Games Development - Task 1: Game Design Document

⭐ 23/4/2024 - 21/5/2025 (Week 1 - Week 5)
🎀 Yan Zhi Xuan | 0369425 
💜 Game Development | Bachelor of Design (Hons) in Creative Media | Taylor's University 
📚 Task 1: Game Design Document



TABLE OF CONTENTS  /ᐠ - ˕ •マ ⋆。°✩




1. LECTURES ⊹ ࣪ ˖₊˚⋆˙⟡

Week 1

Lecture Note (PPT): Game Design
Preview students' work: critical review

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:

  • ChallengeTests the player’s skill or thinking.
  • StrategyRequires planning and decision-making.
  • ChanceIntroduces unpredictability.
  • ChoiceGives players agency and control.
  • LuckAdds randomness that can influence outcomes.

Week 2

Lecture Note (PPT): Game Ideation Techniques
Game Mechanics Website: ClassicGames.me

C# Variable Learn coding and become a web developer: w3schools.com/cs/cs_intro.php (C# Tutorial)

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 -123
  • double - stores floating point numbers, with decimals, such as 19.99 or -19.99
  • char - stores single characters, such as 'a' or 'B'. Char values are surrounded by single quotes
  • string - stores text, such as "Hello World". String values are surrounded by double quotes
  • bool - stores values with two states: true or false

Week 3

Presentation Week

Week 4


Fig. 1.1 2D Platformer Microgame.

Unity provides a "2D Platformer Microgame" template which serves as a foundation for creating 2D games, particularly platformers. This template is designed to introduce users to basic Unity concepts and game development workflows within a 2D context.



2. INSTRUCTIONS ⊹ ࣪ ˖₊˚⋆˙⟡

Doc. 2.1 Module Information Booklet - Games Development.

Task 1: Game Design Document (Week 01–05, 20%):
  • 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 ⊹ ࣪ ˖₊˚⋆˙⟡

Work Progress

3 Proposal Ideas

In Week 1, we formed a 3-person group. My teammates are Yang Zhi Ching, Chin Tze Wei, and myself, Yan Zhi Xuan. Our initial task was to brainstorm individual game ideas. After that, we held a discussion to choose one concept that we will develop further through more in-depth research.

Game ideas by my teammates:
1. Idea #1 by Chin Tze Wei
2. Idea #2 by Ynag Zhi Ching
3. Idea #3 by me, Yan Zhi Xuan

The following is my proposal idea (Idea #3):

Doc. 3.1 Game Idea Proposal by Yan Zhi Xuan.

Fig. 3.1 My Game Idea Inspiration - Super Phantom Cat 2.

The art style of Super Phantom Cat 2 is a captivating blend of retro platformer aesthetics and contemporary minimalism, making it an ideal reference for visually-driven, character-centric games. This art direction effectively balances simplicity and expressiveness, creating an engaging visual experience while maintaining a distinct, playful identity.

This game as a reference for my idea:
  • Vibrant Color Palette: Adopt a similarly bold, cheerful palette to evoke a dreamy, playful atmosphere.

  • Minimalist Design Approach: Simplify character and asset designs to maintain clarity and visual consistency.

  • Expressive Animation Style: Integrate lively, exaggerated animations to emphasize player actions and interactions.

  • Whimsical Character Aesthetic: Develop endearing, visually distinct characters with simple, recognizable shapes.

  • Thematic Worldbuilding: Design visually diverse levels with unique color schemes and motifs, ensuring each area feels fresh and engaging.


Chosen Game Idea Development

After discussing, we initiated the development of the game concept by conducting brainstorming sessions to establish the core theme and gameplay mechanics for a 2D side-scrolling platformer. The concept, centered around a psychological mystery involving AI consciousness, was inspired by titles like Hollow Knight and Page of Time: Prologues. We focused on creating a compelling narrative where the protagonist, Subject #07, awakens in a sinister lab, struggling to uncover their true identity.

Game Title: ·RE: SET·

This week also involved defining the protagonist’s abilities, including rapid healing, puzzle-solving, and emotional resonance detection.

I focus shifted to visual direction and art style. We established a semi-realistic sci-fi aesthetic with a predominantly cold, sterile color palette to convey the unsettling atmosphere of the lab. Concept art was created for key characters, environments, and interactive elements, maintaining a consistent visual style throughout. Additionally, the HUD and menu interfaces were designed to be minimalistic, glitchy, and terminal-like to reinforce the AI theme.

Zhi Qing and Tze wei focused on gameplay mechanics and level structure. We outlined the core mechanics involving puzzle-solving and clue collection. The level design was structured into three distinct phases, each increasing in difficulty and intensity, with rogue AI entities and security bots acting as primary obstacles. Enemy designs were developed to align with the game’s eerie, psychological tone. 

Doc. 3.2 Chosen Game Proposal Presentation (First Draft).

After getting feedback, we consolidated all aspects of the project into a comprehensive Game Design Document and finalised the slide. The document includes sections on concept, narrative, gameplay, visuals, and a structured development timeline. We also prepared a detailed e-portfolio post to showcase the game’s concept and mechanics. Additionally, we also present in class about the game’s key features, narrative flow, and visual direction, effectively communicating the intended player experience.

Visual References (Inspirations)


Summary of the Final Game Design Document

🎮 Basic Information of the Game

    • 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


    💡 Concept & Purpose:

    You play as Test Subject #02, an AI with no memories, trapped in a lab full of monsters and secrets. The player must uncover the truth and make a choice between living a false life or sacrificing for the truth.

    💡 Story& Narrative:

    You awaken with no memory and a warning: "Don’t trust them... not even yourself." As you explore, you realize you're not human but an AI clone of a scientist’s deceased daughter. 

    Game Objectives: Survive monsters. Solve puzzles to uncover memory. Decide who you are in the end.

    💡 Target Audience:

    Age 16+, Fans of narrative sci-fi, identity themes, and emotional decision-making

    🎮 Plot Backstory & Progression

    Backstory: Dr. XX created Subject #02 from his daughter’s memories.
    Progression:
    • 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.
    Fig. 3.6 Level Progression.

    🎮 Ending(s)🎵

    A. Become Her and Escape: Live as the daughter, but doubt your identity forever.
    B. Reject the Lie (True Ending): Destroy the lab and affirm your AI self—even in death.

    🎮 Game Setting

    A cold, futuristic lab called the Escape Lab. Set in a dystopian future post-tech collapse. Themes of emotional isolation, grief, and artificial life.

    🎮 Game Mechanics
    • Combat: Fight monsters using dodge, attack, skills.
    • Map & Puzzle Solving: Explore, unlock with clues and keycards.
    • Clue Collection: Discover memory fragments to influence endings.
    🎨 Character Design
    • Subject #02 (Main Character)
    • Ghosts (AI Echoes)
    • Malfunctioning Machines
    • Monsters Born from Failed Experiments
    • Dr. XX (Final Boss)
    Fig. 3.7 Characters.

    🎨 Audio Design, Art Style, UIUX,

    Game Layout & Visuals

    • 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.

    Tools & Tech
    • Engine: Unity
    • Art: AI, Photoshop, Procreate
    • UI: Figma
    • Audio: Audacity, FL Studio
    Development Timeline

    • Pre-production: 1 month (concept, story, art).
    • Prototype: 1 month (core mechanics, basic levels).
    • Final Polish: 1 month (narrative, balancing, testing).

    Fig. 3.8 Audio Design, Art Style, UIUX

    ⭐ Final Submission

    Game Design Document ·RE:SET·
    I did this GDD myself: Google Drive File

    The content included in the Game Design Document:
    1.0 Basic Information 
    2.0 Concept and Purpose 
    3.0 Game Design 
    4.0 Characters & Entities 
    5.0 Visuals and Layout 
    6.0 Audio 
    7.0 Technical and Development

    Doc. 3.3 Final Game Design Document (PDF).

    Slide Presentation

     My Contribution (Yan Zhi Xuan)




    4. FEEDBACK ⊹ ࣪ ˖₊˚⋆˙⟡

    Week 1

    No feedback given.
     
    Week 2

    According to Miss Mia, we don’t have to present three proposal ideas next week. We just need to focus on developing one idea and present it through slides. For the game design document, we can base it on the content she has given us.

    Week 3

    Miss Mia’s feedback on our game includes several points. First, if our main character is an AI experiment, the gameplay of discovering its own consciousness through the game is workable. However, she also discussed another approach with us — what if instead of finding its consciousness, the objective is to recover its emotions through battling enemies? We can consider how to implement that as well. Additionally, since our game has a heavier storyline, she suggested that we add some unique gameplay elements to the level-clearing sections to make them more engaging.

    Week 4

    Overall is fine, we can proceed to prepare game assets.



    5. REFLECTIONS    /ᐠ - ˕ •マ

    In this first task, we was introduced to the foundation of what makes a successful game: thoughtful and detailed planning. Creating a Game Design Document (GDD) was not just about jotting down a few ideas—it became the central blueprint that shaped the entire development process. At the beginning, I honestly underestimated how important the GDD would be. I thought it would be just a formality, but as we dived deeper into it, I realised it was the brain of the entire game—every decision and design choice had to be backed by purpose and clarity.

    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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