SlideShare une entreprise Scribd logo
1  sur  31
A stealth game… IN SPACE!
Created By: Mike Bonafede
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.
Move to charge energy, stop
to hide from enemies by
lowering energy field
 Platform: PC, Mobile (possible ports to
console)
 Number of Players: 1
 Controls: Keyboard + Mouse, Touch Screen
 Perspective: Overhead 2.5D
 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.
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
Plot locations that can be
boosted to quickly by using
energy
 Platform: PC, Mobile (possible ports to
console)
 Number of Players: 1
 Controls: Keyboard + Mouse, Touch Screen
 Perspective: Overhead 2.5D
 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.
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
Enter orbit of planetoids to
hide, using orbital velocity to
boost to next location.
 Platform: PC, Mobile (possible ports to
console)
 Number of Players: 1
 Controls: Keyboard + Mouse, Touch Screen
 Perspective: Overhead 2.5D
 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.
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
Sneak up on enemy drones to
attach and take control of
them
 Platform: PC, Mobile (possible ports to
console)
 Number of Players: 1
 Controls: Keyboard + Mouse, Touch Screen
 Perspective: Overhead 2.5D
 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.
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
Use equipped tools for instant
effects which use charges that
have a cooldown based on the
tool.
 Platform: PC, Mobile (possible ports to
console)
 Number of Players: 1
 Controls: Keyboard + Mouse, Touch Screen
 Perspective: Overhead 2.5D
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.
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
Each mechanic can be layered
to create a whole new
experience, mixed and
matched as needed.
 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.
 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.
 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.
A high, medium, and low
scope are outlined to allow for
the most complete and
polished game.
 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
 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
 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
Thank you for your consideration
Created By: Mike Bonafede

Contenu connexe

Tendances

Historica Fantasia Devblog 8 Protype Units
Historica Fantasia Devblog 8 Protype UnitsHistorica Fantasia Devblog 8 Protype Units
Historica Fantasia Devblog 8 Protype UnitsMatumit Sombunjaroen
 
[Product Design] WTOS May 2016
[Product Design] WTOS May 2016 [Product Design] WTOS May 2016
[Product Design] WTOS May 2016 Marlin Sugama
 
Steve Dann (Amplified Robot): Escape Room VR
Steve Dann (Amplified Robot): Escape Room VRSteve Dann (Amplified Robot): Escape Room VR
Steve Dann (Amplified Robot): Escape Room VRAugmentedWorldExpo
 
Historica Fantasia devblog09 Odin iInspector
Historica Fantasia devblog09 Odin iInspectorHistorica Fantasia devblog09 Odin iInspector
Historica Fantasia devblog09 Odin iInspectorMatumit Sombunjaroen
 
Game Design Workshop - Interaction South America 2013
Game Design Workshop - Interaction South America 2013Game Design Workshop - Interaction South America 2013
Game Design Workshop - Interaction South America 2013Tiago Ramos
 
Historica Fantasia, Development Blog 06, ShaderForge Character Shader
Historica Fantasia, Development Blog 06, ShaderForge Character ShaderHistorica Fantasia, Development Blog 06, ShaderForge Character Shader
Historica Fantasia, Development Blog 06, ShaderForge Character ShaderMatumit Sombunjaroen
 
Factual writing planning
Factual writing planningFactual writing planning
Factual writing planningWill NotTellYou
 
The cannoneer of_ragville_final_presentation
The cannoneer of_ragville_final_presentationThe cannoneer of_ragville_final_presentation
The cannoneer of_ragville_final_presentationguestc856c3c
 
Gameloft: Recommandations for Starfront collision and Nova 2
Gameloft: Recommandations for Starfront collision and Nova 2Gameloft: Recommandations for Starfront collision and Nova 2
Gameloft: Recommandations for Starfront collision and Nova 2Khai Nguyen
 
Ai lecture 03(unit03)
Ai lecture  03(unit03)Ai lecture  03(unit03)
Ai lecture 03(unit03)vikas dhakane
 
Ai lecture 03(unit03)
Ai lecture  03(unit03)Ai lecture  03(unit03)
Ai lecture 03(unit03)vikas dhakane
 
Ai lecture 04(unit03)
Ai lecture  04(unit03)Ai lecture  04(unit03)
Ai lecture 04(unit03)vikas dhakane
 
Ai lecture 04(unit03)
Ai lecture  04(unit03)Ai lecture  04(unit03)
Ai lecture 04(unit03)vikas dhakane
 
What makes up the set
What makes up the setWhat makes up the set
What makes up the setDaleisio
 

Tendances (18)

Historica Fantasia Devblog 8 Protype Units
Historica Fantasia Devblog 8 Protype UnitsHistorica Fantasia Devblog 8 Protype Units
Historica Fantasia Devblog 8 Protype Units
 
[Product Design] WTOS May 2016
[Product Design] WTOS May 2016 [Product Design] WTOS May 2016
[Product Design] WTOS May 2016
 
Steve Dann (Amplified Robot): Escape Room VR
Steve Dann (Amplified Robot): Escape Room VRSteve Dann (Amplified Robot): Escape Room VR
Steve Dann (Amplified Robot): Escape Room VR
 
History of Light Gun Games
History of Light Gun GamesHistory of Light Gun Games
History of Light Gun Games
 
Historica Fantasia devblog09 Odin iInspector
Historica Fantasia devblog09 Odin iInspectorHistorica Fantasia devblog09 Odin iInspector
Historica Fantasia devblog09 Odin iInspector
 
Game Design Workshop - Interaction South America 2013
Game Design Workshop - Interaction South America 2013Game Design Workshop - Interaction South America 2013
Game Design Workshop - Interaction South America 2013
 
GameMaker Workflow
GameMaker WorkflowGameMaker Workflow
GameMaker Workflow
 
Historica Fantasia, Development Blog 06, ShaderForge Character Shader
Historica Fantasia, Development Blog 06, ShaderForge Character ShaderHistorica Fantasia, Development Blog 06, ShaderForge Character Shader
Historica Fantasia, Development Blog 06, ShaderForge Character Shader
 
Factual writing planning
Factual writing planningFactual writing planning
Factual writing planning
 
The cannoneer of_ragville_final_presentation
The cannoneer of_ragville_final_presentationThe cannoneer of_ragville_final_presentation
The cannoneer of_ragville_final_presentation
 
History of Light Gun Games
History of Light Gun GamesHistory of Light Gun Games
History of Light Gun Games
 
Gameloft: Recommandations for Starfront collision and Nova 2
Gameloft: Recommandations for Starfront collision and Nova 2Gameloft: Recommandations for Starfront collision and Nova 2
Gameloft: Recommandations for Starfront collision and Nova 2
 
Ai lecture 03(unit03)
Ai lecture  03(unit03)Ai lecture  03(unit03)
Ai lecture 03(unit03)
 
Ai lecture 03(unit03)
Ai lecture  03(unit03)Ai lecture  03(unit03)
Ai lecture 03(unit03)
 
Ai lecture 04(unit03)
Ai lecture  04(unit03)Ai lecture  04(unit03)
Ai lecture 04(unit03)
 
Ai lecture 04(unit03)
Ai lecture  04(unit03)Ai lecture  04(unit03)
Ai lecture 04(unit03)
 
Arbetsprov spelmanual
Arbetsprov spelmanualArbetsprov spelmanual
Arbetsprov spelmanual
 
What makes up the set
What makes up the setWhat makes up the set
What makes up the set
 

Similaire à Parsec pitch

Visual style – project zomboid
Visual style – project zomboidVisual style – project zomboid
Visual style – project zomboidstellarcolt45
 
Visual style – project zomboid
Visual style – project zomboidVisual style – project zomboid
Visual style – project zomboidstellarcolt45
 
Technical document - BadBug Studio - Xbox Game
Technical document - BadBug Studio - Xbox GameTechnical document - BadBug Studio - Xbox Game
Technical document - BadBug Studio - Xbox GameUTC Fire & Security
 
Kalonline Intro 100102
Kalonline Intro 100102Kalonline Intro 100102
Kalonline Intro 100102INIXSOFT
 
Doug fakler pitch_redo
Doug fakler pitch_redoDoug fakler pitch_redo
Doug fakler pitch_redoDoug Fakler
 
Metroid1 5 random_musings-2
Metroid1 5 random_musings-2Metroid1 5 random_musings-2
Metroid1 5 random_musings-2Dan Cattell
 
Gunner Fury v3.0.2.pptx Game Design Document
Gunner Fury v3.0.2.pptx Game Design DocumentGunner Fury v3.0.2.pptx Game Design Document
Gunner Fury v3.0.2.pptx Game Design DocumentWaelElzanaty3
 
The Anatomy of a Drone - DJI Phantom 4
The Anatomy of a Drone - DJI Phantom 4The Anatomy of a Drone - DJI Phantom 4
The Anatomy of a Drone - DJI Phantom 4Dronefly
 
Burst Fighter Game Design Document
Burst Fighter Game Design DocumentBurst Fighter Game Design Document
Burst Fighter Game Design DocumentHendrianto Kusuma
 
Tower DefenseCSc 335 Final Project OverviewRTS (Re.docx
Tower DefenseCSc 335 Final Project OverviewRTS (Re.docxTower DefenseCSc 335 Final Project OverviewRTS (Re.docx
Tower DefenseCSc 335 Final Project OverviewRTS (Re.docxedwardmarivel
 
Game Design Document
Game Design DocumentGame Design Document
Game Design DocumentMark Wood
 

Similaire à Parsec pitch (20)

Shumanjacob_pitch
Shumanjacob_pitchShumanjacob_pitch
Shumanjacob_pitch
 
Tips andtricks
Tips andtricksTips andtricks
Tips andtricks
 
Visual style – project zomboid
Visual style – project zomboidVisual style – project zomboid
Visual style – project zomboid
 
Visual style – project zomboid
Visual style – project zomboidVisual style – project zomboid
Visual style – project zomboid
 
intern.pdf
intern.pdfintern.pdf
intern.pdf
 
Guided missile
Guided missileGuided missile
Guided missile
 
Technical document - BadBug Studio - Xbox Game
Technical document - BadBug Studio - Xbox GameTechnical document - BadBug Studio - Xbox Game
Technical document - BadBug Studio - Xbox Game
 
3D Space Shooting Game
3D Space Shooting Game3D Space Shooting Game
3D Space Shooting Game
 
Kalonline Intro 100102
Kalonline Intro 100102Kalonline Intro 100102
Kalonline Intro 100102
 
Doug fakler pitch_redo
Doug fakler pitch_redoDoug fakler pitch_redo
Doug fakler pitch_redo
 
Metroid1 5 random_musings-2
Metroid1 5 random_musings-2Metroid1 5 random_musings-2
Metroid1 5 random_musings-2
 
Gunner Fury v3.0.2.pptx Game Design Document
Gunner Fury v3.0.2.pptx Game Design DocumentGunner Fury v3.0.2.pptx Game Design Document
Gunner Fury v3.0.2.pptx Game Design Document
 
The Anatomy of a Drone - DJI Phantom 4
The Anatomy of a Drone - DJI Phantom 4The Anatomy of a Drone - DJI Phantom 4
The Anatomy of a Drone - DJI Phantom 4
 
Burst Fighter Game Design Document
Burst Fighter Game Design DocumentBurst Fighter Game Design Document
Burst Fighter Game Design Document
 
Game Pitch 12/14
Game Pitch 12/14Game Pitch 12/14
Game Pitch 12/14
 
BaileyAaronPitch
BaileyAaronPitchBaileyAaronPitch
BaileyAaronPitch
 
Tower DefenseCSc 335 Final Project OverviewRTS (Re.docx
Tower DefenseCSc 335 Final Project OverviewRTS (Re.docxTower DefenseCSc 335 Final Project OverviewRTS (Re.docx
Tower DefenseCSc 335 Final Project OverviewRTS (Re.docx
 
Game Design Document
Game Design DocumentGame Design Document
Game Design Document
 
Robert mueller pitch
Robert mueller pitchRobert mueller pitch
Robert mueller pitch
 
IcARus
IcARusIcARus
IcARus
 

Dernier

VIP Model Call Girls Koregaon Park ( Pune ) Call ON 8005736733 Starting From ...
VIP Model Call Girls Koregaon Park ( Pune ) Call ON 8005736733 Starting From ...VIP Model Call Girls Koregaon Park ( Pune ) Call ON 8005736733 Starting From ...
VIP Model Call Girls Koregaon Park ( Pune ) Call ON 8005736733 Starting From ...SUHANI PANDEY
 
Call Girls Manjri Call Me 7737669865 Budget Friendly No Advance Booking
Call Girls Manjri Call Me 7737669865 Budget Friendly No Advance BookingCall Girls Manjri Call Me 7737669865 Budget Friendly No Advance Booking
Call Girls Manjri Call Me 7737669865 Budget Friendly No Advance Bookingroncy bisnoi
 
📞 Contact Number 8617370543VIP Rajsamand Call Girls
📞 Contact Number 8617370543VIP Rajsamand Call Girls📞 Contact Number 8617370543VIP Rajsamand Call Girls
📞 Contact Number 8617370543VIP Rajsamand Call GirlsNitya salvi
 
Science City Kolkata ( Call Girls ) Kolkata ✔ 6297143586 ✔ Hot Model With Sex...
Science City Kolkata ( Call Girls ) Kolkata ✔ 6297143586 ✔ Hot Model With Sex...Science City Kolkata ( Call Girls ) Kolkata ✔ 6297143586 ✔ Hot Model With Sex...
Science City Kolkata ( Call Girls ) Kolkata ✔ 6297143586 ✔ Hot Model With Sex...rahim quresi
 
❤Personal Whatsapp Number Mukteshwar Call Girls 8617697112 💦✅.
❤Personal Whatsapp Number Mukteshwar Call Girls 8617697112 💦✅.❤Personal Whatsapp Number Mukteshwar Call Girls 8617697112 💦✅.
❤Personal Whatsapp Number Mukteshwar Call Girls 8617697112 💦✅.Nitya salvi
 
Hire 💕 8617697112 Pauri Garhwal Call Girls Service Call Girls Agency
Hire 💕 8617697112 Pauri Garhwal Call Girls Service Call Girls AgencyHire 💕 8617697112 Pauri Garhwal Call Girls Service Call Girls Agency
Hire 💕 8617697112 Pauri Garhwal Call Girls Service Call Girls AgencyNitya salvi
 
(TOP CLASS) Call Girls In Nungambakkam Phone 7427069034 Call Girls Model With...
(TOP CLASS) Call Girls In Nungambakkam Phone 7427069034 Call Girls Model With...(TOP CLASS) Call Girls In Nungambakkam Phone 7427069034 Call Girls Model With...
(TOP CLASS) Call Girls In Nungambakkam Phone 7427069034 Call Girls Model With... Shivani Pandey
 
Mumbai ] Call Girls Service Mumbai ₹7.5k Pick Up & Drop With Cash Payment 983...
Mumbai ] Call Girls Service Mumbai ₹7.5k Pick Up & Drop With Cash Payment 983...Mumbai ] Call Girls Service Mumbai ₹7.5k Pick Up & Drop With Cash Payment 983...
Mumbai ] Call Girls Service Mumbai ₹7.5k Pick Up & Drop With Cash Payment 983...hotbabesbook
 
Bhimtal ❤CALL GIRL 8617697112 ❤CALL GIRLS IN Bhimtal ESCORT SERVICE❤CALL GIRL
Bhimtal ❤CALL GIRL 8617697112 ❤CALL GIRLS IN Bhimtal ESCORT SERVICE❤CALL GIRLBhimtal ❤CALL GIRL 8617697112 ❤CALL GIRLS IN Bhimtal ESCORT SERVICE❤CALL GIRL
Bhimtal ❤CALL GIRL 8617697112 ❤CALL GIRLS IN Bhimtal ESCORT SERVICE❤CALL GIRLNitya salvi
 
Call Girls In Warangal Escorts ☎️7427069034 🔝 💃 Enjoy 24/7 Escort Service En...
Call Girls In Warangal Escorts ☎️7427069034  🔝 💃 Enjoy 24/7 Escort Service En...Call Girls In Warangal Escorts ☎️7427069034  🔝 💃 Enjoy 24/7 Escort Service En...
Call Girls In Warangal Escorts ☎️7427069034 🔝 💃 Enjoy 24/7 Escort Service En...HyderabadDolls
 
Kolkata Call Girls Service ❤️ at @30% discount Everyday
Kolkata Call Girls Service ❤️ at @30% discount EverydayKolkata Call Girls Service ❤️ at @30% discount Everyday
Kolkata Call Girls Service ❤️ at @30% discount Everydayonly4webmaster01
 
Dum Dum ( Call Girls ) Kolkata ✔ 6297143586 ✔ Hot Model With Sexy Bhabi Ready...
Dum Dum ( Call Girls ) Kolkata ✔ 6297143586 ✔ Hot Model With Sexy Bhabi Ready...Dum Dum ( Call Girls ) Kolkata ✔ 6297143586 ✔ Hot Model With Sexy Bhabi Ready...
Dum Dum ( Call Girls ) Kolkata ✔ 6297143586 ✔ Hot Model With Sexy Bhabi Ready...ritikasharma
 
Model Call Girls In Pazhavanthangal WhatsApp Booking 7427069034 call girl ser...
Model Call Girls In Pazhavanthangal WhatsApp Booking 7427069034 call girl ser...Model Call Girls In Pazhavanthangal WhatsApp Booking 7427069034 call girl ser...
Model Call Girls In Pazhavanthangal WhatsApp Booking 7427069034 call girl ser... Shivani Pandey
 
(Verified Models) Airport Kolkata Escorts Service (+916297143586) Escort agen...
(Verified Models) Airport Kolkata Escorts Service (+916297143586) Escort agen...(Verified Models) Airport Kolkata Escorts Service (+916297143586) Escort agen...
(Verified Models) Airport Kolkata Escorts Service (+916297143586) Escort agen...rahim quresi
 
(TOP CLASS) Call Girls In Chengalpattu Phone 7427069034 Call Girls Model With...
(TOP CLASS) Call Girls In Chengalpattu Phone 7427069034 Call Girls Model With...(TOP CLASS) Call Girls In Chengalpattu Phone 7427069034 Call Girls Model With...
(TOP CLASS) Call Girls In Chengalpattu Phone 7427069034 Call Girls Model With... Shivani Pandey
 
Sonagachi ( Call Girls ) Kolkata ✔ 6297143586 ✔ Hot Model With Sexy Bhabi Rea...
Sonagachi ( Call Girls ) Kolkata ✔ 6297143586 ✔ Hot Model With Sexy Bhabi Rea...Sonagachi ( Call Girls ) Kolkata ✔ 6297143586 ✔ Hot Model With Sexy Bhabi Rea...
Sonagachi ( Call Girls ) Kolkata ✔ 6297143586 ✔ Hot Model With Sexy Bhabi Rea...rahim quresi
 
Low Rate Call Girls Dhakuria (8005736733) 100% GENUINE ESCORT SERVICE & HOTEL...
Low Rate Call Girls Dhakuria (8005736733) 100% GENUINE ESCORT SERVICE & HOTEL...Low Rate Call Girls Dhakuria (8005736733) 100% GENUINE ESCORT SERVICE & HOTEL...
Low Rate Call Girls Dhakuria (8005736733) 100% GENUINE ESCORT SERVICE & HOTEL... Shivani Pandey
 
Navsari Escorts Service ☎️ 6378878445 ( Sakshi Sinha ) High Profile Call Girl...
Navsari Escorts Service ☎️ 6378878445 ( Sakshi Sinha ) High Profile Call Girl...Navsari Escorts Service ☎️ 6378878445 ( Sakshi Sinha ) High Profile Call Girl...
Navsari Escorts Service ☎️ 6378878445 ( Sakshi Sinha ) High Profile Call Girl...mriyagarg453
 
Model Call Girls In Ariyalur WhatsApp Booking 7427069034 call girl service 24...
Model Call Girls In Ariyalur WhatsApp Booking 7427069034 call girl service 24...Model Call Girls In Ariyalur WhatsApp Booking 7427069034 call girl service 24...
Model Call Girls In Ariyalur WhatsApp Booking 7427069034 call girl service 24... Shivani Pandey
 
📞 Contact Number 8617697112 VIP Ganderbal Call Girls
📞 Contact Number 8617697112 VIP Ganderbal Call Girls📞 Contact Number 8617697112 VIP Ganderbal Call Girls
📞 Contact Number 8617697112 VIP Ganderbal Call GirlsNitya salvi
 

Dernier (20)

VIP Model Call Girls Koregaon Park ( Pune ) Call ON 8005736733 Starting From ...
VIP Model Call Girls Koregaon Park ( Pune ) Call ON 8005736733 Starting From ...VIP Model Call Girls Koregaon Park ( Pune ) Call ON 8005736733 Starting From ...
VIP Model Call Girls Koregaon Park ( Pune ) Call ON 8005736733 Starting From ...
 
Call Girls Manjri Call Me 7737669865 Budget Friendly No Advance Booking
Call Girls Manjri Call Me 7737669865 Budget Friendly No Advance BookingCall Girls Manjri Call Me 7737669865 Budget Friendly No Advance Booking
Call Girls Manjri Call Me 7737669865 Budget Friendly No Advance Booking
 
📞 Contact Number 8617370543VIP Rajsamand Call Girls
📞 Contact Number 8617370543VIP Rajsamand Call Girls📞 Contact Number 8617370543VIP Rajsamand Call Girls
📞 Contact Number 8617370543VIP Rajsamand Call Girls
 
Science City Kolkata ( Call Girls ) Kolkata ✔ 6297143586 ✔ Hot Model With Sex...
Science City Kolkata ( Call Girls ) Kolkata ✔ 6297143586 ✔ Hot Model With Sex...Science City Kolkata ( Call Girls ) Kolkata ✔ 6297143586 ✔ Hot Model With Sex...
Science City Kolkata ( Call Girls ) Kolkata ✔ 6297143586 ✔ Hot Model With Sex...
 
❤Personal Whatsapp Number Mukteshwar Call Girls 8617697112 💦✅.
❤Personal Whatsapp Number Mukteshwar Call Girls 8617697112 💦✅.❤Personal Whatsapp Number Mukteshwar Call Girls 8617697112 💦✅.
❤Personal Whatsapp Number Mukteshwar Call Girls 8617697112 💦✅.
 
Hire 💕 8617697112 Pauri Garhwal Call Girls Service Call Girls Agency
Hire 💕 8617697112 Pauri Garhwal Call Girls Service Call Girls AgencyHire 💕 8617697112 Pauri Garhwal Call Girls Service Call Girls Agency
Hire 💕 8617697112 Pauri Garhwal Call Girls Service Call Girls Agency
 
(TOP CLASS) Call Girls In Nungambakkam Phone 7427069034 Call Girls Model With...
(TOP CLASS) Call Girls In Nungambakkam Phone 7427069034 Call Girls Model With...(TOP CLASS) Call Girls In Nungambakkam Phone 7427069034 Call Girls Model With...
(TOP CLASS) Call Girls In Nungambakkam Phone 7427069034 Call Girls Model With...
 
Mumbai ] Call Girls Service Mumbai ₹7.5k Pick Up & Drop With Cash Payment 983...
Mumbai ] Call Girls Service Mumbai ₹7.5k Pick Up & Drop With Cash Payment 983...Mumbai ] Call Girls Service Mumbai ₹7.5k Pick Up & Drop With Cash Payment 983...
Mumbai ] Call Girls Service Mumbai ₹7.5k Pick Up & Drop With Cash Payment 983...
 
Bhimtal ❤CALL GIRL 8617697112 ❤CALL GIRLS IN Bhimtal ESCORT SERVICE❤CALL GIRL
Bhimtal ❤CALL GIRL 8617697112 ❤CALL GIRLS IN Bhimtal ESCORT SERVICE❤CALL GIRLBhimtal ❤CALL GIRL 8617697112 ❤CALL GIRLS IN Bhimtal ESCORT SERVICE❤CALL GIRL
Bhimtal ❤CALL GIRL 8617697112 ❤CALL GIRLS IN Bhimtal ESCORT SERVICE❤CALL GIRL
 
Call Girls In Warangal Escorts ☎️7427069034 🔝 💃 Enjoy 24/7 Escort Service En...
Call Girls In Warangal Escorts ☎️7427069034  🔝 💃 Enjoy 24/7 Escort Service En...Call Girls In Warangal Escorts ☎️7427069034  🔝 💃 Enjoy 24/7 Escort Service En...
Call Girls In Warangal Escorts ☎️7427069034 🔝 💃 Enjoy 24/7 Escort Service En...
 
Kolkata Call Girls Service ❤️ at @30% discount Everyday
Kolkata Call Girls Service ❤️ at @30% discount EverydayKolkata Call Girls Service ❤️ at @30% discount Everyday
Kolkata Call Girls Service ❤️ at @30% discount Everyday
 
Dum Dum ( Call Girls ) Kolkata ✔ 6297143586 ✔ Hot Model With Sexy Bhabi Ready...
Dum Dum ( Call Girls ) Kolkata ✔ 6297143586 ✔ Hot Model With Sexy Bhabi Ready...Dum Dum ( Call Girls ) Kolkata ✔ 6297143586 ✔ Hot Model With Sexy Bhabi Ready...
Dum Dum ( Call Girls ) Kolkata ✔ 6297143586 ✔ Hot Model With Sexy Bhabi Ready...
 
Model Call Girls In Pazhavanthangal WhatsApp Booking 7427069034 call girl ser...
Model Call Girls In Pazhavanthangal WhatsApp Booking 7427069034 call girl ser...Model Call Girls In Pazhavanthangal WhatsApp Booking 7427069034 call girl ser...
Model Call Girls In Pazhavanthangal WhatsApp Booking 7427069034 call girl ser...
 
(Verified Models) Airport Kolkata Escorts Service (+916297143586) Escort agen...
(Verified Models) Airport Kolkata Escorts Service (+916297143586) Escort agen...(Verified Models) Airport Kolkata Escorts Service (+916297143586) Escort agen...
(Verified Models) Airport Kolkata Escorts Service (+916297143586) Escort agen...
 
(TOP CLASS) Call Girls In Chengalpattu Phone 7427069034 Call Girls Model With...
(TOP CLASS) Call Girls In Chengalpattu Phone 7427069034 Call Girls Model With...(TOP CLASS) Call Girls In Chengalpattu Phone 7427069034 Call Girls Model With...
(TOP CLASS) Call Girls In Chengalpattu Phone 7427069034 Call Girls Model With...
 
Sonagachi ( Call Girls ) Kolkata ✔ 6297143586 ✔ Hot Model With Sexy Bhabi Rea...
Sonagachi ( Call Girls ) Kolkata ✔ 6297143586 ✔ Hot Model With Sexy Bhabi Rea...Sonagachi ( Call Girls ) Kolkata ✔ 6297143586 ✔ Hot Model With Sexy Bhabi Rea...
Sonagachi ( Call Girls ) Kolkata ✔ 6297143586 ✔ Hot Model With Sexy Bhabi Rea...
 
Low Rate Call Girls Dhakuria (8005736733) 100% GENUINE ESCORT SERVICE & HOTEL...
Low Rate Call Girls Dhakuria (8005736733) 100% GENUINE ESCORT SERVICE & HOTEL...Low Rate Call Girls Dhakuria (8005736733) 100% GENUINE ESCORT SERVICE & HOTEL...
Low Rate Call Girls Dhakuria (8005736733) 100% GENUINE ESCORT SERVICE & HOTEL...
 
Navsari Escorts Service ☎️ 6378878445 ( Sakshi Sinha ) High Profile Call Girl...
Navsari Escorts Service ☎️ 6378878445 ( Sakshi Sinha ) High Profile Call Girl...Navsari Escorts Service ☎️ 6378878445 ( Sakshi Sinha ) High Profile Call Girl...
Navsari Escorts Service ☎️ 6378878445 ( Sakshi Sinha ) High Profile Call Girl...
 
Model Call Girls In Ariyalur WhatsApp Booking 7427069034 call girl service 24...
Model Call Girls In Ariyalur WhatsApp Booking 7427069034 call girl service 24...Model Call Girls In Ariyalur WhatsApp Booking 7427069034 call girl service 24...
Model Call Girls In Ariyalur WhatsApp Booking 7427069034 call girl service 24...
 
📞 Contact Number 8617697112 VIP Ganderbal Call Girls
📞 Contact Number 8617697112 VIP Ganderbal Call Girls📞 Contact Number 8617697112 VIP Ganderbal Call Girls
📞 Contact Number 8617697112 VIP Ganderbal Call Girls
 

Parsec pitch

  • 1. A stealth game… IN SPACE! Created By: Mike Bonafede
  • 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
  • 7. Plot locations that can be boosted to quickly by using energy
  • 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

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. 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.
  15. 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.
  16. 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.
  17. 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.
  18. 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.
  19. 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.
  20. 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.
  21. 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.
  22. 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.
  23. 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.
  24. 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.
  25. 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.
  26. 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.
  27. 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.
  28. 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.