game design outline.


Game Design Outline Template

1. Game Mechanics 

Ability to switch primary weapons during a match(multiplayer).

2. Genre

Shooter/action-adventure

3. Platform and Controls 

Consoles: Xbox series x/s

4. Avatar 

Jake Johnson: human infantryman, armed with an outdated single-shot weapon, a revolver and various melee weapons.

 

Nigel "British" Britman: anthropomorphic wolf, tank commander, armed with Sten sub-machine gun, revolver, and various melee weapons.

 

Draxus: cyborg dragon first found by The Organization, a group in cahoots with the heroes. Metallic wings, hatch in mouth contains laser projector and flamethrower, titanium-tipped claws.

5. Camera Perspective 

First/Third person.

6. Goals and Scores

Campaign: aiming to defeat an evil dictator and his army of fighting machines, stopping them from subjugating the multiverse.

Reward system: experience, BPS (British Pound Sterling, basic currency) and GI (Gold Ingots, premium currency).

7. Progression and Variety 

 Switching between one of three characters during a single mission to complete objectives. Multiple switches in one mission are expected. Abilities unique to the character currently used will activate on low health, giving a strength, speed and potential health boost/invincibility.

8. Tension and Rest

Moments of tension: built just before climactic events/big battles. built using various music, mostly played in the world of the game. Moments of rest: set in menus or areas where little occurs/no major objectives are stated.

9. Obstacles and Penalties

Obstacles: AI controlled enemies, static defences (e.g., landmines), boss battles.

Penalties: return to closest checkpoint.

10. Resources 

Some enemies may drop weapons which can be picked up and used. Certain objectives must be picked up and moved/used on other objectives.

11. Decisions 

Menu decisions: loadout choice, choice of starting character.

Gameplay decisions: deciding which character to use for which objective (all characters can be used to deal with all objectives; however some will work better than others on certain objectives.

12. Storytelling 

 How will the story be told? Through game, cut scenes, voice overs, etc

Story will be told through in-game and pre-rendered cutscenes. Occasionally, voice-overs will be used.

13. Art Direction and Style 

 How will the game look, what is its visual inspirations?

Art style: realistic.

Inspiration: Battlefield 1.

14. Sound Design 

Vehicle/explosion/weapon sounds: recorded in real-time.

Creature sounds/roars: synthesized/edited vocal recordings.