DUNGEON
MUSEUM
Studio Platypus
Team
Harry He
Programmer, Designer
Yihua Pu
Designer (Combat), Sound Designer, artist
Producer
Sy Suo
Jia Wang
Artist. Producer
Yue Wang
Programmer
Ryan Wu
Artist, Designer (Level)
Faculty
Advisors
Chris Klug
Ricardo Washington
Subject Expert
Steve Garvin:
Sr. Creative Director @ Scopely Games
One of US’s leading mobile game companies
Pre-Production Goal
Game Overview &
Example Game Loop
Free To Play Game Features
Art and Narrative
What We Have Accomplished So Far
02
03
05
Pre-Production Goals
DESIGN a Free-to-play Mobile Game
MAKE a playable, greybox Demo that demonstrates the “X” of the game
2.
1.
|
DESIGN
DEMO
What is the “X”
The Core Game Feel and Loop that makes the game different from other games.
Deliverables
DESIGN
DEMO
DESIGN
DEMO
+
DUNGEON MUSEUM
02
Game Pitch
Our Game Idea
At night, you explore various dungeons (by player choice) to obtain treasures
At day, you run an abandoned museum that host and sell the treasures
02
|
DESIGN
*Art created via Mid Journey
*Art from Delver the Game
First Person Perspective:
Player goes to the ancient dungeon
Fights various dungeon guardians by swing a sword and dashing round the space
Finds a chest that stores a legendary weapon
Returns back to the museum
In an example loop (Dungeon)
DESIGN
DEMO
*Art from Delver the Game
Angled Top-down View:
Player brings back the legendary weapon and choose to (1/3 options):
In an example loop (Museum)
*Art created via Mid Journey
DESIGN
DEMO
Our “X”
Maneuver-oriented, fast paced first person combat
+
Collect Treasures and Manage them
FREE TO
PLAY
03
Free to Play Game Features
Free-to-play Game
03
|
IS
IS NOT
We Are Designing A Free-to-play that is:
Short Loop
Plays 10-15 minutes a day/a session
DESIGN
We Are Designing A Free-to-play that is:
Progressional Reward
Short Loop
Progression with Weapons, Armors, Maps, Player Status
Plays 10-15 minutes a day/a session
DESIGN
We Are Designing A Free-to-play that is:
Progressional Reward
Short Loop
X Feature Combat
Progression with Weapons, Armors, Maps, Player Status
Plays 10-15 minutes a day/a session
A fast First Person combat that requires the player to maneuver the space with dash
DESIGN
We Are Designing A Free-to-play that is:
Progressional Reward
Short Loop
Player Own Goals
X Feature Combat
Progression with Weapons, Armors, Maps, Player Status
Plays 10-15 minutes a day/a session
Player establishes own goals to drive the progression of the game
A fast First Person combat that requires the player to maneuver the space with dash
DESIGN
We Are Designing A Free-to-play that is:
Progressional Reward
Short Loop
Fast Combat
Player Own Goals
Progression with Weapons, Armors, Maps, Player Status
Plays 10-15 minutes a day/a session
A fast First Person combat that serves the above time frame
Player establishes own goals to drive the progression of the game
DESIGN
Do not worry!
We are not making the whole game!
Pre-Production Goal
DESIGN a Free-to-play Mobile Game
MAKE a playable, greybox Demo that demonstrates the X of the game
2.
1.
|
DESIGN
DEMO
Pre-Production Goal
DESIGN a Free-to-play Mobile Game
MAKE a playable, greybox Demo that demonstrates the X of the game
2.
1.
|
DESIGN
DEMO
Our Demo Deliverables Include
A Game Loop that demonstrates:
DEMO
Game Setting
and Art
04
Narrative
In a Medieval Fantasy World,
The player is an experienced Treasure Hunter who hunts artifacts in ancient dungeons, protected by ancient guardians.
DESIGN
The king gave the player an abandoned museum to store these ancient artifacts and appointed a co-manager, Evelyn, to run the museum together with the hunter.
The King
Evelyn, the Co-Manager
*Art created via Mid Journey
DESIGN
The guardians in the ancient dungeons are defensive against those who step into the dungeons.
Fire Guardians
Wood Guardians
Environment Sketch
DESIGN
Art Style and Game Tone
Mid-core + Serious
Character Exploration: Evelyn
DESIGN
Character Exploration: Protagonist
DESIGN
Character Exploration: Protagonist & NPCs
DESIGN
Environment Exploration
DESIGN
Guardian Exploration
DESIGN
Art Tool: Smack Studio
DEMO
What We Have
Accomplished So Far
05
What we have accomplished so far:
What we have accomplished so far:
Core Loop Design
DESIGN
What we have accomplished so far:
Player Want Flowchart
DESIGN
Player Want Flowchart
DESIGN
What we have accomplished so far:
Game Progression
DESIGN
What we have accomplished so far:
Game Economy
DESIGN
Game Economy
DESIGN
What we have accomplished so far:
Maneuver-oriented, fast paced combat.
Keep players on their toes.
Combat Philosophy for the X Feature
Combat Design Document
Player Attack and Dash
Combat Design Document
Combat Design Document
DESIGN
Combat Design Document
DESIGN
Player Attack and Dash
Player Stamina and Armor
Combat Design Document
Combat Design Document
DESIGN
What we have accomplished so far:
DESIGN
DEMO
Player UI/UX
What we have accomplished so far:
DEMO
First Person Combat Demo
Development Timeline
Summary:
Production Goal
DESIGN a Free-to-play Mobile Game
MAKE a playable, greybox Demo that demonstrates the “X” of the game
2.
1.
Q&A