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Capstone Detailed Design Document  

PROJECT NEW LEAF 


Identity-Based 2D Adventure Game 
 
12.07.18 
 
Gerardo Hernandez & Cassandra Slack  
CST400 Capstone Planning  
Capstone Advisors | Kevin Cahill & Katherine Green  
California State University Monterey Bay  
School of Information Technology and Communication Design 
 
 
   
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◢ ​TABLE OF CONTENTS 
 
EXECUTIVE SUMMARY 3

INTRODUCTION 3

SOLUTION 6

DELIVERABLES 8

METHODOLOGY 9

TESTING AND EVALUATION PLAN 10

BUDGET 15

MILESTONES 18

TIMELINE 23

APPENDIXES 24

ADVISOR SIGN OFF PAGE 24


 
   
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◢ EXECUTIVE SUMMARY 

Project New Leaf is a 2D adventure game that focuses on the real-life implications that come

with identity. Players will have the ability to customize their character and make in-game choices

that determine their player experience. The game will be built upon the traditional Hero’s

Journey concept in a storyline that is guided depending on the player’s customization and

choices. Project New Leaf uses player choices to influence player experience as a reflection of

the real world challenges these identities often face. The purpose of this is to change the

perception players have on identities they do not understand and to fight stigma and oppressive

behaviors in our society. Project New Leaf is a research-based game that will be heavily

influenced by interviews, surveys, and identity studies.  

◢ INTRODUCTION  

BACKGROUND  

Currently, the game industry does not use characters that promote diversity and inclusion. 

There is a strong lack of representation of identities present in-game storytelling. As a result, 

game products only cater to a certain demographic and exclude a large majority of players. 

This problem is not unique only to the gaming industry, but to society as a whole. Within 

American society, there is a pattern of disregarding one’s own privilege and failing to 

acknowledge the challenges and struggles of underrepresented identities. 

PROBLEM DESCRIPTION 

In the scope of our game project, issues surrounding identity surface through various levels of 
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social justice. These issues fall under the umbrella of social justice and become more specific 

depending on the focus. At the foundational level of social justice, there are a multitude of 

issues encompassing how identities are recognized and treated both nationally and globally. 

While different social identities may all be constructions meant to place us in the hierarchy that 

is society, the burden of carrying certain identities have real-life consequences that afflict some 

more than others.  

Branching out of this are three subtopics of social justice including the game industry, 

communities that consume games, and the personal experience of community members. 

Although the game industry is not widely viewed as a stem of social justice, gaming has an 

incredible potential to impact society and educate people to create more socially aware minds 

within our community. Unfortunately, gaming is not always used for this purpose and 

conversations of social justice are not happening as often as preferred through the art of 

games.  

The game industry provides goods for various and contrasting communities. For some, the 

only tie between unmatched communities could be an interest in games. Games attract 

different audiences based upon their format, theme, style, and mechanics. Communities 

consuming these games are often divided based upon affiliation of identities and locations. 

Generally, people tend to stay within their communities and connect with people that share 

similar experiences. Communities lack mindfulness and positive media to extend their 

understanding of outside experiences and perspectives. Currently, the game industry and 

communities do not have an intentional connection that aims to educate community members 

of other identities while empowering those identities. 


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The community level breaks down further into personal experience. A person’s individual reality 

is impacted by their role in certain communities, their consumption of media (including games), 

and a multitude of other influencers. Specifically marginalized individuals experience greater 

disadvantages and lack social acceptance through the absence of understanding or 

acknowledgment of their own identity. Unbeknownst to others who share these experiences, 

these effects can significantly hinder mental wellness, health, financial success, educational 

success, and social interactions. 

  

Personal experiences are unique to the individual and differ from person to person within a 

community. This is important because no person within a community will share the same 

experience. Underrepresented personal experiences have yet to be depicted within the game 

industry for communities to use as tools of empowerment. 

TARGET AUDIENCE 

Project New Leaf’s goal is to reach as many people as possible through targeting peoples of all 

ages specifically ages 13 and up and of all backgrounds. By having a large target audience, the 

design team hopes to empower those who do not see themselves in media and to create a 

dialogue of understanding for those who do. 

ENVIRONMENTAL SCAN 

Currently, there are almost no games that address issues directly surrounding diversity, 

inclusion, and identities. There are other games such as ​The Writer (2018, steam) ​which 

mentions identity and uses it as a mechanic to drive their narrative point. Although, in this 
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game, it is used in a different context and connects identity to more of a philosophical reality 

rather than the real world effects society puts on marginalized individuals. 

Cecilia Lopez, a current CSUMB senior, is working on a similar project with her zines capstone. 

Her project hopes to spread awareness of people's different identities of all different forms. It is 

her hope that the project will shed a light on these individual experiences and celebrate 

people’s differences. This is the only other design project known of that has a focus on identity. 

◢ SOLUTION 

DESCRIPTION  

In an effort to bring awareness to underrepresented identities and empower those identities, 

Gerardo Hernandez and Cassandra Slack are creating a compelling game that introduces 

diverse characters and unique experiences based upon player choice. This game concept 

introduces a dynamic that has never been seen before in the game industry. 

Project New Leaf is a 2D adventure game with character customization. Player experience will 

alter in a stagnant storyline depending on player choice. The purpose of this game is to 

represent how character identity impacts the player’s experience in the game as a reflection of 

the real world challenges these identities often face. 

In the game, the designers hope to touch on identities include race, ethnicity, ability, 

socio/economic status, body image, gender, and sexuality, as well as intersections of these 

identities. These specific identities will have either a direct or indirect impact on the game’s 

mechanics. Regardless, they will all alter the player’s experience. 


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The team will be conducting research through the OC3, through student and gamer interviews, 

and through credible articles and books online and in print. Based on the team’s research 

Hernandez and Slack will most likely be choosing a few specific identities and intersections to 

focus on within the scope of Hernandez and Slack’s capstone project. These identities will be 

brought into play through character customization and will be carefully designed to impact the 

way in-game challenges, objects, and verbs manipulate how players reach the objective.  

GOALS  

The team’s goal is to create a challenging game experience that provides an emotional 

connection to either alter the player’s perception of other identities and promote more 

understanding and compassion or to empower the player’s own identities.  

OTHER POSSIBLE SOLUTIONS 

A narrative based game would still be able to connect with players on an emotional level. The 

team’s goals can still be achieved if a focus is placed on the narrative aspect but may lose the 

opportunity to have a greater impact on not just one specific community but multiple different 

communities as well. With an interactive, mechanic focused game the team is able to captivate 

and retain a larger and more willing audience.  

UNIQUE FACTOR  

As an interactive experience, our game has the potential to make connections on emotional 

and intellectual levels. The ability games have to influence player emotion and action is key to 

developing a game design that can persuade players to care more about real-world oppression 
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and the roles within an oppressive society. By creating mechanics that both serves the 

gameplay and reinforce the themes, Hernandez and Slack are not just creating a game that 

changes people's perception of a social topic but also creating a memorable experience that 

influences player emotion and feeling to grow regarding that topic. This type of game will bear 

more weight on players in hopes of creating a dialogue that leads towards aiding the liberation 

of oppressed peoples. 

◢ DELIVERABLES  

The project will consist of an executable format of the game (PC) as well as a link to the 

website where the game can be downloaded. The itch.io website will contain a synopsis of the 

game, control guide, credits, screenshots, trailer, and branding for the game. Additionally, the 

team will provide a printout and PDF of their Game Design Document along with research and 

testing materials that Hernandez and Slack gather. Files and sources of assets, code and 

developed art that goes into the production of the game will also be included. 

List of Deliverables  

● Executable of a game demo (PC window file) 

● A published vertical slice of the game on itch.io (Web) 

● Research Documents (Print, Web pdf) 

● User Testing Information (Print, Web pdf) 

● Game Design Document (Print, Web pdf) 

● Branding (Print, Web) 

● Video Trailer (Web, Video) 

● In Game assets (Web, Print, Files) 


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◢ METHODOLOGY  

IMPLEMENTATION PLAN NARRATIVE 

Project New Leaf will be developed through a team effort using the iterative design process in 

combination with research and system design. The iterative design process is a cycle that 

loops through stages of concept, prototype, playtest, and evaluation until the design has 

reached optimal experience and team goals. This process will allow the team to test designs at 

every point of development and implementation. The team will consist of two game designers 

(Gerardo Hernandez and Cassandra Slack), two to five programmers depending on 

development needs, and a sound designer (based upon availability). Game designers will work 

together to develop game mechanics and systems within the game. Art projects will be divided 

between game designers depending on individual skill and workload. The team will meet 

regularly, communicate via discord, and manage work via HackNPlan.  

RESOURCES 

CSU Monterey Bay instructors, Katherine Green and Kevin Cahill, will provide advice and 

guidance throughout the design and development of the project. 

Work will be completed on personal computers and on VR lab computers in BIT 105. Personal 

drawing tablets will be used for digital drawing and concept build. Multiple programs will be 

used to build game art and prototypes including Unity 3D, photoshop, illustrator, After Effects, 

Premiere Pro, Maya, Zbrush, Animate, visual studio, GitHub, google drive, and Hack’N’Plan. 
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Additionally, any online materials will be used to solve any unforeseen problems that may be 

encountered. 

EXPERTISE 

Some of the skills and techniques that both Cassandra and Gerardo will be using include the 

skills they have developed and honed from class assignments, projects, and work/internship 

experience. These skills range in game design, character design, character modeling, level 

design, illustration, storytelling, storyboarding, animation, graphic design, project management, 

C#, C++, HTML 5, CSS, Javascript, UX design, UX research. 

RISK ANALYSIS 

Several factors could incumber and put the project being at risk of not being completed. 

Loss or corruption of project files 

Unexpected serious health issue or injury  

Loss of team member contribution  

Overscoping project and feature creep 

Lack of diverse playtester pool 

◢ TESTING AND EVALUATION PLAN  

FUNCTIONAL TESTING  

The team will be testing for bugs, errors, and design flaws (or areas of 

improvement) throughout various stages of game development. The primary functional 

issue that will be tested for is how the system carries over and saves player choices to 
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alter gameplay. The player customization option will require a high level of testing and 

evaluation to optimize the player experience and in-game results. Playtesting will be 

performed regularly to evaluate how choice systems integrate into gameplay.  

The capstone team will ensure systems are working based upon how the game is 

evaluated in correspondence to the goals and system map. The choices should follow 

a designed grid of specific outcomes that impact player mechanics and 

sub-objectives. 

Playtests will be held that pool groups of people to play Project New Leaf while the 

design team examines their actions and emotions. Players will be asked to play the 

game naturally and verbally, meaning they should play with their instincts and speak 

upon their emotions and chosen actions while they are playing. Following the playtests 

the design team will ask specific questions related to the content of the playtest 

session and ask the players to fill out a survey where they may give more specific 

feedback. The results of the playtests will be evaluated and used to further 

conceptualize modifications of the game and guide the team to redesign aspects of the 

game that inhibit reaching the desired goals. 

USABILITY TESTING  
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Extensive testing needs to be conducted to ensure the development of an inclusive, 

narrative game. The visual designs should be created to represent and empower 

identities, and should carefully avoid designs that may stereotype or offend the 

intended audience. When actual production begins functionality, usability, and 

immersion testing can start. Getting closer to the end of production, the design team 

will continue to test usability and functionality to ensure the integrity of the project.  

The design team will continue testing the input controls of Project New Leaf throughout 

testing and evaluation to create a user interface that syncs with intended dynamics and 

mechanics. Player controls are complicated input methods that will depend on the 

platform the game is developed in. Once developing in Mobile and PC, it will be 

necessary to test both input methods in relation to game mechanics and aesthetic feel.  

An incredibly important part of testing involves the feeling and dynamics of Project 

New Lead. The purpose of the game is to use an emotional response to influence 

players with feelings of empathy that might lead them to better understand other 

communities. This aesthetic can only be met through extensive playtesting and 

evaluation to reach optimal experience. The game should be optimized to foster unique 

player experience related to these choices. 

 
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Usability tests hope to accomplish... 

Character navigation 

(walk, jump, run, duck, abilities, transform, attack) -- pending 

Character customization choices 

(gender, skin color, ability, pronouns, age, orientation) 

Object interaction  

(related to scene context) 

In-game choices 

(narrative choices, action choices, path choices) 

Level completion  

Solving and completing in-game puzzles 

Interaction with enemies 

(avoid, attack) 

During the pre-production phase, the team will conduct a majority of research using 

data from participants. This information will aid in deciding what aspects to focus on, 

add to or change completely. Through the iterative design process, the team will 

constantly seek feedback, address changes and implement results form the 

evaluations to develop new designs. This process will cycle until the project is 

completed and goals are met. 

 
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EVALUATION PLAN  

A completed and functioning game would be a feat on its own for the Project New Leaf 

team. For the project to be a success, players should be able to complete the game and take 

away a unique experience that persuades players to think more critically about the influence of 

identity on other people’s lives and how they play a role in real-world challenges. This game 

aims to build a more empathetic society that encourages people to be more mindful and 

socially aware. 

This game would hopefully add to solving the overall issue of oppression and prejudice in 

America but could in no way solve the issue entirely. If successful, Project New Leaf could 

introduce the game industry with a good example of how games can be used to face issues of 

oppression in the real world. In addition, this could lead towards more development of games 

in this genre. 

The team’s success would be measured through feedback from the people playing the game, 

although this may be difficult to track. The game could be considered a success by either 

leaving players with feelings of empowerment or leaving players with a new perception on 

identities that differ from their own and a motivation to be more understanding. 

   
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◢ BUDGET 

HARDWARE
ITEM/DESCRIPTION ESTIMATE COST ACTUAL COST

Alienware Aurora PC $2,000 $0

Wacom Intuos Tablet $69.99 $0

Wacom Cintiq 13HD $799 $0

PS4 Controller $59.99 $0

Xbox One Controller $59.99 $0

iPhone 6s $250 $0

Android Phone $300 $0

SOFTWARE
ITEM/DESCRIPTION ESTIMATE COST ACTUAL COST

Adobe Creative Cloud $49.99 per month $0

Spine 2D Animation Software $299 flat rate $0

Autodesk Maya $50 per month $0

Unity $35 per month $0

ZBrush $475 flat rate $0

Discord $0 $0

Hack’N’Plan $10 per month $0

Google Drive $0 $0

 
 
 
 
 
 
 
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EQUIPMENT
ITEM/DESCRIPTION ESTIMATE COST ACTUAL COST

Whiteboard and Markers $80 $0

Sketchbook $20 $0

Drawing Pencils $15 $0


 
MEDIA ASSETS
ITEM/DESCRIPTION ESTIMATE COST ACTUAL COST

2D Forest Pack $16 $16

2D Cyber City Pack $25 $25


Exact media assets needed are unknown until further into game development and level build -
these are estimates on potential assets that may be used.

LABOR
ITEM/DESCRIPTION ESTIMATE COST ACTUAL COST

Game Designer $60k per year $0

Character Designer $81k per year $0

Environment Designer $44k per year $0

Programmers $90k per year $0

Researchers $84k per year $0

Graphic Designer $44k per year $0

Project Manager $105k per year $0


Salaries found at indeed.com and glassdoor.com

   
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BUDGET NARRATIVE 
 
The items listed will be needed to produce elements of a working game that is downloadable on

multiple platforms. All of the software listed will be used to create character designs, animations,

level designs, project management, and to program the game. The hardware listed will be used

to run these programs as well as test the game in prototype phases (Testing should be carried

out on both iOS and Android as well as PC). Assets will likely be purchased to use throughout

production, as it would be incredibly difficult to create every piece of the game by scratch with

the limited amount of available time. The equipment will be used for designing and prototyping

the game.

The personnel budget was developed by breaking down the different roles members will have in

creating the game - as well as determining salaries through average salary for these positions in

the industry. Multiple roles will represent art, including character design, level design, graphic

design, and game design.

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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◢ MILESTONES 

MILESTONES LIST

1. Game Concept

a. Systems ​Estimated Time: 7+ hours

i. Outline describing of the customization of characters in game and other.

ii. Enemies and environmental level breakdown

iii. Health systems, win and lose conditions.

b. Art style ​Estimated Time: 3+ hours

i. Style guide and mood board for character and environmental art

c. Narrative ​Estimated Time: 10+ hours

i. Entire game narrative completed as well as choice system broken down

into different ending, choice tree and options.

ii. Storyboards of cinematics and scenes that move the story forward and

outcomes of player choice.

d. Mechanics ​Estimated Time: 10 + hours

i. Controls and abilities defines

ii. Puzzle designs and mechanics

e. Platforms ​Estimated Time: 2+ hours

i. Documentation and platform needs for each specific platform, PC and

mobile.

f. Input Methods ​Estimated Time: 4+ hours

i. Finalization of controls for all platforms and address any material needed

g. MDA ​Estimated Time: 2+ hours


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i. Documentation of MDA research and materials

h. Verbs and Objects ​Estimated Time: 10+ hours (combined with mechanics, input

methods, narrative, and systems)

i. Documentation of the main actions of the player

2. Game Design Document Build V1

a. Concept details ​Estimated Time: 3+ hours

i. Pitch and abstract description of the game

ii. Narrative overview

b. Breaking down concept sections into write-up ​Estimated Time: 7+/- hours

i. Creating of GDD and continued development of the game

c. Images and reference work ​Estimated Time: 2+/- hours

i. Included sketches, wireframes, images and references for GDD and

documentation

3. Research

a. Interviews ​Estimated Time: 5+/- hours

i. Conduct group, individual, interviews to gain insight on the topic and get

feedback

b. Documentation ​Estimated Time: 7+/- hours

i. Forms, analysis and any research materials that are used to conduct

research will be in one section part of the Proposal and GDD

c. Surveys ​Estimated Time: 3+ hours

i. Forms, questionnaires, and results of data

d. Sources and Materials ​Estimated Time: 5+ hours

i. Citing sources, help and other materials used for the research
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e. Research document ​Estimated Time: 10+ hours (combined with other sections)

i. Final presentation and finding of accumulated research

4. Game Concept

a. Systems breakdown ​Estimated Time: 10+ hours

i. Breakdown of systems and mechanics to be broken down into tasks and

converted into out timeline

b. Project timeline for all roles ​Estimated Time: 2+ hours

i. Tasks, charts, and breakdown of project tasks including their

dependencies and other work needed

c. Concept art ​Estimated Time: 7+ hours

i. Finialized concept art

d. Iterations of Mechanics, Input, Verbs, Objects ​Estimated Time: 10+ hours

i. Refinement of game mechanics from research, testing and feedback

e. Level Design ​Estimated Time: 10+ hours

i. Analog block out of level with puzzles and enemy placement

f. Character Design ​Estimated Time: 10+ hours

i. Final character customization options ready to continue to be created

5. Analog Prototype (Follow with Iteration)

a. Basic game mechanics ​Estimated Time: 10+ hours

i. Playtesting and feedback

ii. Refine as needed

b. Player choices ​Estimated Time: 10+ hours

i. Narrative and customization options testing and feedback

ii. Refine as needed


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6. Digital Prototype V1 (Follow with Iteration Cycle)

a. Digital build ​Estimated Time: 40 hours

i. Controls

ii. Level progression

iii. Characters Customization

iv. Narrative

v. Game Systems

vi. Camera

vii. UX/UI

viii. Mechanics

7. Prototype V2 (Follow with Iteration Cycle) - ​Estimated Time 50 hours

a. Level progression

b. Characters Customization

c. Narrative

d. Game Systems

e. Camera

f. Checkpoints and saves

g. UX/UI

h. Sound Design

i. Animations

j. Mechanics

8. Beta

a. Close to finished game ​Estimated Time: 10 hours

i. Polish and debugging


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b. Concept marketing materials ​Estimated Time: 4 hours

i. Completed graphics work, screenshots, video and trailer near completion

c. Website ​Estimated Time: 4 hours

i. Itch.io website set up and ready to be published

ii. Internal website created

9. Final Game

a. Published game (multiple platforms) ​Estimated Time: 2 hours

i. Launched build in all platforms (PC, android, iOs)

b. Website finished ​Estimated Time:2 hours

i. Launched website and published itch.io page

c. Marketing materials in-use ​Estimated Time: 8 hours

i. Completed marketing materials such as screenshots, videos and website

d. Presentation materials complete ​Estimated Time: 4 hours

i. Capstone materials completed and ready to be presented


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◢ TIMELINE 

GANTT CHART 
 
 

See full Gantt Chart ​Here​.


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◢ APPENDIXES

PRESENTATION

SPONSOR

REFERENCE LIST

RESUMES

STORYBOARDS, FLOWCHARTS, DIAGRAMS, AND CHARTS

SPECIFICATIONS

COPYRIGHT PERMISSIONS

HUMAN SUBJECT FORMS

◢ ADVISOR SIGN OFF PAGE

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