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Spirit Form
There is life after death.
Created By: John Kester
Mechanic Info
• Platform: Xbox360, PS3, Steam
• Number of Players: 1, single player
• Controls: Keyboard, 12 button controller
• Perspective: 2D
Summary of the Mechanic
• If the player dies they are taken to a parallel world where
there will be different challenges. Some tasks can only be
accomplished in either the physical or the spirit world as they
can only be seen or interacted with in a certain form. For
example there may be an object that can resurrect the player
to the physical world but can only be seen and interacted with
in the spirit world.
• This mechanic is unique because: This is unique because if the
player dies they don’t lose a life and restart at a checkpoint
but instead the game keeps going and the player faces a
different set of challenges.
Mechanic#1: SpiritForm
The player’s progress forward is blocked. The enemy above shoots and kills the player.
Mechanic#1: SpiritForm
As the player dies they are given a spirit form. Although they cannot affect the physical world directly
they can still see everything that is happening. The player can now walk through the thin barrier that was
once blocking their path and see an object that did not appear in the physical world.
Mechanic#1: SpiritForm
The player can interact with this object that only appears in the spirit world.
Mechanic#1: SpiritForm
The player is returned to the physical world and can continue forward in their objective. The
object seen in the spirit world once again disappears.
Self Cloning
When one character just isn’t enough.
Mechanic Info
• Platform: Xbox 360, PS3, Steam
• Number of Players: 1, Single Player
• Controls: Keyboard, 12 button controller
• Perspective: 2D
Summary of the Mechanic
• The player can create different clones of their character for
different uses to accomplish their objective. However the
clones come at a cost to the player’s life.
• This mechanic is unique because: Each clone that is created
takes a small part of the player’s life. It is up to the player to
decide if the risk of creating a clone is worth the cost of having
a smaller amount of life. The life taken from the player will be
used as the clone’s life.
Mechanic#2: SelfCloning
The player reaches a section where it is required to simultaneously push down on two
pressure plates.
Mechanic#2: SelfCloning
Player moves to the desired spot of where to create clone. The created clone takes part of
the player’s life.
Mechanic#2: SelfCloning
The puzzle can now be completed with both the clone and the player standing on the
pressure plates.
Level Rotation
The floor is now the ceiling.
Mechanic Info
• Platform: Xbox 360, PS3, Steam
• Number of Players: 1, single player
• Controls: Keyboard, 12 button controller
• Perspective: 2D
Summary of the Mechanic
• The player can use the controls to rotate the entire level
clockwise or counter clockwise. Doing so will open up new
areas and strategies for the player to explore to reach their
goal.
• This mechanic is unique because: The player can rotate the
level at anytime. The player, enemies, and objects in the
environment will still be effected by gravity and by doing so
will allow the player to find different ways to complete the
level.
Mechanic#3: LevelRotation
The player is stuck with a box blocking their path forward.
Mechanic#3: LevelRotation
The player decides to rotate the level clockwise. Gravity forces both the box and the player
off the platform.
Mechanic#3: LevelRotation
The player is no longer blocked and can continue forward in the level.
Environment
Rotation
This would work better facing this way.
Mechanic Info
• Platform: Xbox 360, PS3, Steam
• Number of Players: 1, single player
• Controls: Keyboard and mouse, 12 button controller
• Perspective: 3D
Summary of the Mechanic
• The player can find certain objects within the environment
that can be rotated in different directions to create barriers or
to gain access to different areas of the level.
• This mechanic is unique because: The player will have to be
very mindful of their surroundings. The environment becomes
a bigger factor of gameplay instead of simply being visual
pieces found in other games.
Mechanic#4: EnvironmentRotation
The player sees a gap that they must eventually cross. There is an object floating in the
middle of the gap that the player highlights.
Mechanic#4: EnvironmentRotation
The player decides to first rotate the object horizontally.
Mechanic#4: EnvironmentRotation
The player then decides to rotate the environment vertically and creates a bridge. The
player can now cross the gap to continue.
Perspective
This looks completely different from this angle.
Mechanic Info
• Platform: Xbox 360, PS3, Steam
• Number of Players: 1
• Controls: Keyboard and mouse, 12 button controller
• Perspective: 2.5D
Summary of the Mechanic
• The player will rotates the camera horizontally around the
area the player is currently occupying in a 360 degree view. As
the player rotates the camera parts of the environment may
line up differently creating alternate pathways for the player
to explore
• This mechanic is unique because: The player isn’t limited to
one perspective the entire game. The game is third person but
instead of the camera rotating around the player the camera is
rotating around the level. Pieces of the environment that are
physically far away can appear very close at a certain angle
and the player always interacts with the level from the
camera’s perspective.
Mechanic#5: Perspective
The player sees an object on top of a platform but cannot currently reach it.
Mechanic#5: Perspective
The player rotates the camera around the area. The two platforms although physically far
apart appear to be moving closer together.
Mechanic#5: Perspective
The two platforms now appear to be right next to one another. The player interacts with the
level through the camera’s perspective and can now reach the object.

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John Kester Final Mechanics Pitch

  • 1. Spirit Form There is life after death. Created By: John Kester
  • 2. Mechanic Info • Platform: Xbox360, PS3, Steam • Number of Players: 1, single player • Controls: Keyboard, 12 button controller • Perspective: 2D
  • 3. Summary of the Mechanic • If the player dies they are taken to a parallel world where there will be different challenges. Some tasks can only be accomplished in either the physical or the spirit world as they can only be seen or interacted with in a certain form. For example there may be an object that can resurrect the player to the physical world but can only be seen and interacted with in the spirit world. • This mechanic is unique because: This is unique because if the player dies they don’t lose a life and restart at a checkpoint but instead the game keeps going and the player faces a different set of challenges.
  • 4. Mechanic#1: SpiritForm The player’s progress forward is blocked. The enemy above shoots and kills the player.
  • 5. Mechanic#1: SpiritForm As the player dies they are given a spirit form. Although they cannot affect the physical world directly they can still see everything that is happening. The player can now walk through the thin barrier that was once blocking their path and see an object that did not appear in the physical world.
  • 6. Mechanic#1: SpiritForm The player can interact with this object that only appears in the spirit world.
  • 7. Mechanic#1: SpiritForm The player is returned to the physical world and can continue forward in their objective. The object seen in the spirit world once again disappears.
  • 8. Self Cloning When one character just isn’t enough.
  • 9. Mechanic Info • Platform: Xbox 360, PS3, Steam • Number of Players: 1, Single Player • Controls: Keyboard, 12 button controller • Perspective: 2D
  • 10. Summary of the Mechanic • The player can create different clones of their character for different uses to accomplish their objective. However the clones come at a cost to the player’s life. • This mechanic is unique because: Each clone that is created takes a small part of the player’s life. It is up to the player to decide if the risk of creating a clone is worth the cost of having a smaller amount of life. The life taken from the player will be used as the clone’s life.
  • 11. Mechanic#2: SelfCloning The player reaches a section where it is required to simultaneously push down on two pressure plates.
  • 12. Mechanic#2: SelfCloning Player moves to the desired spot of where to create clone. The created clone takes part of the player’s life.
  • 13. Mechanic#2: SelfCloning The puzzle can now be completed with both the clone and the player standing on the pressure plates.
  • 14. Level Rotation The floor is now the ceiling.
  • 15. Mechanic Info • Platform: Xbox 360, PS3, Steam • Number of Players: 1, single player • Controls: Keyboard, 12 button controller • Perspective: 2D
  • 16. Summary of the Mechanic • The player can use the controls to rotate the entire level clockwise or counter clockwise. Doing so will open up new areas and strategies for the player to explore to reach their goal. • This mechanic is unique because: The player can rotate the level at anytime. The player, enemies, and objects in the environment will still be effected by gravity and by doing so will allow the player to find different ways to complete the level.
  • 17. Mechanic#3: LevelRotation The player is stuck with a box blocking their path forward.
  • 18. Mechanic#3: LevelRotation The player decides to rotate the level clockwise. Gravity forces both the box and the player off the platform.
  • 19. Mechanic#3: LevelRotation The player is no longer blocked and can continue forward in the level.
  • 20. Environment Rotation This would work better facing this way.
  • 21. Mechanic Info • Platform: Xbox 360, PS3, Steam • Number of Players: 1, single player • Controls: Keyboard and mouse, 12 button controller • Perspective: 3D
  • 22. Summary of the Mechanic • The player can find certain objects within the environment that can be rotated in different directions to create barriers or to gain access to different areas of the level. • This mechanic is unique because: The player will have to be very mindful of their surroundings. The environment becomes a bigger factor of gameplay instead of simply being visual pieces found in other games.
  • 23. Mechanic#4: EnvironmentRotation The player sees a gap that they must eventually cross. There is an object floating in the middle of the gap that the player highlights.
  • 24. Mechanic#4: EnvironmentRotation The player decides to first rotate the object horizontally.
  • 25. Mechanic#4: EnvironmentRotation The player then decides to rotate the environment vertically and creates a bridge. The player can now cross the gap to continue.
  • 26. Perspective This looks completely different from this angle.
  • 27. Mechanic Info • Platform: Xbox 360, PS3, Steam • Number of Players: 1 • Controls: Keyboard and mouse, 12 button controller • Perspective: 2.5D
  • 28. Summary of the Mechanic • The player will rotates the camera horizontally around the area the player is currently occupying in a 360 degree view. As the player rotates the camera parts of the environment may line up differently creating alternate pathways for the player to explore • This mechanic is unique because: The player isn’t limited to one perspective the entire game. The game is third person but instead of the camera rotating around the player the camera is rotating around the level. Pieces of the environment that are physically far away can appear very close at a certain angle and the player always interacts with the level from the camera’s perspective.
  • 29. Mechanic#5: Perspective The player sees an object on top of a platform but cannot currently reach it.
  • 30. Mechanic#5: Perspective The player rotates the camera around the area. The two platforms although physically far apart appear to be moving closer together.
  • 31. Mechanic#5: Perspective The two platforms now appear to be right next to one another. The player interacts with the level through the camera’s perspective and can now reach the object.

Editor's Notes

  1. Notes: Add your own design flair to this document. No design flair means you are not designing this presentation. This page will make or break your entire presentation. An awesome, or horrible, title and/or tagline can make the viewer rage quit, say things like “uuugghhhhh, not another one,” and many other thoughts. So take your time and really think about this page, document, ideas, the title, and the and tagline. Do NOT write in first person. Pitches should be in 3rd person. Do NOT write in sentence format. Pitches should be short, sweet, and to the point. Tagline: Do not write about the story of the idea. The tagline should only be ONE SENTENCE, and no longer than the “Twitter Limit.” It should not be about you, your design process, or how you came up with the idea. This sentence should be unique to your idea and not say things like “it will be awesome because…” Example Mechanic Title: Match 3 Example Tagline: Match sparkling gems 3 at a time to make them burst into showers of color and points. This should answer SUCCINTLY, What do my players DO? TONE: The tone of your text should fear using fluffy language. If your design sounds like it’s a sales pitch, then these are not the droids we’re looking for. Your idea pitch is about the design. Use Direct language about the mechanics of the game: What players do, What they interact with, What goals are available, What things happen as a result of those exchanges. In other words, DEFINE your game. Also, this document isn’t about feelings; e.g. “I feel this game would be good”, “It’s cool”, etc. is the incorrect use of this work. Also, opinions are not necessary. Your personal opinion of your idea is not going to enhance our evaluation of your game’s design. Saying, “I love shooters” is wasteful language; first, it doesn’t define what you’re going to create; more importantly, I may hate shooters. Screensize: EVERY SLIDE needs to be viewable and legible by someone with 20/20 vision in a large auditorium. If the text cannot be read and/or is such a bad font choice that it cannot be read, then the information gets skipped, possibly making your idea not get chosen, because it was not fully understood. SO…check your presentation from as far away as you can.
  2. Platform: Choose from things like XBOX360, PS4, Mobile, Computer, Watch, Smart Phone, Game Boy, Steam, Etc. Number of Players: This is things like 1, 2, or 3 players, etc, and things like story mode, single player, coop, multiplayer, etc. ***You canNOT select things like network play, multiplayer over the network, MMOs, or coop over a network…aka, nothing over a network*** (This is due to scope issues over a 4 month period) Controls: (CHOOSE ONE) All your games will be designed on the PC, however, controls will help you target a platform. Example: keyboard and mouse, 12 button controller, Kinect, iMove, touch screens, motion controls, multi touch, etc. Perspective: This is like first person, third person, isometric, side scrolling, vertical scrolling, 2D, 3D, 2.5D, camera switching between several of those, driver camera, security cameras, spectator cameras, etc.
  3. Notes: The summary of the idea focuses on what exactly the player does in the game. Example: In this match 3 idea, the player will click on one item, then click on another item, to see an animation of the two swapping places. After the animation has played, if there is a combination of 3 like items, they will disappear, things will explode, the score will go up, and all other items above them will drop into place. Answer ONE question: WHAT DO YOUR PLAYERS DO? Break this down in more detail than in the tagline; mention explicit goals, meta-goals, success and failure, etc. If you only have one thought, then a “bullet point” is not needed. If you have more than one thought, use “bullet points.” After summarizing the mechanic, describe why it is unique when compared to other games.
  4. Notes: ALL storyboards should be created by the designer of this game…aka…YOU. Use as many illustrations as needed to showcase the mechanic. You are to draw, sketch, photograph your analog drawings, paint, Photoshop, etc, the mechanics of your idea, and how they will work. They must be so accurate that someone looking at them can say, “hey, I get it! I know what they are trying to do!” Each “storyboard” should have 3 frames: Anticipation (Before Mechanic), Action (During Mechanic), Reaction (After Mechanic), for each mechanic. Example: In this match 3, you can draw some objects, and have a mouse/target/finger on top of one with an arrow pointing to the right, then have the same image without the mouse/target/finger with the objects swapped, then have the same image but without the objects, add some explosions, and have arrows showing the other items dropping. Animated gifs of your own drawings are allowed, though not as a substitute for each individual frame; add both. You are not allowed to use any representation from external sources. This is NOT “in game footage.” This is strictly how the mechanic will work.
  5. Notes: ALL storyboards should be created by the designer of this game…aka…YOU. Use as many illustrations as needed to showcase the mechanic. You are to draw, sketch, photograph your analog drawings, paint, Photoshop, etc, the mechanics of your idea, and how they will work. They must be so accurate that someone looking at them can say, “hey, I get it! I know what they are trying to do!” Each “storyboard” should have 3 frames: Anticipation (Before Mechanic), Action (During Mechanic), Reaction (After Mechanic), for each mechanic. Example: In this match 3, you can draw some objects, and have a mouse/target/finger on top of one with an arrow pointing to the right, then have the same image without the mouse/target/finger with the objects swapped, then have the same image but without the objects, add some explosions, and have arrows showing the other items dropping. Animated gifs of your own drawings are allowed, though not as a substitute for each individual frame; add both. You are not allowed to use any representation from external sources. This is NOT “in game footage.” This is strictly how the mechanic will work.
  6. Notes: ALL storyboards should be created by the designer of this game…aka…YOU. Use as many illustrations as needed to showcase the mechanic. You are to draw, sketch, photograph your analog drawings, paint, Photoshop, etc, the mechanics of your idea, and how they will work. They must be so accurate that someone looking at them can say, “hey, I get it! I know what they are trying to do!” Each “storyboard” should have 3 frames: Anticipation (Before Mechanic), Action (During Mechanic), Reaction (After Mechanic), for each mechanic. Example: In this match 3, you can draw some objects, and have a mouse/target/finger on top of one with an arrow pointing to the right, then have the same image without the mouse/target/finger with the objects swapped, then have the same image but without the objects, add some explosions, and have arrows showing the other items dropping. Animated gifs of your own drawings are allowed, though not as a substitute for each individual frame; add both. You are not allowed to use any representation from external sources. This is NOT “in game footage.” This is strictly how the mechanic will work.
  7. Notes: ALL storyboards should be created by the designer of this game…aka…YOU. Use as many illustrations as needed to showcase the mechanic. You are to draw, sketch, photograph your analog drawings, paint, Photoshop, etc, the mechanics of your idea, and how they will work. They must be so accurate that someone looking at them can say, “hey, I get it! I know what they are trying to do!” Each “storyboard” should have 3 frames: Anticipation (Before Mechanic), Action (During Mechanic), Reaction (After Mechanic), for each mechanic. Example: In this match 3, you can draw some objects, and have a mouse/target/finger on top of one with an arrow pointing to the right, then have the same image without the mouse/target/finger with the objects swapped, then have the same image but without the objects, add some explosions, and have arrows showing the other items dropping. Animated gifs of your own drawings are allowed, though not as a substitute for each individual frame; add both. You are not allowed to use any representation from external sources. This is NOT “in game footage.” This is strictly how the mechanic will work.
  8. Notes: Add your own design flair to this document. No design flair means you are not designing this presentation. This page will make or break your entire presentation. An awesome, or horrible, title and/or tagline can make the viewer rage quit, say things like “uuugghhhhh, not another one,” and many other thoughts. So take your time and really think about this page, document, ideas, the title, and the and tagline. Do NOT write in first person. Pitches should be in 3rd person. Do NOT write in sentence format. Pitches should be short, sweet, and to the point. Tagline: Do not write about the story of the idea. The tagline should only be ONE SENTENCE, and no longer than the “Twitter Limit.” It should not be about you, your design process, or how you came up with the idea. This sentence should be unique to your idea and not say things like “it will be awesome because…” Example Mechanic Title: Match 3 Example Tagline: Match sparkling gems 3 at a time to make them burst into showers of color and points. This should answer SUCCINTLY, What do my players DO? TONE: The tone of your text should fear using fluffy language. If your design sounds like it’s a sales pitch, then these are not the droids we’re looking for. Your idea pitch is about the design. Use Direct language about the mechanics of the game: What players do, What they interact with, What goals are available, What things happen as a result of those exchanges. In other words, DEFINE your game. Also, this document isn’t about feelings; e.g. “I feel this game would be good”, “It’s cool”, etc. is the incorrect use of this work. Also, opinions are not necessary. Your personal opinion of your idea is not going to enhance our evaluation of your game’s design. Saying, “I love shooters” is wasteful language; first, it doesn’t define what you’re going to create; more importantly, I may hate shooters. Screensize: EVERY SLIDE needs to be viewable and legible by someone with 20/20 vision in a large auditorium. If the text cannot be read and/or is such a bad font choice that it cannot be read, then the information gets skipped, possibly making your idea not get chosen, because it was not fully understood. SO…check your presentation from as far away as you can.
  9. Platform: Choose from things like XBOX360, PS4, Mobile, Computer, Watch, Smart Phone, Game Boy, Steam, Etc. Number of Players: This is things like 1, 2, or 3 players, etc, and things like story mode, single player, coop, multiplayer, etc. ***You canNOT select things like network play, multiplayer over the network, MMOs, or coop over a network…aka, nothing over a network*** (This is due to scope issues over a 4 month period) Controls: (CHOOSE ONE) All your games will be designed on the PC, however, controls will help you target a platform. Example: keyboard and mouse, 12 button controller, Kinect, iMove, touch screens, motion controls, multi touch, etc. Perspective: This is like first person, third person, isometric, side scrolling, vertical scrolling, 2D, 3D, 2.5D, camera switching between several of those, driver camera, security cameras, spectator cameras, etc.
  10. Notes: The summary of the idea focuses on what exactly the player does in the game. Example: In this match 3 idea, the player will click on one item, then click on another item, to see an animation of the two swapping places. After the animation has played, if there is a combination of 3 like items, they will disappear, things will explode, the score will go up, and all other items above them will drop into place. Answer ONE question: WHAT DO YOUR PLAYERS DO? Break this down in more detail than in the tagline; mention explicit goals, meta-goals, success and failure, etc. If you only have one thought, then a “bullet point” is not needed. If you have more than one thought, use “bullet points.” After summarizing the mechanic, describe why it is unique when compared to other games.
  11. Notes: ALL storyboards should be created by the designer of this game…aka…YOU. Use as many illustrations as needed to showcase the mechanic. You are to draw, sketch, photograph your analog drawings, paint, Photoshop, etc, the mechanics of your idea, and how they will work. They must be so accurate that someone looking at them can say, “hey, I get it! I know what they are trying to do!” Each “storyboard” should have 3 frames: Anticipation (Before Mechanic), Action (During Mechanic), Reaction (After Mechanic), for each mechanic. Example: In this match 3, you can draw some objects, and have a mouse/target/finger on top of one with an arrow pointing to the right, then have the same image without the mouse/target/finger with the objects swapped, then have the same image but without the objects, add some explosions, and have arrows showing the other items dropping. Animated gifs of your own drawings are allowed, though not as a substitute for each individual frame; add both. You are not allowed to use any representation from external sources. This is NOT “in game footage.” This is strictly how the mechanic will work.
  12. Notes: ALL storyboards should be created by the designer of this game…aka…YOU. Use as many illustrations as needed to showcase the mechanic. You are to draw, sketch, photograph your analog drawings, paint, Photoshop, etc, the mechanics of your idea, and how they will work. They must be so accurate that someone looking at them can say, “hey, I get it! I know what they are trying to do!” Each “storyboard” should have 3 frames: Anticipation (Before Mechanic), Action (During Mechanic), Reaction (After Mechanic), for each mechanic. Example: In this match 3, you can draw some objects, and have a mouse/target/finger on top of one with an arrow pointing to the right, then have the same image without the mouse/target/finger with the objects swapped, then have the same image but without the objects, add some explosions, and have arrows showing the other items dropping. Animated gifs of your own drawings are allowed, though not as a substitute for each individual frame; add both. You are not allowed to use any representation from external sources. This is NOT “in game footage.” This is strictly how the mechanic will work.
  13. Notes: ALL storyboards should be created by the designer of this game…aka…YOU. Use as many illustrations as needed to showcase the mechanic. You are to draw, sketch, photograph your analog drawings, paint, Photoshop, etc, the mechanics of your idea, and how they will work. They must be so accurate that someone looking at them can say, “hey, I get it! I know what they are trying to do!” Each “storyboard” should have 3 frames: Anticipation (Before Mechanic), Action (During Mechanic), Reaction (After Mechanic), for each mechanic. Example: In this match 3, you can draw some objects, and have a mouse/target/finger on top of one with an arrow pointing to the right, then have the same image without the mouse/target/finger with the objects swapped, then have the same image but without the objects, add some explosions, and have arrows showing the other items dropping. Animated gifs of your own drawings are allowed, though not as a substitute for each individual frame; add both. You are not allowed to use any representation from external sources. This is NOT “in game footage.” This is strictly how the mechanic will work.
  14. Notes: Add your own design flair to this document. No design flair means you are not designing this presentation. This page will make or break your entire presentation. An awesome, or horrible, title and/or tagline can make the viewer rage quit, say things like “uuugghhhhh, not another one,” and many other thoughts. So take your time and really think about this page, document, ideas, the title, and the and tagline. Do NOT write in first person. Pitches should be in 3rd person. Do NOT write in sentence format. Pitches should be short, sweet, and to the point. Tagline: Do not write about the story of the idea. The tagline should only be ONE SENTENCE, and no longer than the “Twitter Limit.” It should not be about you, your design process, or how you came up with the idea. This sentence should be unique to your idea and not say things like “it will be awesome because…” Example Mechanic Title: Match 3 Example Tagline: Match sparkling gems 3 at a time to make them burst into showers of color and points. This should answer SUCCINTLY, What do my players DO? TONE: The tone of your text should fear using fluffy language. If your design sounds like it’s a sales pitch, then these are not the droids we’re looking for. Your idea pitch is about the design. Use Direct language about the mechanics of the game: What players do, What they interact with, What goals are available, What things happen as a result of those exchanges. In other words, DEFINE your game. Also, this document isn’t about feelings; e.g. “I feel this game would be good”, “It’s cool”, etc. is the incorrect use of this work. Also, opinions are not necessary. Your personal opinion of your idea is not going to enhance our evaluation of your game’s design. Saying, “I love shooters” is wasteful language; first, it doesn’t define what you’re going to create; more importantly, I may hate shooters. Screensize: EVERY SLIDE needs to be viewable and legible by someone with 20/20 vision in a large auditorium. If the text cannot be read and/or is such a bad font choice that it cannot be read, then the information gets skipped, possibly making your idea not get chosen, because it was not fully understood. SO…check your presentation from as far away as you can.
  15. Platform: Choose from things like XBOX360, PS4, Mobile, Computer, Watch, Smart Phone, Game Boy, Steam, Etc. Number of Players: This is things like 1, 2, or 3 players, etc, and things like story mode, single player, coop, multiplayer, etc. ***You canNOT select things like network play, multiplayer over the network, MMOs, or coop over a network…aka, nothing over a network*** (This is due to scope issues over a 4 month period) Controls: (CHOOSE ONE) All your games will be designed on the PC, however, controls will help you target a platform. Example: keyboard and mouse, 12 button controller, Kinect, iMove, touch screens, motion controls, multi touch, etc. Perspective: This is like first person, third person, isometric, side scrolling, vertical scrolling, 2D, 3D, 2.5D, camera switching between several of those, driver camera, security cameras, spectator cameras, etc.
  16. Notes: The summary of the idea focuses on what exactly the player does in the game. Example: In this match 3 idea, the player will click on one item, then click on another item, to see an animation of the two swapping places. After the animation has played, if there is a combination of 3 like items, they will disappear, things will explode, the score will go up, and all other items above them will drop into place. Answer ONE question: WHAT DO YOUR PLAYERS DO? Break this down in more detail than in the tagline; mention explicit goals, meta-goals, success and failure, etc. If you only have one thought, then a “bullet point” is not needed. If you have more than one thought, use “bullet points.” After summarizing the mechanic, describe why it is unique when compared to other games.
  17. Notes: ALL storyboards should be created by the designer of this game…aka…YOU. Use as many illustrations as needed to showcase the mechanic. You are to draw, sketch, photograph your analog drawings, paint, Photoshop, etc, the mechanics of your idea, and how they will work. They must be so accurate that someone looking at them can say, “hey, I get it! I know what they are trying to do!” Each “storyboard” should have 3 frames: Anticipation (Before Mechanic), Action (During Mechanic), Reaction (After Mechanic), for each mechanic. Example: In this match 3, you can draw some objects, and have a mouse/target/finger on top of one with an arrow pointing to the right, then have the same image without the mouse/target/finger with the objects swapped, then have the same image but without the objects, add some explosions, and have arrows showing the other items dropping. Animated gifs of your own drawings are allowed, though not as a substitute for each individual frame; add both. You are not allowed to use any representation from external sources. This is NOT “in game footage.” This is strictly how the mechanic will work.
  18. Notes: ALL storyboards should be created by the designer of this game…aka…YOU. Use as many illustrations as needed to showcase the mechanic. You are to draw, sketch, photograph your analog drawings, paint, Photoshop, etc, the mechanics of your idea, and how they will work. They must be so accurate that someone looking at them can say, “hey, I get it! I know what they are trying to do!” Each “storyboard” should have 3 frames: Anticipation (Before Mechanic), Action (During Mechanic), Reaction (After Mechanic), for each mechanic. Example: In this match 3, you can draw some objects, and have a mouse/target/finger on top of one with an arrow pointing to the right, then have the same image without the mouse/target/finger with the objects swapped, then have the same image but without the objects, add some explosions, and have arrows showing the other items dropping. Animated gifs of your own drawings are allowed, though not as a substitute for each individual frame; add both. You are not allowed to use any representation from external sources. This is NOT “in game footage.” This is strictly how the mechanic will work.
  19. Notes: ALL storyboards should be created by the designer of this game…aka…YOU. Use as many illustrations as needed to showcase the mechanic. You are to draw, sketch, photograph your analog drawings, paint, Photoshop, etc, the mechanics of your idea, and how they will work. They must be so accurate that someone looking at them can say, “hey, I get it! I know what they are trying to do!” Each “storyboard” should have 3 frames: Anticipation (Before Mechanic), Action (During Mechanic), Reaction (After Mechanic), for each mechanic. Example: In this match 3, you can draw some objects, and have a mouse/target/finger on top of one with an arrow pointing to the right, then have the same image without the mouse/target/finger with the objects swapped, then have the same image but without the objects, add some explosions, and have arrows showing the other items dropping. Animated gifs of your own drawings are allowed, though not as a substitute for each individual frame; add both. You are not allowed to use any representation from external sources. This is NOT “in game footage.” This is strictly how the mechanic will work.
  20. Notes: Add your own design flair to this document. No design flair means you are not designing this presentation. This page will make or break your entire presentation. An awesome, or horrible, title and/or tagline can make the viewer rage quit, say things like “uuugghhhhh, not another one,” and many other thoughts. So take your time and really think about this page, document, ideas, the title, and the and tagline. Do NOT write in first person. Pitches should be in 3rd person. Do NOT write in sentence format. Pitches should be short, sweet, and to the point. Tagline: Do not write about the story of the idea. The tagline should only be ONE SENTENCE, and no longer than the “Twitter Limit.” It should not be about you, your design process, or how you came up with the idea. This sentence should be unique to your idea and not say things like “it will be awesome because…” Example Mechanic Title: Match 3 Example Tagline: Match sparkling gems 3 at a time to make them burst into showers of color and points. This should answer SUCCINTLY, What do my players DO? TONE: The tone of your text should fear using fluffy language. If your design sounds like it’s a sales pitch, then these are not the droids we’re looking for. Your idea pitch is about the design. Use Direct language about the mechanics of the game: What players do, What they interact with, What goals are available, What things happen as a result of those exchanges. In other words, DEFINE your game. Also, this document isn’t about feelings; e.g. “I feel this game would be good”, “It’s cool”, etc. is the incorrect use of this work. Also, opinions are not necessary. Your personal opinion of your idea is not going to enhance our evaluation of your game’s design. Saying, “I love shooters” is wasteful language; first, it doesn’t define what you’re going to create; more importantly, I may hate shooters. Screensize: EVERY SLIDE needs to be viewable and legible by someone with 20/20 vision in a large auditorium. If the text cannot be read and/or is such a bad font choice that it cannot be read, then the information gets skipped, possibly making your idea not get chosen, because it was not fully understood. SO…check your presentation from as far away as you can.
  21. Platform: Choose from things like XBOX360, PS4, Mobile, Computer, Watch, Smart Phone, Game Boy, Steam, Etc. Number of Players: This is things like 1, 2, or 3 players, etc, and things like story mode, single player, coop, multiplayer, etc. ***You canNOT select things like network play, multiplayer over the network, MMOs, or coop over a network…aka, nothing over a network*** (This is due to scope issues over a 4 month period) Controls: (CHOOSE ONE) All your games will be designed on the PC, however, controls will help you target a platform. Example: keyboard and mouse, 12 button controller, Kinect, iMove, touch screens, motion controls, multi touch, etc. Perspective: This is like first person, third person, isometric, side scrolling, vertical scrolling, 2D, 3D, 2.5D, camera switching between several of those, driver camera, security cameras, spectator cameras, etc.
  22. Notes: The summary of the idea focuses on what exactly the player does in the game. Example: In this match 3 idea, the player will click on one item, then click on another item, to see an animation of the two swapping places. After the animation has played, if there is a combination of 3 like items, they will disappear, things will explode, the score will go up, and all other items above them will drop into place. Answer ONE question: WHAT DO YOUR PLAYERS DO? Break this down in more detail than in the tagline; mention explicit goals, meta-goals, success and failure, etc. If you only have one thought, then a “bullet point” is not needed. If you have more than one thought, use “bullet points.” After summarizing the mechanic, describe why it is unique when compared to other games.
  23. Notes: ALL storyboards should be created by the designer of this game…aka…YOU. Use as many illustrations as needed to showcase the mechanic. You are to draw, sketch, photograph your analog drawings, paint, Photoshop, etc, the mechanics of your idea, and how they will work. They must be so accurate that someone looking at them can say, “hey, I get it! I know what they are trying to do!” Each “storyboard” should have 3 frames: Anticipation (Before Mechanic), Action (During Mechanic), Reaction (After Mechanic), for each mechanic. Example: In this match 3, you can draw some objects, and have a mouse/target/finger on top of one with an arrow pointing to the right, then have the same image without the mouse/target/finger with the objects swapped, then have the same image but without the objects, add some explosions, and have arrows showing the other items dropping. Animated gifs of your own drawings are allowed, though not as a substitute for each individual frame; add both. You are not allowed to use any representation from external sources. This is NOT “in game footage.” This is strictly how the mechanic will work.
  24. Notes: ALL storyboards should be created by the designer of this game…aka…YOU. Use as many illustrations as needed to showcase the mechanic. You are to draw, sketch, photograph your analog drawings, paint, Photoshop, etc, the mechanics of your idea, and how they will work. They must be so accurate that someone looking at them can say, “hey, I get it! I know what they are trying to do!” Each “storyboard” should have 3 frames: Anticipation (Before Mechanic), Action (During Mechanic), Reaction (After Mechanic), for each mechanic. Example: In this match 3, you can draw some objects, and have a mouse/target/finger on top of one with an arrow pointing to the right, then have the same image without the mouse/target/finger with the objects swapped, then have the same image but without the objects, add some explosions, and have arrows showing the other items dropping. Animated gifs of your own drawings are allowed, though not as a substitute for each individual frame; add both. You are not allowed to use any representation from external sources. This is NOT “in game footage.” This is strictly how the mechanic will work.
  25. Notes: ALL storyboards should be created by the designer of this game…aka…YOU. Use as many illustrations as needed to showcase the mechanic. You are to draw, sketch, photograph your analog drawings, paint, Photoshop, etc, the mechanics of your idea, and how they will work. They must be so accurate that someone looking at them can say, “hey, I get it! I know what they are trying to do!” Each “storyboard” should have 3 frames: Anticipation (Before Mechanic), Action (During Mechanic), Reaction (After Mechanic), for each mechanic. Example: In this match 3, you can draw some objects, and have a mouse/target/finger on top of one with an arrow pointing to the right, then have the same image without the mouse/target/finger with the objects swapped, then have the same image but without the objects, add some explosions, and have arrows showing the other items dropping. Animated gifs of your own drawings are allowed, though not as a substitute for each individual frame; add both. You are not allowed to use any representation from external sources. This is NOT “in game footage.” This is strictly how the mechanic will work.
  26. Notes: Add your own design flair to this document. No design flair means you are not designing this presentation. This page will make or break your entire presentation. An awesome, or horrible, title and/or tagline can make the viewer rage quit, say things like “uuugghhhhh, not another one,” and many other thoughts. So take your time and really think about this page, document, ideas, the title, and the and tagline. Do NOT write in first person. Pitches should be in 3rd person. Do NOT write in sentence format. Pitches should be short, sweet, and to the point. Tagline: Do not write about the story of the idea. The tagline should only be ONE SENTENCE, and no longer than the “Twitter Limit.” It should not be about you, your design process, or how you came up with the idea. This sentence should be unique to your idea and not say things like “it will be awesome because…” Example Mechanic Title: Match 3 Example Tagline: Match sparkling gems 3 at a time to make them burst into showers of color and points. This should answer SUCCINTLY, What do my players DO? TONE: The tone of your text should fear using fluffy language. If your design sounds like it’s a sales pitch, then these are not the droids we’re looking for. Your idea pitch is about the design. Use Direct language about the mechanics of the game: What players do, What they interact with, What goals are available, What things happen as a result of those exchanges. In other words, DEFINE your game. Also, this document isn’t about feelings; e.g. “I feel this game would be good”, “It’s cool”, etc. is the incorrect use of this work. Also, opinions are not necessary. Your personal opinion of your idea is not going to enhance our evaluation of your game’s design. Saying, “I love shooters” is wasteful language; first, it doesn’t define what you’re going to create; more importantly, I may hate shooters. Screensize: EVERY SLIDE needs to be viewable and legible by someone with 20/20 vision in a large auditorium. If the text cannot be read and/or is such a bad font choice that it cannot be read, then the information gets skipped, possibly making your idea not get chosen, because it was not fully understood. SO…check your presentation from as far away as you can.
  27. Platform: Choose from things like XBOX360, PS4, Mobile, Computer, Watch, Smart Phone, Game Boy, Steam, Etc. Number of Players: This is things like 1, 2, or 3 players, etc, and things like story mode, single player, coop, multiplayer, etc. ***You canNOT select things like network play, multiplayer over the network, MMOs, or coop over a network…aka, nothing over a network*** (This is due to scope issues over a 4 month period) Controls: (CHOOSE ONE) All your games will be designed on the PC, however, controls will help you target a platform. Example: keyboard and mouse, 12 button controller, Kinect, iMove, touch screens, motion controls, multi touch, etc. Perspective: This is like first person, third person, isometric, side scrolling, vertical scrolling, 2D, 3D, 2.5D, camera switching between several of those, driver camera, security cameras, spectator cameras, etc.
  28. Notes: The summary of the idea focuses on what exactly the player does in the game. Example: In this match 3 idea, the player will click on one item, then click on another item, to see an animation of the two swapping places. After the animation has played, if there is a combination of 3 like items, they will disappear, things will explode, the score will go up, and all other items above them will drop into place. Answer ONE question: WHAT DO YOUR PLAYERS DO? Break this down in more detail than in the tagline; mention explicit goals, meta-goals, success and failure, etc. If you only have one thought, then a “bullet point” is not needed. If you have more than one thought, use “bullet points.” After summarizing the mechanic, describe why it is unique when compared to other games.
  29. Notes: ALL storyboards should be created by the designer of this game…aka…YOU. Use as many illustrations as needed to showcase the mechanic. You are to draw, sketch, photograph your analog drawings, paint, Photoshop, etc, the mechanics of your idea, and how they will work. They must be so accurate that someone looking at them can say, “hey, I get it! I know what they are trying to do!” Each “storyboard” should have 3 frames: Anticipation (Before Mechanic), Action (During Mechanic), Reaction (After Mechanic), for each mechanic. Example: In this match 3, you can draw some objects, and have a mouse/target/finger on top of one with an arrow pointing to the right, then have the same image without the mouse/target/finger with the objects swapped, then have the same image but without the objects, add some explosions, and have arrows showing the other items dropping. Animated gifs of your own drawings are allowed, though not as a substitute for each individual frame; add both. You are not allowed to use any representation from external sources. This is NOT “in game footage.” This is strictly how the mechanic will work.
  30. Notes: ALL storyboards should be created by the designer of this game…aka…YOU. Use as many illustrations as needed to showcase the mechanic. You are to draw, sketch, photograph your analog drawings, paint, Photoshop, etc, the mechanics of your idea, and how they will work. They must be so accurate that someone looking at them can say, “hey, I get it! I know what they are trying to do!” Each “storyboard” should have 3 frames: Anticipation (Before Mechanic), Action (During Mechanic), Reaction (After Mechanic), for each mechanic. Example: In this match 3, you can draw some objects, and have a mouse/target/finger on top of one with an arrow pointing to the right, then have the same image without the mouse/target/finger with the objects swapped, then have the same image but without the objects, add some explosions, and have arrows showing the other items dropping. Animated gifs of your own drawings are allowed, though not as a substitute for each individual frame; add both. You are not allowed to use any representation from external sources. This is NOT “in game footage.” This is strictly how the mechanic will work.
  31. Notes: ALL storyboards should be created by the designer of this game…aka…YOU. Use as many illustrations as needed to showcase the mechanic. You are to draw, sketch, photograph your analog drawings, paint, Photoshop, etc, the mechanics of your idea, and how they will work. They must be so accurate that someone looking at them can say, “hey, I get it! I know what they are trying to do!” Each “storyboard” should have 3 frames: Anticipation (Before Mechanic), Action (During Mechanic), Reaction (After Mechanic), for each mechanic. Example: In this match 3, you can draw some objects, and have a mouse/target/finger on top of one with an arrow pointing to the right, then have the same image without the mouse/target/finger with the objects swapped, then have the same image but without the objects, add some explosions, and have arrows showing the other items dropping. Animated gifs of your own drawings are allowed, though not as a substitute for each individual frame; add both. You are not allowed to use any representation from external sources. This is NOT “in game footage.” This is strictly how the mechanic will work.