Game Look and Feel:
Beartholomew (bear) & Ele (elemental)
Ele can adapt new abilities to help progress through the level
Game styles – Banjo Kazooie (Rare)
Shape and Structures:
- Square (primary)
- Stability and balance – in line with puzzle mechanics
- Kids game – innocence, fun, simple
5 Example Images of game look and feel (4 non game sources):
Target Audience Response:
- Game looks simple and colourful
- inviting to a young audience.
- Characters are expressive and distinct –
- audience connects with characters
- Puzzles are blocky in a natural environment. Level design should lead players to solutions while also encouraging them explore/ solve on their own.
- Audience would feel gratification from solving puzzles.
How many imaginary spatial dimensions does your game require?
- 2D game
How big is your game world? Is accuracy of scale important?
- Short gameplay bursts (20-30 minutes)
- Each level 2-6 minutes
- Initially 1-3 puzzles per level
- More puzzles as levels get harder
- Scale: Large labyrinth-like cave/mine system within a mountain
How is your world bounded?
- Bounded by puzzle encounters
- – cant go back after completing a puzzle
- Cant go forward until puzzle is completed
- Levels end when player finds way out of that cave section.
Is your game world set in any particular historic period or geographical location? When and where?
- Humanlike- Bear Society
- Fantasy “Death Mountain” style location – Americana Mountains basis
Does your game take place indoors or outdoors, or both? If indoors, what are the furnishings and interior décor like? If outdoors, what is the geography and architecture like?
- Cave/Mine System
- Old minecarts/ tracks
- Trickling water flows
- Large boulders blocking the way
- Dark and light sections
- Multiple paths
Are there any people in your game world? What are they like? If there aren’t any people in the game, what are there instead, and what do they look like and how do they behave?
- Beartholomew – Anthropomorphised Bear Character trying to make his way to the top of the mountain. Needs Elli for guidance through the cave.
- Elli – Elemental Spirit that accompanies bear. Is bound to the strange powers within the cave. Is on a quest to unlock its full potential. Needs Bearts protection.
- Molemen – inhabiting the abandoned mines
- Spiders – giant spiders and webs block path
- Dark Spirits – trying to take Elli’s power/ corrupt
- Slimes – Impure/ failed spirits.
How will the sounds you use in your game reflect the visual style of the game?
- Cartoon-ish style characters/ sounds.
- Characters gasp/ grunt etc.
- Enemies groan, snigger, screech.
- Mystery style music to fit with cave setting
- ‘Curious’ and ‘Wonder’ focus
Gameplay & Player Stories
Sketch out design
What does the player do?
- Solves puzzles
- Explores environment
- Help each other/ Cooperate
What goals are the player trying to achieve?
- Navigation through cave
- Unlocking all the abilities for Elli
How does the player interact with the world?
- Beart fights
- Elli explores, powers/ abilities
- Beart solves puzzles through using his size and strength. Moving stuff, breaking stuff, digging stuff.
- Elli solves puzzles through using her size and her adaptations. Getting through tight spaces, burning through spider webs, flying to awkward places, navigate underwater, lighting up dark sections.
Game Concept Statement
What is the goal of the game?
- To get to the top of the mountain (Beart)
- To unlock its full potential (Elli)
- To solve the puzzles
How is the goal of the game accomplished? What does the player do?
- Solves puzzles to get the abilities and find way through cave
What are the challenges of the game?
- Puzzles and enemies
Where does the game take place?
- Cave/mineshaft system
Player Stories (10)
As a < player | player character >, I want < some object> to perform <an action> to achieve a <goal>
- As Beart and Elli, we want to use our unique sizes, powers and strength to solve the puzzles of this labyrinth-like cave system.
- As Beart, I want to push boulders out of the way, to uncover a new adaptations for Elli.
- As Elli, I want to use my adaptations to burn through the spider’s cobwebs, so that the way out of the cave is no longer blocked.
- As Beart, I want to use my claws to slash through the Molemen that want to take Elli’s adaptations.
- As Elli, I want to use my small size to pass through the cave vent which Beart cannot access, to reach a switch which opens the door for Beart.
- As Elli, I want to collect the crystal which unlocks my Water element, which will allow me to traverse through a previously inaccessible underwater section of the cave.
- As Beart. I want to use my strength to move rocks, so that I can fill the gaps or build stairs to get through the way.
- As Beart. I want to collect food to restore my health, so that I can survive in the cave.
- As Elli, I want to use my flying ability to reach some high place which Beart cannot reach, to turn on a switch which opens the door for Beart.
- As Beart. I want to my claws to destroy the fragile rocks and walls to discover the hidden ways, switches, food or crystals.
– Consider your target audience (i.e. Bob, Brittany, Sally, Sam)
– Identify how and why your gameplay will be appealing /
motivating for this audience
– For three (3) player stories, identify:
1. How they align with characteristics of your target audience
2. Associated target audience player experience
motivation(s) for gameplay
Example: Bob plays games that have [gameplay characteristic x and y]. Player story 1 involves gameplay that [list relevant features] and similarly involves [align to gameplay characteristic x and y from your first sentence].
This will tap into motivations such as [list social / emotional / cognitive / creative / physical Player Experience aspect(s)], which Bob seems to enjoy based on [provide evidence from persona].
Sam plays games that involves cooperation, collection and exploration.
Player story 1 involves gameplay that using distinct characters to complete different missions in order to solve the puzzle together, and this involves cooperation. This will tap into motivations such as cooperation, coordination and competition, which Sam seems to enjoy based on his gaming background. As his parents seem to be gamers, and Sam seems to enjoy playing multiplayer games such as his first games, Wii sports and Mario Carts, with his parents.
Player story 6 involves gameplay that collecting things to unlock new features for some tasks and this involves collection. This will tap motivations such as cognitive and inferring, which Sam seems to enjoy based on his favourite game Minecraft. Minecraft is a game that players need to find different materials to upgrade and unlock new tools.
Player story 10 involves gameplay that finding the hidden ways and objects and this involves exploration. This will tap motivations such as comprehending, predicting and reasoning, which Sam seems to enjoy based on his favourite game Minecraft again. Because Minecraft have a mystery game world, players need to destroy the rocks and discover the new items.