Game Development - Task 1: Game Design Document
Lew Guo Ying / 0365721 / Bachelor of Design in Creative Media
Game Development
Task 1: Art Asset Development
Index
Lectures
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| Fig1.1 MIB |
One of the most thrilling moments was her introduction to C#, the primary programming language we will use throughout this module. For many of us, this was uncharted territory—our prior experiences were mostly limited to HTML. Dr. Bong explained how C# is widely adopted in the game development industry, particularly when paired with Unity, our main development platform.
To ignite our creativity, she gave us an overview of Unity, showcasing its powerful features for both 2D and 3D game creation. She even shared several impressive examples of Unity-made games, ranging from simple side-scrolling adventures to immersive interactive worlds. These examples not only demonstrated Unity’s potential but also sparked countless ideas for the kinds of games we might create ourselves.
By the end of the session, I felt both inspired and motivated. It was clear that this module would challenge us to step outside our comfort zones, blending creativity with technical skills. I’m eager to dive into coding, game mechanics, and interactive storytelling in the coming weeks.
Week 2:
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| Fig1.2 W3 Schools |
We started with
comments—the notes
developers use to explain code. Dr. Bong introduced the two types:
single-line (//) and multi-line (/* */). Though simple, comments are vital for
code readability and
effective collaboration.
Next, we explored variables, which store data that can change during program execution. For example, a variable might hold a player's score or health points. Dr. Bong demonstrated how to declare variables with specific data types like int, float, bool, char, and string. We also learned about constants, which, unlike variables, store values that cannot be changed once assigned—ideal for fixed elements like gravity or maximum lives.
We then covered
identifiers, the names
assigned to variables, methods, and classes. Dr. Bong emphasized the
importance of using
meaningful names, such
as playerScore instead of
x, to make the code cleaner
and easier to maintain.
Another essential concept was operators—symbols that perform actions on data. We learned about arithmetic, relational, and logical operators, which play a crucial role in controlling game logic.
The highlight of the week was if-else statements, a core tool for decision-making in programming. Through examples like checking if a player’s health reaches zero to trigger a Game Over screen, we saw how conditions can shape game behavior.
Finally, Dr. Bong gave us a hands-on tutorial: write a program that automatically replenishes warehouse book stocks if they fall below 10, and run it in Unity. Watching our code come to life was both challenging and rewarding.
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| Fig1.3 GDD |
The GDD we need to prepare includes several key sections:
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Basic Information – game title, team name, member roles, and the genre/platform.
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Concept and Purpose – a brief overview of the game, its story and narrative, objectives, target audience, and inspiration from other media.
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Game Design – details on game mechanics, controls, world building, level design, game loop, and balancing.
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Characters & Entities – description of the main character, enemy types, and NPCs.
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Visuals and Layout – the UI design, art style, and visual direction.
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Audio – background music, sound effects, and voiceovers.
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Technical and Development – tools, technologies, and a development plan with milestones.
We are required to submit this as a well-structured document, which means we must clearly describe our ideas and include any concept sketches or references we have. This GDD will act as the foundation for our upcoming projects.
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| Fig1.4 Unity |
Additionally, she instructed us to install three important build supports to ensure our projects can run on multiple platforms:
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Universal Windows Platform Build Support
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WebGL Build Support
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Windows Build Support (IL2CPP)
These components are essential for building and testing our games on various systems. With Unity properly configured, we are now ready to dive into hands-on development in the upcoming sessions.
Instructions
Requirement:
For Task 1, our class will be working in teams of three, collaborating to design and document our own 2D side-scrolling/platformer game. The Game Design Document (GDD) will serve as the blueprint for our project, capturing all essential details and visual references required for development. This task runs from Week 1 to Week 5 and contributes 20% to our overall grade.
Working as a team means we must divide responsibilities wisely, ensure smooth communication, and integrate our ideas into a cohesive document. Beyond the provided sample GDD, we are expected to research further, refine our design approach, and tailor the content specifically to our game concept.
Requirements include completing weekly exercises as a team to demonstrate our understanding of the technical and design aspects of a platformer game. The final GDD can be submitted as a Google Doc or PDF, posted online in our E-portfolio as a reflective study, and optionally accompanied by a video presentation to showcase our collaborative effort.
This group task not only tests our teamwork and project management skills but also challenges us to apply both conceptual and technical knowledge to create a well-structured game plan.
GDD Progression
Our final Game Design Document (GDD) for Sands of the Stolen Heart is structured into several key sections, each serving a crucial role in shaping the game. Throughout the process, our team of three went through multiple rounds of discussion, feedback, and revisions, gradually refining the concept until we were satisfied with the result. This version represents a well-polished foundation for development, and it sets the stage for our upcoming work, where we will start gathering references and additional resources to enhance our design.
1. Game Proposal & Overview
This section introduces the game title, genre, and themes. It defines the overall concept: a 2D side-scrolling action-adventure with puzzle and platforming elements, enriched by time travel and ancient Egyptian lore. This overview clearly communicates the game’s identity and sets expectations for players.
2. Game Concept & Purpose
Here, we outlined the core vision—blending dark romance with strategic minion mechanics and humor. The purpose is to challenge players tactically while telling an emotionally engaging story. This part explains why the game exists and what makes it unique.
3. Narrative Background
The story of Sahira and Setka, intertwined with ancient Egypt and time travel, provides a compelling backdrop for the gameplay. This section ensures our game has strong narrative hooks, essential for player immersion.
4. Game Objectives & Target Audience
This part specifies player goals (defeat enemies, craft followers, solve puzzles, survive bosses) and defines our target audience (13+, fans of mythology and strategy-lite games). This alignment is key to guiding both design and marketing.
5. Inspiration
We listed games, films, and mythological sources that shaped our ideas. These references serve as creative anchors and benchmarks for quality.
6. Chapter Structure & Environments
The game is divided into chapters, each with distinct settings, enemies, and bosses. This segmentation helps with level pacing and progression.
7. Core Gameplay Systems
A crucial section detailing the combat mechanics, follower crafting system, and strategic elements. It clarifies how players interact with the world and progress.
8. Characters & Entities
We defined Sahira, enemies, and bosses with their mechanics. This section ensures clarity in enemy behavior and how players strategize against them.
9. Combination System & Follower Types
One of our unique mechanics—crafting followers from corpses—was broken down into recipes, types (fighters, shields, turrets), and stats. This adds depth and replayability.
10. Boss Design
We documented boss mechanics and weaknesses, crucial for balancing difficulty and creating memorable encounters.
11. Game Settings & Gameplay Loop
This section ensures flow—day/night cycles, Bloodmoon phases, resource management, and crafting cycles define how the game feels moment to moment.
12. Game Balancing
We addressed enemy scaling, corpse economy, minion balance, and resource control. These ensure fair yet challenging gameplay.
13. Visuals, Audio & UI
We specified our art style, UI layout, and sound design direction. This helps the art and audio teams maintain consistency.
14. Technical Development
Tools like Unity, C#, and design software were listed, showing our development pipeline.
15. Timeline Development Plan
Finally, the timeline divides the project into milestones: GDD creation (Weeks 1–3), asset development, implementation, playtesting, and polishing. This keeps the project on track.
🔹 Teamwork and Iteration
Working as Team Emeris, our group of three members—Chong Hui Yi, Ho Winnie, and Me(GuoYing)—divided responsibilities while collaborating closely.
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Chong Hui Yi focused on core gameplay mechanics and structuring the GDD.
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Ho Winnie contributed heavily to narrative writing, character lore, and enemy/follower system design.
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I worked on level design, technical systems, and the planning of tools to be used during development.
One of the highlights of our planning was scope control. To keep development realistic, we identified:
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Priority 1 – core combat, three chapters, enemy AI, and basic UI/HUD.
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Priority 2 – shop system, skill tree, hidden collectibles, and lore dialogues.
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Priority 3 – dynamic soundtrack, cinematic cutscenes, and extra side quests.
This approach ensures we focus on building the essential parts first, leaving room for expansion later.
We held several discussion sessions, constantly reviewing each other’s work, debating mechanics, and improving the flow of the document. Through multiple rounds of feedback and revision, the GDD gradually took shape. By the end of this process, we had a version we were truly proud of.
Creating this document was a collaborative journey. Each of us contributed ideas, from mechanics to story elements. We held several discussions, made iterative changes, and polished the GDD until it truly reflected our shared vision. The process taught us how to balance creativity with structure, and how to make design decisions as a team.
Now that our GDD is complete, we are ready to move into the next phase: gathering visual, mechanical, and historical references to refine our art style, improve our mechanics, and ensure authenticity in our Egyptian-inspired world. This document is not the end—it’s the launchpad for development.
Submission
Feedback
During Week 2, we received valuable feedback from Dr. Mia regarding our game concept. She acknowledged that our idea and storyline were strong, but she also pointed out that the gameplay currently feels too familiar, as similar mechanics are already common in the market.
She encouraged us to think creatively and introduce a unique element that would set our game apart—something that players have not experienced before. This suggestion pushed us to re-evaluate our design, brainstorm fresh ideas, and start exploring ways to add a special twist to our core gameplay.
Reflections
Experience
The past weeks have been intense, with tight deadlines and a heavy workload. Fortunately, this assignment allowed us to work in teams, which made the process much more manageable. Through collaboration, we were able to cover each other’s weaknesses—each member contributed their strengths, whether it was narrative design, technical planning, or gameplay mechanics. This teamwork not only helped us complete the task efficiently but also made the entire process more enjoyable.
Observation
Working as a group gave us an opportunity to observe how different skill sets complement each other. Some of us were more comfortable with storytelling, while others excelled in system mechanics or technical aspects. By dividing tasks according to our strengths, we maintained good progress even under time pressure. Additionally, we realized that our game idea, while solid, still has room for improvement—especially in finding that unique factor Dr. Mia mentioned.
Findings
Through this process, we discovered that our game has great potential for expansion. The use of Egyptian elements is a strong asset; the mythology, aesthetics, and lore provide endless possibilities to make the game more immersive and distinctive. Moving forward, our focus will be on enhancing the unique aspects of our gameplay to ensure that our final product stands out. We hope that with further refinement and creative input, the final result will be something we can be truly proud of.
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