During our next session everyone presented their ideas for a game idea that they thought would fit with the theme identified by our client. Many good ideas were thrown about but were eventually narrowed down to just 3 that would then be pitched to a panel as a real game designer must do to obtain funding or a contract for the creation of said game.
These three idea's were (in the words of their creators):
Straitjacket Racers (Kris Kosunen):
"Race management sim, think f1 manager. Staff at a mental institution make high risk patients participate in races around the courtyard. You play as staff members, each have a stable of racers and can boost them with certain meds or threats etc."
White Van Man (Rachel Woods):
"Open world driving game. Drive around city and meet other white van men at traffic lights and challenge them to races to earn money. avoid the police, keep an eye on your hunger, petrol, nicotine, and ego levels, do dodgy odd jobs. Goal is to win as many races, make as much money as possible, and stroke your ego for ultimate street cred."
Dubstep Dragons (Tim Nguyen):
"- Bird's eye view
- Geometry War styled combat effect
- Crazy art style- Dubstep soundtrack with oriental influence"
The team then split into three groups to work on a Rip-o-Matic, which is a compilation of various sounds, images and videos that give a general idea of what your game will be like and what it will be about (a mock up trailer designed to get your idea across and get potential investors interested.) As well as a basic game design document for their groups idea.
I was in a group with Dean Stone, Tim and Wayne. And we were working on Dubstep Dragons. Below you can see the notes we made on the game:
Dubstep Dragon –WORKING TITLE –
Wayne – Art Director
Dean – Audio, Monetisation, Proof of Concept
Matt – Gameplay, Mechanics
Tim – Rip-o-matic, audioFor Mobiles DevicesGameplay Influences- Geometry Wars- Super Laser Racer- Dubstep- Wipeout (Imagine viewing it in Bird’s eye view)Visual Influence- Tron- Audiosurf- Geometry Wars- DubstepGame SynopsisDragon has speakers in its wings for propulsion/attacksDifferent dubstep dragons based on different cultural dubstep influences as players/opponents?Different skins & upgrades available both for in game currency and real world moneyDragons can transform to a more cybernetic/cyborg creatureAudio will affect the track, such as widening and narrowing the track.
As is mentioned in the notes above, my task for the week was to come up with gameplay ideas for the game. From these we as a group would select one to go into our design document, below you can see the ideas i came up with:
"Idea 1:
Could take "racing" slightly less literally than intended...
- Make game score based to determine position against AI opponents
Would use REAL SONGS
Playerrs would need to round up 'enemies' by evading them (think pacifism mode in Geometry Wars)
A display bar would show players when "drops" are coming, the player would have to be in proximity with as many 'enemies' as possible to score maximum points when the 'drop' hits! WOB
After this the player must rely on smaller beats and WOB's to destroy enemies
(not sure the above idea could really fit with our brief unless we made it into a racetrack with AI opponents or something)
Idea 2:
Traditional racing style (POWER UPS!!!):
Dubstep-based ATTACK power-ups:
- "Drop" - MEGA DUBSTEP SHOCKWAVE
- "Rapid-Fire" - Could offer different rates of 'rapod-fire'. think 'wobwobwobwob' but very fast
- "DUBSTEP LASER" - WOOOOOOOOOOOOOOOOB
BOOST power-up that increases player speed (and backing track bpm?)
INVULNERABILITY power-up that would either a) briefly make the player immune from opponents attacks OR b) provide protection from 'x' number of attacks, think shells in mario kart
Notes: i cant decide whether the player should have a health metter or simply suffer a knockback from any attacks that hit. Thoughts?
Idea 3:
Another possibility would be to combine these two ideas, however it might overcomplicate the game.
Also thought of making these ideas into separate game modes but would require extra (unnecessary) work.
Apologies for any unnecessary double letters in here, this keyboard suxx!"
Granted there are only a couple of them but i thought they were both sound and i still quite like my first idea though we did eventually go with the second. Below you can see a link to the finished rip-o-matic as well as some logo mock-us that Wayne created.
Tim was the one behind our awesome rip-o-matic, i think it conveys our ideas for the game very well, though i feel it could have benefited from a reference to the geometry wars art-style of the game.
The logos Wayne created were once again top-notch, we found it really hard to decide which one we all liked the best but eventually opted for the black and white logo you see above though, in hindsight the middle logo would have been more fitting, i feel.
Finally, you can see our finished GDD by using the links below, for some reason we have two versions, one which includes my work but not deans, and another that shows deans work but not mine, so i have linked them both and labelled them appropriately:
GDD with no Monetisation section
GDD with none of my own work, see bottom page for Monetisation
And with everything done, all that was left was to wait til the next monday so we could pitch our ideas to our clients.



