21/04/2025 - 16/02/2025 (Week1 - Week4)
Teu Yu Tian / 0371923
Application Design 2 | Bachelors of Design (Honour)
in Creative Media | Taylor's University
Task 1: Game Design Document
1. INSTRUCTIONS:
Task 1
REQUIREMENT:
Design and create 2D side scrolling/platformer game. The game
design document serves as a blueprint for their game and will contain
all the necessary information and visual references to develop the
game. Sample GDD will be provided as a reference, but students are
expected to research more on the matter to determine the necessary
content items for their own GDD.
1. First discussion
We had our rough discussion for some ideas. We could go for some casual
yet thriller style of game, and can have unique creature design (game
character). We know that we need to do more research and look for
reference to come out with the ideas. We decided to had another online
meeting after that.
2. Second discussion
We prepared some ideas before the discussions.
1. Bounty Hunter
Inspired by our first discussion, this is a game where you play as a
bounty hunter who defeats enemies and collects bounties. The setting
is a medieval world where humans live with creatures and monsters. The
game has an adventurous tone, blending action with exploration.
2. Who is the Killer
Inspired by a picture found on Pinterest, this idea is set in a
peaceful forest neighborhood where animals live together in
harmony—until a murder occurs. Piggy is found dead, and the player
plays as an investigator trying to reveal the truth.
This concept doesn’t include enemy mechanics yet and focuses heavily
on story rather than gameplay.
3. Journey of the Soul
The player is the soul of a magician who has lost his memory and wakes
up in a forest. To move on to the next life, he must explore the
forest, collect fragments of his memory, and avoid shadow creatures
that try to consume him.
Initial Idea
My groupmate also contributed some of the ideas.
After discussion we decided to use “The Unlucky Day” idea contributed by one of the groupmate, Yanny, as we think that it is a fun and interesting ideas, the settings and art style are more manageable, the overall mechanism, game play are completed. Next we move on the document refinement and slide preparations.
Feedback and refinement
The idea sound interesting but the game play not much surprised, suggested to add some unique mechanism, play around with lucky and bad luck concept.
Discussion
Week 3
- The ideas are good but lack of unique selling point, suggested to play with luck and bad luck, twist it into a unique mechanism
Experience
We first brainstormed casually and shared ideas like combining a thriller tone with unique creature designs. We realized early on that we needed to do more research and gather references to strengthen our concept. Before our second discussion, everyone came prepared with individual ideas. Each had its own strengths, some were more gameplay-driven, others more narrative-focused. In the end, we decided to go with The Unlucky Day, because it had a clear setting, complete mechanics, and a manageable art style.
Observation
During the development of the GDD, I noticed how important early collaboration and idea sharing is. Each groupmate brought different ideas and perspectives, which helped us evaluate the strengths and weaknesses of each concept. I also learned that creating a game idea isn’t just about coming up with something fun—it also has to be realistic and doable within the scope of the project. One key observation was how much feedback helped shape our direction. We were advised to make the gameplay more surprising and unique, especially by exploring the theme of luck and bad luck in creative ways. That made us rethink the core mechanics and encouraged us to be more experimental.
Findings
This task gave me a better understanding of what goes into early game development planning. I learned how important it is to balance creativity with feasibility. While all our ideas were interesting, we had to think practically about which one had the most complete structure and could be developed well within the timeline. Overall, this task taught me how to turn a rough idea into a more structured game concept and how crucial the GDD is as a blueprint for development.
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