Académique Documents
Professionnel Documents
Culture Documents
Game Desing
1. High Concept. The one- or two-sentence statement of the experience youre trying to
create.
2. Genre. A single sentence that places the game within a genre or a hybrid of genres. A
discussion of the genre your game falls under. This section should include comparisons to
other titles in the genre.
3. Gameplay. A description of the kinds of actions the player can perform during the game,
along with some examples.
a. Core Gameplay (What does the player do?)
i. Single-player ii. Co-op?
iii. Multiplayer?
4. Features. A list of the major features that set this game apart, including anything from
technical advancements to artistic style. Here, you should go into more detail about why
each of these features is important, and how youll implement them.
a. Game Features
i. Gameplay innovations (Special Effects)
ii. Advances in AI
iii. Artistic techniques and achievements
iv. License tie-ins (if applicable) (Tool Creation)
v. Other features that will make this game better than others like it on the market
5. Setting. Describe the game world in detail, and explain what makes it and its occupants
unique and interesting. Game Mechanics.
a. Main Menu
1. Single-Player
a. Load game
b. Save game
c. Play training level
d. Set difficulty level
2. Co-op
3. Multiplayer
a. Connection instructions
b. Character/team selection
b. Project Scope
i. Number of distinct locations
ii. Number of levels/missions
iii. Number of NPCs
iv. Number of weapons
v. Number of vehicles
vi. Etc.
c. Level #1
i. Synopsis
ii. Introductory material (Cutscene? Mission briefing?)
iii. Mission objectives (player goals)
8c. Development.
The development schedule is likely to last six months to two years. Very little software can
be designed, coded, and tested in less than six months (although with the advent of Internet
gaming and mobile gaming, small games are coming back into style).
i..Game Prototype
ii. Alpha
iii.Beta
iv.Code Freeze
9. Estimated Schedule and Budget. Break out the major phases of development, and the
level of effort associated with each, to show how you arrived at the estimates in the pitch
doc. (See Chapter 10 for details.)
2. Resource plan. This spreadsheet lists all the external costs of the project and when they
will be incurred. The external costs appropriate to the preceding manpower plan might
look something like this:
Budget. This is a spreadsheet of all the costs associated with the project. Line items will
include the following:
a. Internal personnel costs (salaries of people applied to the project)
b. Hardware costs
c. Software licenses d. External contractor fees
e. Engine royalties
f. IP acquisition costs (license fee)
g. Marketing & costs
h. An overhead multiplier that applies fixed costs (building rent, utilities, travel,
personnel benefits, etc.) to the project
10. Competitive Analysis. A list of existing and planned games that will compete with yours.
List the games youll be competing with for sales, and explain how your game will stack up
against them.
11. Team. List the names and credentials of the design, tech, and art leads, as well as other
key team members. Also, list the games the organization has shipped. Publishers place as
much importance on the team as on the concept, so make sure this section convinces them
that your organization is capable of delivering the product youre proposing.
a. Team Personnel (with contact information for each individual)
i. Production Team
1. Producer
a. Office phone
b. Home phone
c. Cell phone
d. E-mail
2. Assistant Producer
a. Same contact info as above
3. Etc.
ii. Design Team
1. Design Lead
2. Level Designer #1
3. Writer #1
4. Etc.
iii. Programming Team
1. Tech Lead
2. Additional Programmers
The current risks document is an assessment by the project manager of the top risks to the
project, and how they're being mitigated. Usually this takes the form of a "Top Ten" list, but
the number is arbitrary and will change over time.
13. Summary. End on a high note. Emphasize again why this will be a great game, and why
the publisher should have confidence in your teams ability to deliver it.