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wardabushindi_2003

Uploaded by wardabushindi_2003

PSUT

Dr. Yaser Saleh, Dr. Muhanna

Tags

game design game development esrb ratings game outline

Summary

This document is a game design outline, covering various aspects like game mechanics, character descriptions, and potential monetization strategies. The outline likely serves as a guide for the creation and development of a video game.

Full Transcript

Game Dr. Yaser Saleh Design Slides by Dr. Muhanna Muhanna 09 The 10-Page Outline Outline ESRB Ratings The 10-Page Outline ESRB Ratings The Entertainment Software Rating Board (ESRB) is a self- regulatory organization that enforces a rating system as well as advertising and onl...

Game Dr. Yaser Saleh Design Slides by Dr. Muhanna Muhanna 09 The 10-Page Outline Outline ESRB Ratings The 10-Page Outline ESRB Ratings The Entertainment Software Rating Board (ESRB) is a self- regulatory organization that enforces a rating system as well as advertising and online privacy principles for software in the United States and Canada. ESRB Ratings ESRB Ratings ESRB Ratings ESRB Ratings ESRB Ratings ESRB Ratings Page 1: Title Page Your title page should include the following items: Game title Intended game systems Target age of players Intended ESRB rating Projected ship date Page 2: Game Outline Your game outline page should include two elements: 1- Game Story Summary Keep in mind that your story outline shouldn’t be more than a few paragraphs long (beginning, middle, and end) 2- Game Flow Briefly describe the flow of the game’s action. Page 3: Character Highlight a few specifics about your character (age, sex, etc.) as long as you feel this information does your character justice. Don’t bother listing your character’s blood type if this detail doesn’t add anything to your game. But if it does, mention it. Page 3: Character Some questions to answer here: What is the character’s backstory? How did she end up in this mess? What is her personality type? How does she respond to the challenges in the game? Does the character have any signature moves, abilities, weapons, or attacks? What does your character look like? Page 4: Gameplay Some questions to answer here: What is the genre of the game? How the sequence of play is presented? Is there multiple story chapters? or is your game divided into levels or rounds? Does it have any cool scenarios such as driving while shooting or running away from a giant rock? Page 5: Game World List all the environments mentioned in the story. Provide short descriptions that outline what the players will find there. What music will be used? How are all the locations connected within the game world as well as for the players? Include a simple map or flowchart diagram to show how players would navigate the world. Page 6: Game Experience To make a game feel like a complete experience, you need to answer: What do players first see when they start the game? What emotions/moods are meant to be invoked by your game? How are music and sound used to convey your game’s feel? How about movies or cut- scenes? Page 7: Game Play Mechanics Terminology time! Learn these valuable terms to sound like a real game designer! 1- Mechanic An item or element that players interact with to create or aid with gameplay. Here are a few examples of mechanics to get you started: moving platforms, opening doors, rope swings, slippery ice.. Page 7: Game Play Mechanics Terminology time! Learn these valuable terms to sound like a real game designer! 2- Hazard A mechanic that can harm or kill players but doesn’t possess intelligence. Here are a few examples of hazards: electrified platforms, spike pits, swinging guillotine blades, jets of flame. Page 7: Game Play Mechanics Terminology time! Learn these valuable terms to sound like a real game designer! 3- Power Ups An item that players collect to help them with gameplay. Examples include ammo, extra lives, and immunity. Page 7: Game Play Mechanics Terminology time! Learn these valuable terms to sound like a real game designer! 4- Collectibles Items that are collected (well, duh) by the player that don’t have an immediate impact on gameplay. They can be coins, puzzle pieces, or trophy items. Page 7: Game Play Mechanics On page 7: Describe a few of the mechanics and hazards in your game (you don’t need all of them; three are sufficient at this stage of your outline). What kinds of unique mechanics are in the game? How do they relate to the players’ actions? How will they be used in the environment? What do players collect? What is the benefit of collecting them? Can they be used to buy items, access new abilities, unlock material later in the game? Will they earn players trophies or achievements? Page 8: Enemies If a hazard uses artificial intelligence (or AI), it qualifies as an enemy character. What enemies do we find in the game world? What makes them unique? How do players overcome them? Page 9: Bonus Materials On page 9, you should mention any bonus materials, unlockable, and achievements that will encourage players to replay the game. Does your game offer multiplayer capability? For how many players? Will the multiplayer capability offer gameplay that the standard game doesn’t support? How many maps will it support? Can players create and share their own content? Page 10: Monetization Many mobile game publishers and developers utilize a “free- to-play” system where the players can freely download the core game but have the option to pay to extend their play experience. Other games charge a nominal fee but allow players to buy extra content to improve their experience or ensure victory.

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