25/09/2024 - 20/10/2024 / Week 1 - Week 4
Joey Lok Wai San / 0350857
Games Development / Bachelor of Design (Hons) in Creative Media
Task 1: Game Design Document
TABLE OF CONTENTS
LECTURES
All lectures and exercises completed in Games Development - Lectures & Exercises
INSTRUCTIONS
https://drive.google.com/file/d/1Gtkh4m9BvehlC5o1Vlk3Ja0el36iSHBI/preview
TASK 1: Game Design Document
We are required to design and create our own 2D side-scrolling/platformer game. The game design document serves as a blueprint for the game and will contain all the necessary information and visual references to develop the game. Sample GDD will be provided as a reference, but we are expected to research more on the matter to determine the necessary content items for our own GDD.
Game Ideation (3 Game Ideas)
To begin this task, I brainstormed a few ideas that I could develop for this project. These ideas are inspired by games that I have played before, concepts I find interesting/ relatable, and ones that could be developed in Unity.
Fig. 1.1 Proposal Idea Document, Week 4 (15/10/2024)
Fig. 1.1 Proposal Idea Document, Week 4 (15/10/2024)
Game Idea #1 - “Oh Crap, I’m Late”
It’s Monday morning, and a student is running late for his first class of the semester—Mr. Grumpy’s(?) Mathematics 101. Mr. Grumpy is the strictest teacher in school. He has warned all students: "If you’re late one more time, it’s detention for a YEAR!" To make matters worse, the student knows that Mr. Grumpy patrols the hallway, just waiting to catch students. If you are caught, not only will you miss class, but his perfect streak of avoiding detention will be ruined forever.
Concept
You play as a student who overslept and is now running late for school. After sneaking into the building, you bump into the grumpy lecturer, who immediately recognises you. Panicking, you sprint through hallways, over obstacles, and dodge traps while being chased by the teacher. Make it to the classroom without getting caught!
Game Objectives:
- Sneak past the teacher to enter the school.
- Once spotted, outrun the teacher and avoid obstacles.
- Make it to the classroom before the teacher catches you!
Game Idea #2 - Operation: Ghost Protocol
You play as a spy agent with the mission to infiltrate a top-secret facility to steal government data from the main computer. The facility is full of guards with weapons guarding the way to the top floor where lies the computer that holds the government’s secret. Your objective? Retrieve confidential data without getting caught. But time is running out—if you don't complete your mission fast, the government will erase all the data!
Concept
You play as a spy agent with the mission to infiltrate a top-secret government facility to steal classified data from the main computer. The facility is full of guards with weapons and traps guarding the way to the top floor where lies the computer that holds the government’s secret. Your objective? Retrieve confidential data without getting caught. But time is running out... If you don't complete your mission fast, the government will erase all the data!
Game Objectives:
- Steal the government’s secret and find out what it is without getting caught by the guards.
- Avoid getting detected or killed in the facility
- When the alarm rings, you have to run fast before the guards catch you
Game Idea #3 - Escape Room
You regain consciousness in a cold room with nothing but a strange voice playing over a speaker: "The clock is ticking. If you don't escape in time... well, let's just say you'll be part of our next experiment." At first, it seems like an ordinary escape room, but as you solve puzzles, you begin to remember what happened... someone kidnapped you! :O
Concept
You wake up trapped inside a mysterious facility with no memory of how you got there. The clock is ticking, and the doors are locked. Strange clues and hidden puzzles hint at the way out. As you solve puzzles and unlock new areas, you realize that someone is watching you. Escape before time runs out and you become part of the human experiment!
Game Objectives:
- Escape the room by solving all puzzles within the time limit
- Discover hidden files to unravel the experiment and what happened to you
Chosen Game Idea
Game Reference #1 - Rayman Legends
Fig. 4.1 Character Sketches, Week 5 (20/10/2024)
Fig. 4.2 Enemy Sketches, Week 5 (20/10/2024)
Environment Design
This was my initial idea of how the game would look, however, after thinking about it, it is not a 2D platformer game. Creating this scene would take 3D modelling perhaps(?) While still do-able as taught in class, it seems more difficult to build, create and code this.
Fig. 4.3 Initial Environment Sketches, Week 5 (20/10/2024)
Fig. 4.4 Environment Sketches, Week 5 (20/10/2024)
After receiving feedback from my consultation with Mr. Razif, we chose the first game idea "Oh Crap, I'm Late" to develop further. Here are some of the gameplay and game mechanics
Genre
Stealth, Adventure, Comedy in a 2D Platformer Game
- Stealth: The player needs to avoid getting caught by Mr. Grumpy while sneaking into the school.
- Adventure: It involves exploration and progressing through challenges as the student races against time.
- Comedy: The humorous concept and exaggerated stakes (e.g. a year-long detention) will give the players a fun experience.
Theme
The game revolves around urgency, strategy, and mischief. Players experience the thrill of sneaking through hallways, being risky and cautious as they race against time. It’s a playful exaggeration of the dynamics and stereotypes in school.
Game Elements
- Challenge: The teacher chases and some obstacles create difficulty for the player
- Strategy: Players have to manage their stamina and plan their moves to avoid the teacher and obstacles
- Chance: The enemies may look the other way in a critical moment, giving an edge to win.
Game Controls
Level Design (Gameplay & Game Mechanics)
The objective of the game is for players to successfully sneak past Mr. Grumpy through a series of challenging levels and obstacles with the ultimate goal of reaching the classroom without being caught. The main objectives for each level include:
Level 1: Sneaking Section
Navigate from the school gate to enter the school doors without being spotted by Mr. Grumpy. Hide behind trees and bushes, and crouch under windows with hall monitors watching to catch you. If spotted, the player is kicked out of the school grounds and forced to return home, with detention on the next day!
On Level 1, the main game mechanics are:
- Teacher’s Vision Cone: A visible cone shows where the teacher is looking. If the player enters the cone/ teacher’s sight, the teacher initiates a chase.
- Hiding Spots: Players can hide behind bushes to stay out of sight.
Level 2: Obstacles Section
Once you enter the school, race to the classroom while avoiding a series of obstacles. Don’t get caught by hall monitors, they alert Mr. Grumpy which makes him chase after you. You will have to hide or knock them out. If spotted, this section transitions into a chase sequence immediately.
On Level 2, the main game mechanics are:
- Obstacles: Players must jump/ crouch over desks and trash bins, which block your path and slow you down. Wet floors can appear, slowing down players and giving Mr. Grumpy to catch you
- Hall Monitors: If spotted, they report the player’s location to Mr. Grumpy, making him chase you
- Hiding Spots: Use desks, water fountains and lockers to evade the hall monitors
- Fighting/ Distraction: Throw paper planes or banana peels to knock out the hall monitors so they don’t catch you. These items regenerate with time, so use them wisely!
Level 3: Chase Section
The hall monitor alerts Mr. Grumpy of the student. Escape Mr. Grumpy and avoid obstacles during the chase. Kill/ dash past any hall monitors that come out of the classroom doors mid-chase, or Mr. Grumpy will run faster. The player must reach a safe zone to progress to the next phase.
On Level 3, the main game mechanics are:
- Obstacles: Players must jump/ crouch over desks and trash bins, which block your path and slow you down. Wet floors can appear, slowing down players and giving Mr. Grumpy to catch you
- Hall Monitors: If spotted, Mr. Grumpy runs faster. Dash over/ shoot them to avoid when they appear randomly during the chase.
Level 4: Final Showdown Section
Face off with Mr. Grumpy in a final confrontation to gain entry into the classroom. Successfully outwit or defeat him to complete the game.
On Level 4, the main game mechanics are:
- Mood Bar: Instead of a health bar, Mr. Grumpy has a mood bar. If it drops to zero, he gives up and says, “I need a vacation...”
- Item Combat (Fighting): Mr. Grumpy throws rotan (ruler), while the player throws back banana peels and paper planes.
- Rage Mode: Towards the end, he rages and is about to lose his mind. Defeat a large(r) version of him which attacks faster and deals more damage.
- Hand Over an Excuse Letter: Use a fake excuse letter to convince Mr. Grumpy by pretending the student being late was due to an emergency
Game Inspirations
I did some research on existing games to get inspiration and reference on the gameplay and game mechanics that I could also incorporate into my game.
I did some research on existing games to get inspiration and reference on the gameplay and game mechanics that I could also incorporate into my game.
Game Reference #1 - Rayman Legends
Rayman Legends is a 2D platform game, and the fifth major game in the Rayman series. Rayman and his friends, Globox and the Teensies, must embark on an epic journey to save their friends and restore peace to their whimsical world.
Relation to Game
Each level has different creatures and traps that have to be overcome to achieve the final objective. Some stages also have time constraints which is similar to the gameplay. Rayman Legends uses the same elements to avoid obstacles by jumping, dodging, and sliding. It’s a very quirky and fast-paced action game which matches the tone of this game too.
Game Reference #2 - Subway Surfers
Jake is a graffiti artist who is caught tagging a subway train by an inspector and his dog. To escape, Jake runs through the subway system, dodging trains and obstacles while collecting coins and power-ups.
Relation to Game
There are similar chase aspects of Subway Surfers, where players must dodge obstacles and outrun a pursuer. The fast-paced running vibe mirrors the second section of the game, instead of running in railways it's running through the school hallway. There are also similar controls such as jumping and dodging to navigate obstacles and hazards on the area which is similar to the gameplay too. Instead of trains, barriers, etc., there are water spills, banana peels, chairs, tables, and even hall monitors.
Game Reference #3 - Hello Neighbour
Hello Neighbor is a stealth-horror game where the player sneaks into their suspicious neighbour’s house to uncover a secret hidden in the basement. AI neighbour learns from the player’s actions (e.g. frequently used hiding spots or preferred entry points) and adjusts his behavior to make it harder to succeed.
Relation to Game
The game focuses on the stealth mechanics. When players sneak, they have to avoid detection by the AI neighbour. Similarly to this game, Hello Neighbour has a feature where getting caught means triggering a chase. If caught, the neighbour will chase the player, forcing player to find a quick escape. Instead of a neighbour, being caught means getting chased by the teacher.
Art Inspirations/ Visual References
These are some art and visuals that I took as inspiration for how my game will look and to use as reference to get the overall vibe of the game.
Moodboard
Character Art Style
A cute and simple illustration style, with a flat illustration style
Main Character Inspiration
A student with a messy outfit/ uniform which was put on in a rush because he was late
Enemy
A short grumpy teacher with an angry/ annoyed looking face from late students
UI
Simple, flat illustration style for UI design to match the school theme
Items
Items like paper planes and homework for attacking, and desks and puddles as a trap
Background
Places in the school (e.g. classroom, hallway for the chase, front yard for sneaking)
Fig. 3.7 Game Background Design Reference, Week 5 (20/10/2024)
Design Sketches
Based on the visual references I collected, I started making some rough sketches of the character and the environment as well. These are just a brief idea of how the game would look.
Main Character
Main Character
An average high school student who is running late to class. He somehow manages to avoid detention by the skin of his teeth. Whether by hiding to avoid being caught or throwing paper planes and his leftover banana lunch to distract hall enemies. He wakes up late to class one day, and quickly puts on his uniform, looking barely presentable for school. While he looks like a troublemaker and doesn’t care about school rules, he is motivated to have a spotless ‘no detention’ record.

Fig. 4.1 Character Sketches, Week 5 (20/10/2024)
Enemy (Hall Monitors)
These are different types of hall monitors with different levels, powers, speeds, etc which can be distinguished by their uniforms. However, there may be too many variations which can cause players to become overwhelmed.
These are different types of hall monitors with different levels, powers, speeds, etc which can be distinguished by their uniforms. However, there may be too many variations which can cause players to become overwhelmed.
Rookie Monitor
A first day on the job hall monitor who is a lot more forgiving to late students
Head Monitor
The more experienced monitor who roams the hallways waiting to catch late students
Teacher’s Pet/ Prefect
The teacher’s pet. Catching late students is their favourite hobby
Environment Design
This was my initial idea of how the game would look, however, after thinking about it, it is not a 2D platformer game. Creating this scene would take 3D modelling perhaps(?) While still do-able as taught in class, it seems more difficult to build, create and code this.
Fig. 4.3 Initial Environment Sketches, Week 5 (20/10/2024)
These are the environment sketches I did after rethinking about the game design. It would be a flat-style illustration. I also incorporated some drawings of how the actions would look like in the game.
Fig. 4.4 Environment Sketches, Week 5 (20/10/2024)
Final Task 1: Game Design Document
Fig. 5.1 Final Game Design Document, Week 5 (21/10/2024)
Fig. 5.2 Final Game Design Document - Slides, Week 5 (21/10/2024)
Presentation Video
Click here for the final presentation on YouTube!
Fig. 5.3 Final Game Design Document - Presentation Video, Week 5 (21/10/2024)
FEEDBACK
WEEK 4
The first and second game ideas are alright, you can choose between the first two. The third game idea will be difficult to create since there will be a lot of backend coding. The first one is the most interesting/ fun to develop. You can make the student fight using a paper airplane.
The first and second game ideas are alright, you can choose between the first two. The third game idea will be difficult to create since there will be a lot of backend coding. The first one is the most interesting/ fun to develop. You can make the student fight using a paper airplane.
Since you have already shown your 3 game ideas, you can just present the chosen game for the submission. Flowchart is not needed, maybe some sketches are good enough.
REFLECTION
Experience
My experience with this assignment thus far has been pretty alright. It was fun to think of a game I would like to develop and work on that idea. Being required to think of an different game ideas and elements, I used my knowledge of existing games I knew and tried to incorporate them into my 3 game ideas. It feels a little intimidating knowing that later down the line we will have to create everything from scratch but it's fineeeee that's future me problem. When doing the proposal, I tried to keep everything as minimal as possible so as to not overwhelm the players and myself when I make the game, keeping in mind we only have a few weeks to do so.
Observations
I observed that by writing out our game proposal document, we can truly see the scope of our project and plan everything out in a way that is easy to understand. I also observed that putting in visual reference and game references help get a better understanding of how the game would look like and work. For example, from the game references, I can use the mechanics I learnt from analysing those game and implement a similar thing to mine.
Findings
Comments
Post a Comment