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IMED 105: Intro to Game ModdingIMED 105: Intro to Game Modding
Lecture 4: Concept Development
Charles Palmer – Spring 2016
Unit: Concept DevelopmentUnit: Concept Development
• The Game Concept Document (GCD or CD)
is used to structure your ideas in an easily
understood format.
• This document is often used to “sell” or
“pitch” your idea to funders, sponsors, or
team members.
• The content is very pointed, it does not
outline every feature of the idea.
Game Concept DocumentGame Concept Document
• Introduction: sets the tone of document, it’s
goal is to briefly describe the game (one sentence)
• Background: this section provides a view of the
game world. (2-4 paragraphs)
• Description: describes the game as if the reader is
the player. Make this section an exciting narrative of
the player's experience encompassing key game
elements (a few paragraphs)
• Key features: typically a list of bullet points
commonly found on the back of the game box
Game Concept DocumentGame Concept Document
• Genre: identify your game’s genre.
This helps the view identify the game
world and visual approach
Game Concept DocumentGame Concept Document
• Audience(s): In a few words, list the type of player
who might be interested in the game world
• References or Concept art: a collection of images to
help sell the idea and puts the readers in the right
frame of mind
• Review your list of quest ideas and
create a Game Concept Document for
two of the ideas. Use the GCD to break
down each idea’s essential components,
providing a brief synopsis of the game’s
core concept and the player’s objectives.
Review the “Touched” document as a
reference.
• Like the reference document, provide
original and cited imagery to help illustrate
your idea.
• Upload your completed assignment to Moodle.
AssignmentAssignment
• Review your list of quest ideas and
create a Game Concept Document for
two of the ideas. Use the GCD to break
down each idea’s essential components,
providing a brief synopsis of the game’s
core concept and the player’s objectives.
Review the “Touched” document as a
reference.
• Like the reference document, provide
original and cited imagery to help illustrate
your idea.
• Upload your completed assignment to Moodle.
AssignmentAssignment

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Intro to Game Modding - Lecture 4

  • 1. IMED 105: Intro to Game ModdingIMED 105: Intro to Game Modding Lecture 4: Concept Development Charles Palmer – Spring 2016
  • 2. Unit: Concept DevelopmentUnit: Concept Development • The Game Concept Document (GCD or CD) is used to structure your ideas in an easily understood format. • This document is often used to “sell” or “pitch” your idea to funders, sponsors, or team members. • The content is very pointed, it does not outline every feature of the idea.
  • 3. Game Concept DocumentGame Concept Document • Introduction: sets the tone of document, it’s goal is to briefly describe the game (one sentence) • Background: this section provides a view of the game world. (2-4 paragraphs) • Description: describes the game as if the reader is the player. Make this section an exciting narrative of the player's experience encompassing key game elements (a few paragraphs) • Key features: typically a list of bullet points commonly found on the back of the game box
  • 4. Game Concept DocumentGame Concept Document • Genre: identify your game’s genre. This helps the view identify the game world and visual approach
  • 5. Game Concept DocumentGame Concept Document • Audience(s): In a few words, list the type of player who might be interested in the game world • References or Concept art: a collection of images to help sell the idea and puts the readers in the right frame of mind
  • 6. • Review your list of quest ideas and create a Game Concept Document for two of the ideas. Use the GCD to break down each idea’s essential components, providing a brief synopsis of the game’s core concept and the player’s objectives. Review the “Touched” document as a reference. • Like the reference document, provide original and cited imagery to help illustrate your idea. • Upload your completed assignment to Moodle. AssignmentAssignment
  • 7. • Review your list of quest ideas and create a Game Concept Document for two of the ideas. Use the GCD to break down each idea’s essential components, providing a brief synopsis of the game’s core concept and the player’s objectives. Review the “Touched” document as a reference. • Like the reference document, provide original and cited imagery to help illustrate your idea. • Upload your completed assignment to Moodle. AssignmentAssignment

Notes de l'éditeur

  1. Ideas come from everywhere; playing other games, movies, books, real life. But turning an idea into a concept involves sharing the ideas with others in a documented format. That’s where the Game Concept Document (GCD or CD) comes into play. Game Concept Document features Introduction Background Description Key features Genre Audience References (or concept art)   Typically, mods are inspired from their source material. The ideas stem from a hobbyist wishing to improve on the story and interactions of the original title. But sometimes developers will already have an idea and use the game engine to help bring that idea to life. In either case, the Game Concept Document helps collect all the thoughts and ideas into one document so that a “go” or “no go” decision can be made on the game.   For many people this document is the first time they’ve heard your concept. If you’re working with a creative team you should use this document to spark internal support. If you are the sole developer, this document can be shared with your external advisors and potential players to garner support and discuss directions. The GCD should contain the features outlined below: Introduction: the most important words in the document - these words will sell the document to the reader. In one sentence, try to describe the game in an excited manner. Include the title, genre, direction, setting, edge, platform, and any other meaningful bits of information that cannot wait until the next sentence. The edge is what's going to set this game apart from the other games in the genre.For example: "Man or Machine is a first-person shooter for the PC that uses the proven Quake II engine to thrust players into the role of an android space marine caught up in the epic saga of the interstellar techno-wars of the thirty-seventh century." Breaking the introduction up into several sentences for the sake of clarity is acceptable. Just know that the longer your introduction, the more diluted your vision will seem. Background: The background section provides a view of the game world. It can be brief as “Cyrodiil just after the Emperor’s assignation” or a long description of the newly created world. This section is important for licensed properties and sequels and concepts with strong influences from previously released titles in the same genre. Description: In a few paragraphs or a page, describe the game to the readers as if they are the players. Use the second-person perspective -- "you." Try to make this section an exciting narrative of the player's experience. Encompass all the key elements that define the core game play by describing exactly what the player does and sees. Avoid specifics such as mouse-clicks and keystrokes, but don't be too vague. You want the readers to become the player's character - "You scan your tactical radar and pick up two more bogies coming up the rear," instead of "You click on your tactical radar button and the window pops up revealing two bogies coming up the rear." The description section should make the content and entertainment value of the game obvious and convincing. Key features: Think of this as the list of bullet points commonly found on the back of the game box. It’s the items that set your mod apart from others and a summary of the features alluded to in the description. For example: "Advanced Artificial Intelligence (AI): Man or Machine will recreate and advance the challenging and realistic AI that made Half-Life game of the year." Determining how many features to list is a delicate balancing act. Listing only one or two key features is a bad idea if you're doing anything more complex than a puzzle game; listing more than a page of features implies that the project would be a Herculean task and may scare people off. Listing too few features might sell your concept short; listing too many waters down the concepts' strongest features. Keep in mind that you need not list features that are given, such as "great graphics" and "compelling music," unless you really think such features are going to be far superior to those of the competition. Great graphics, compelling music, and the like are the understood goals of every game project. On the other hand, if the particular flavor of graphics and music provides your game with an edge in the market, then you should spell that out. Genre: define the game genre and flavor. Here is a list of common categories: action/sports, real-time strategy, first-person shooter, puzzle, simulation (including racing or god), adventure, role-playing game, flight simulation, strategy (including action, and turn-based), side-scrolling shooter, edutainment, or flight shooter. You can further refine your description with these or other words for flavor: modern, WWII, alternate reality, post-apocalyptic, futuristic, sci-fi, fantasy, medieval, ancient, space, cyberpunk, and so on. Audience(s): In a few words, list the type of player who might be interested in this mod. If you intend multiplayer support on the Internet, indicate that as well. References or Concept art: A little bit of art helps sell the idea and puts the readers in the right frame of mind. Use art to convey unique or complex ideas. Original artwork can go a long way to express your vision, but you can always find a rich collection of images online. Just be careful with any copyrighted material, and always site your references.
  2. Introduction: sets the tone of document. In one sentence, try to describe the game in an excited manner. Include the title, genre, direction, setting, edge, platform, and any other meaningful bits of information that cannot wait until the next sentence.Breaking the introduction up into several sentences for the sake of clarity is acceptable. Just know that the longer your introduction, the more diluted your vision will seem. Background: The background section provides a view of the game world. It can be brief as “Cyrodiil just after the Emperor’s assignation” or a long description of the newly created world. This section is important for licensed properties and sequels and concepts with strong influences from previously released titles in the same genre. Description: In a few paragraphs or a page, describe the game to the readers as if they are the players. Use the second-person perspective – "you." Try to make this section an exciting narrative of the player's experience. Encompass all the key elements that define the core game play by describing exactly what the player does and sees. Avoid specifics such as mouse-clicks and keystrokes, but don't be too vague. Key features: Think of this as the list of bullet points commonly found on the back of the game box. It’s the items that set your mod apart from others and a summary of the features alluded to in the description. For example: "Advanced Artificial Intelligence (AI): Man or Machine will recreate and advance the challenging and realistic AI that made Half-Life game of the year." Determining how many features to list is a delicate balancing act. Listing only one or two key features is a bad idea if you're doing anything more complex than a puzzle game; listing more than a page of features implies that the project would be a Herculean task and may scare people off. Listing too few features might sell your concept short; listing too many waters down the concepts' strongest features. Keep in mind that you need not list features that are given, such as "great graphics" and "compelling music," unless you really think such features are going to be far superior to those of the competition. Great graphics, compelling music, and the like are the understood goals of every game project. On the other hand, if the particular flavor of graphics and music provides your game with an edge in the market, then you should spell that out.
  3. Genre: define the game genre and flavor. Here is a list of common categories: action/sports, real-time strategy, first-person shooter, puzzle, simulation (including racing or god), adventure, role-playing game, flight simulation, strategy (including action, and turn-based), side-scrolling shooter, edutainment, or flight shooter. You can further refine your description with these or other words for flavor: modern, WWII, alternate reality, post-apocalyptic, futuristic, sci-fi, fantasy, medieval, ancient, space, cyberpunk, and so on.
  4. Audience(s): In a few words, list the type of player who might be interested in this mod. If you intend multiplayer support on the Internet, indicate that as well. References or Concept art: A little bit of art helps sell the idea and puts the readers in the right frame of mind. Use art to convey unique or complex ideas. Original artwork can go a long way to express your vision, but you can always find a rich collection of images online. Just be careful with any copyrighted material, and always site your references.