Title: concept game pitch
1Circular Strife
a game about blowing stuff up
cody church - IAT 410 game concept pitch - SFU
surrey - fall 2007
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2what WE need
- the idea needs
- a compelling plot
- enjoyable game-play
- technically feasibility
- to be artistically consistent and complete
cody church - IAT 410 game concept pitch - SFU
surrey - fall 2007
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3project ruination
- do the job, and do it right
- you are a freelance demolitions worker,in debt
and short on work - opportunity knocks when a large companyasks you
to demolish a series of ancient ruins - suspended in the air by ancient powers,you must
take to the sky to do your job - using magnetically-linked bombs, each ruinmust
be fully surrounded with explosivesto be
successfully demolished
sample character sketch
cody church - IAT 410 game concept pitch - SFU
surrey - fall 2007
3
4features/functionality
- risky business
- just like any other job time is money, and the
faster and more efficient you work the better you
get paid - you wont be alone other contractors will be
flying with you to earn money for their own
pockets, and activists to protect these ancient
ruins from harm - a finely-tuned machine upgrade your demolitions
flyer for better performance, and better pay! - style is everything show your skill and flywith
precision and flair, finishing quicklyand
leaving an impression on your client
a job well done
cody church - IAT 410 game concept pitch - SFU
surrey - fall 2007
4
5features/functionality
- all in the details
- all together now each bomb collected while
flying connects to a chain of bombs dragged
behind your flyer - around and around we go to set the bombs, fly
around a targeted ruin and link the trailing
bombs into a circle - lifes a blast once the bombs are linked around
a target, seconds later they explode, leaving
nothing remaining - long bomb larger ruins will require longer
chains of bombs to topple, but using too many or
too few will cost you time
sample flyer sketch
cody church - IAT 410 game concept pitch - SFU
surrey - fall 2007
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6storyboard
bomb pickup
bomb detonation
cody church - IAT 410 game concept pitch - SFU
surrey - fall 2007
6
7prototype
game screen mockup
cody church - IAT 410 game concept pitch - SFU
surrey - fall 2007
7
8theoreticaljustifications
- everyone needs a reason
- the game-play is simple to comprehend, but
potentially deep and challenging - technical implementation will be difficult to
fine tune, but should be more than plausible - the story is simple and easy to grasp, allowing
players to easily place themselves into the game
world and share the successes (and failures) of
the characters - combination of game-play elements will lead
players to find more interest in the overall game
experience
sample character sketch
cody church - IAT 410 game concept pitch - SFU
surrey - fall 2007
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9user description
- you cant please everyone
- expertise is a good thing players with prior
game experience will find deeper aspects to the
game, discovering richer game-play - something for everyone whimsical characters and
stories, fast and exciting game-play, flyer
customization, explosions . . . enough variety to
make less interesting elements playable - maybe when youre older combination of game
elements and whimsical style will find an older,
more open-minded audience
cody church - IAT 410 game concept pitch - SFU
surrey - fall 2007
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10user testing
in progress . . .
cody church - IAT 410 game concept pitch - SFU
surrey - fall 2007
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11shortcomings of design
- plan for the best,prepare for the worst
- advanced game-play elements require very finely
tuned game mechanics - although the game is level-based, it has a
potentially huge scope - game visuals and special effects may come off as
crude and unimpressive - development time may prevent crucial story
elements from being included, leading to an
uninspired game
sample character sketch
cody church - IAT 410 game concept pitch - SFU
surrey - fall 2007
11
12possible designexpansions
- what more do you want?
- identity crisis multiple, playable characters
could be added, creating different playing styles
and unique abilities - level creator players could create their own
levels to challenge, share them online with
fellow players - guns arent a toy addition of mounted guns to
use for breaking up smaller ruin debris - no one likes flying solo fly with a friend in
cooperative or versus multiplayer modes
sample NPC sketch
cody church - IAT 410 game concept pitch - SFU
surrey - fall 2007
12
13next steps indesign process
- a man who knows what he wants
- get a well balanced team (artists, programmers,
designers) - begin immediate research into technical
implementation - rigorously define and design in-game mechanics
- test and refine early game-play versions to
ensure game is both entertaining and challenging
before including and expanding artistic elements
sample bomb designs
cody church - IAT 410 game concept pitch - SFU
surrey - fall 2007
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14thats that.
cody church - IAT 410 game concept pitch - SFU
surrey - fall 2007
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