Game Design Document
GAME DESIGN DOCUMENT
Two contrasting environments in which the only similar aspect is the emphasis on player movement. The first level enforces a slow movement speed while the second level makes a the player go at a faster speed.
Movement as a primary mechanic
Two contrasting level environments
Attention to narrative
Executable Applications for Windows, Mac, and Linux
You, a young man with fairly heavy anxiety named Jeremy, are invited to hang out at a park with you friend Sean. When Jeremy arrives to the park Sean is nowhere to be found. You now have to traverse the park to meet your friend in a place you have never been before without panicking.
Jeremy - a 22-year-old white man with anxiety
Sean - a 23-year-old black man
Classic park environment
Level 2 is the same as level 1 but mirrored
Exploration - searching for your friend Sean
Searching for things to decrease your anxiety levels
But every interaction you have increases your anxiety rather than decreasing it
Subverting player’s expectations
Anxiety is portrayed through thought bubbles that get increasingly faster and faster, plus a purple screen that covers the player's vision
Low-poly 3D models, spectacular skybox
Sound and Music
Ambient background sound - birds and wind
User Interface, Game Controls
Keyboard - WASD for movement, move mouse to rotate view
Gamepad - Left joystick for movement, right joystick to rotate view
Currently no plans to include features that help accessibility.
Casual gamers, those who don’t like thinking strategically, and folks who appreciate a good story (who doesn’t?).
- Experimental features: 3D modeling trees will be a new endeavor.
- Major development tasks: The art style needs a focus. The transition between the first and second levels will be difficult to execute.
- Risks: Lack of team communication, lack of definite roles
- Alternatives (if any): The fallback to modeling trees and other environmental features is to get free assets from the store.
- Estimated resources: Four full-time students, for laptops running Unity, four Unity business accounts, two weeks, SketchUp, four copies of the Adobe Suite
- Estimated Schedule: playtesting April 9, finished product April 16
Cost and revenue projections
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