Game Development Reference
In-Depth Information
appenDiX C
Game Design
Document
Bedlam Games, located in Toronto, Canada, and makers of the Dungeons &
Dragons games, work routinely with Game Design Documents. The following is
an excerpt from their GDD for the game Red Harvest . The excerpt was prepared
by their creative director, Zando Chan.
Notice that the GDD contains references to audio, scripted dialogue, lore,
level design (map and metrics, which are the dimensions of the space), con-
cept art for the characters, description of the actions, and information about
the interfaces including the importance of a timer.
Keep in mind that what you are reading is part of an actual GDD that many
different artists, programmers, animators, etc. worked from to build the game.
As you read, imagine what role you might adopt for such a project. Pay special
attention to the information provided for whatever role you might take on, and
determine then, how you have complete instructions on what to create, but
plenty of room to develop your part of the project based on the skills and expe-
rience you would bring to the team.
Red Harvest Overview
Your bus has crashed in the town of Crestwood and you are the only survivor.
Red Harvest is a third-person true survival-horror game with innovative new
mechanics that redefine the genre to heart-pounding effect. With demonic
enemies attacking from every direction, you must make your way through the
town in order to survive. Use fortification to buy precious time for your escape.
Discover weapon improvisation using everyday objects found throughout the
town and do whatever it takes to outlast your enemies. This unique blend of
action and horror creates a new player experience that induces primal fear and
tension in players, simultaneously empowering them with tools to confront
challenges in a close, visceral way. Red Harvest is a world of nightmares and
terror that will test your limits in order to survive.
 
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