede
Notes de l'éditeur
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.
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.
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: 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: 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: 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.
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: 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: 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.