G+G Design Document Skeleton.
Abstract
- What are we doing
- Which interactions and themes is the project based on
- Why are we making this
- How will it work (demo version + control methods + download ‘connect24’)
Introduction
- Short piece on pick up and play, the remote and its interaction and competitive play.
- Why the remote + Wii lends itself to this style of game
- Why there’s an audience for this type of game
- Why the demo download is an awesome idea
- Initial ideas on how the project will pan out
- What we are going to do and how it will be done
- A short comparison to other games both past and present
Goals
- Goals of the designers, what we wish to achieve in this creation process of this game, what it should fulfil and how it can add to the library of games available.
- Goals of the audience, what they aim to achieve in playing the game, roughly they will aim to be the best out either 3 human players or to best the computer. They will face challenges along the way in terms of the games and differing ways to play them, aim will change slightly in each mode, pad this out a lot for the document
User Experience – Audience
- Age range of the audience, why is this so?
- How to keep the game within this range
- secondary audience for example toy story is a children’s film but appeals to adults also
User Experience – Scenarios
-This must cover every section of the game the modes, front-end, end game etc..
- All the settings in which the user may be able to get into must be covered
- How does the user get to the section
- How do they navigate through it
- How does the section end
- Basically every feature that happens in a scenario
User experience – Competitive Anaysis
- Existing work, how and why is it similar
- What’s missing in that and how does our game fill it, does it even fill it? (it should)
- Screenshots with annotations (comparison)
Project Content - Content
- What are we making, very detailed explanations + mock up shots
- Their functions toward the project, what will they show and how will they show it + 5 minutes of gameplay write-up
- Detailed descriptions of each mini-game
Project Content – Functional Requirements
- Programs we will use, how we will present it
- What it will run in
- How users will access it
Project Structure
- Flow Diagram how we will navigate through the project
Visual Design
- Preliminary Design Sketches
- Screen mock ups, with annotations
- Prototypes, what will/could it look like
Tasks + Milestones
- What I will need to learn
- What I intend to achieve + when by
Appendices
- Reference/research materials (books and/or Software)
- Wii Functionality + Wii Remote Functionality report
- History of G+G?