Games Development - Task 1: Game Design Document
This week, I explored the key components of game development:
- Game Design: The core rules, mechanics, and player experience.
- Game Art: Visual elements including characters, environment, and UI.
- Game Technology: The technical tools and platforms that bring the game to life.
We also emphasized that every game should have a narrative, as storytelling helps immerse players and give purpose to gameplay.
The core elements of gameplay include:
- Challenge – Tests the player’s skill or thinking.
- Strategy – Requires planning and decision-making.
- Chance – Introduces unpredictability.
- Choice – Gives players agency and control.
- Luck – Adds randomness that can influence outcomes.
Variables are containers for storing data values. In C#, there are different types of variables (defined with different keywords), for example:
int- stores integers (whole numbers), without decimals, such as 123 or -123double- stores floating point numbers, with decimals, such as 19.99 or -19.99char- stores single characters, such as 'a' or 'B'. Char values are surrounded by single quotesstring- stores text, such as "Hello World". String values are surrounded by double quotesbool- stores values with two states: true or false
- Design a 2D side-scrolling/platformer game concept
- Create a Game Design Document (GDD) with gameplay info, references & structure
- Submit: Google Doc or PDF, E-portfolio post, Video presentation
3. TASK 1: GAME DESIGN DOCUMENT ⊹ ࣪ ˖₊˚⋆˙⟡
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Vibrant Color Palette: Adopt a similarly bold, cheerful palette to evoke a dreamy, playful atmosphere.
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Minimalist Design Approach: Simplify character and asset designs to maintain clarity and visual consistency.
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Expressive Animation Style: Integrate lively, exaggerated animations to emphasize player actions and interactions.
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Whimsical Character Aesthetic: Develop endearing, visually distinct characters with simple, recognizable shapes.
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Thematic Worldbuilding: Design visually diverse levels with unique color schemes and motifs, ensuring each area feels fresh and engaging.
Fig. 3.2 Hollow Knight: https://www.youtube.com/watch?v=UAO2urG23S4
Fig. 3.3 Page of Time: Prologues: https://www.youtube.com/watch?v=HK6pdjxqi0o
Fig. 3.4 Gris: https://www.youtube.com/watch?v=xHZ2FQwnV_M
Fig. 3.5 Neva: https://www.youtube.com/watch?v=gWHZnszr6bs
- Game Title: ·RE: SET·
- Team: Yang Zhi Ching, Chin Tze Wei, Yan Zhi Xuan(me)
- Genre: Sci-Fi, Puzzle-solving, Narrative-driven
- Platform: PC & Console
- Level 1: Intro tutorial + flying mini-boss.
- Level 2: Keycard puzzle + full boss.
- Level 3: Underwater sections, deeper story, tough enemies.
- Level 4: Final boss and choice-based endings.
- Combat: Fight monsters using dodge, attack, skills.
- Map & Puzzle Solving: Explore, unlock with clues and keycards.
- Clue Collection: Discover memory fragments to influence endings.
- Subject #02 (Main Character)
- Ghosts (AI Echoes)
- Malfunctioning Machines
- Monsters Born from Failed Experiments
- Dr. XX (Final Boss)
- HUD: Minimal—health, memory count, emotional meter.
- Menus: Glitchy, AI-styled interface.
- Art Style: Semi-realistic sci-fi, soft purples, icy blues, nostalgic warm tones in memories.
- Engine: Unity
- Art: AI, Photoshop, Procreate
- UI: Figma
- Audio: Audacity, FL Studio
- Pre-production: 1 month (concept, story, art).
- Prototype: 1 month (core mechanics, basic levels).
- Final Polish: 1 month (narrative, balancing, testing).
One of the biggest challenges our group faced was translating our abstract ideas into concrete plans. We had to ask ourselves questions we hadn’t even considered before: What’s the core loop of my gameplay? What kind of experience do we want players to have? Who is our audience, and how do we design for them? What’s the game’s story, theme, tone, and how will that be expressed through both visuals and mechanics?
It wasn’t easy—there were moments where we felt stuck because we wanted everything to be perfect. We kept going back and forth between different ideas, trying to find the best structure. But we also started to enjoy the process of shaping our game world piece by piece. The more we explored, the more we discovered hidden details that we could enhance—like adding personality to our characters or introducing small but meaningful gameplay elements.
We referred to sample GDDs to guide our structure, but eventually, we had to make decisions that felt right for our unique vision. This gave us a sense of ownership and pride in the document. Organising everything into sections—from game overview, mechanics, player objectives, level design, art direction, to UI/UX—helped us see how all the components work together. It made I realise that game design is not just about creativity; it’s also about strategy, empathy, and storytelling.
More than anything, this task gave us a strong foundation to move forward. By the time we completed our GDD, I felt much more prepared and focused. We could see our game not just as an idea in my head, but as a structured experience that we could now bring to life step by step. It was definitely one of the most important stages in the entire process—and it made me excited to move on to prototyping and visual development with a clear direction in mind.






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