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DUNGEON

MUSEUM

Studio Platypus

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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)

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Faculty

Advisors

Chris Klug

Ricardo Washington

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Subject Expert

Steve Garvin:

Sr. Creative Director @ Scopely Games

One of US’s leading mobile game companies

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Pre-Production Goal

Game Overview &

Example Game Loop

Free To Play Game Features

Art and Narrative

What We Have Accomplished So Far

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03

05

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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

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What is the “X”

The Core Game Feel and Loop that makes the game different from other games.

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Deliverables

  • Design Documentation
  • Playable Demo

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DESIGN

DEMO

DESIGN

DEMO

+

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DUNGEON MUSEUM

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Game Pitch

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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

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DESIGN

*Art created via Mid Journey

*Art from Delver the Game

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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

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Angled Top-down View:

Player brings back the legendary weapon and choose to (1/3 options):

  • Upgrade the weapon to use in dungeons
  • Display the weapon for daily revenues
  • Sell it to NPCs for a higher gain

In an example loop (Museum)

*Art created via Mid Journey

DESIGN

DEMO

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Our “X”

Maneuver-oriented, fast paced first person combat

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Collect Treasures and Manage them

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FREE TO

PLAY

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Free to Play Game Features

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Free-to-play Game

  1. Free to Play
  2. No Ending
  3. Daily Missions
  4. A Game Loop for Retention
    1. Play for months - years
  1. An X hours linear experience with a set ending / endings
  2. Missions driven by story / narrative

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IS

IS NOT

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We Are Designing A Free-to-play that is:

Short Loop

Plays 10-15 minutes a day/a session

DESIGN

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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

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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

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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

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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

  • Collect weapons
  • Get higher status
  • Decorate the Museum and feel important in the world (NPC feedback)
  • Explore more spaces
  • Be stronger at killing dungeon guardians

DESIGN

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Do not worry!

We are not making the whole game!

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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

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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

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Our Demo Deliverables Include

  1. Feature Complete, First Person Combat (Grey Boxed Demo) that shows the X Feature
  2. Interactable UI that allows progressional crafting
  3. Customizable museum object placement

A Game Loop that demonstrates:

DEMO

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Game Setting

and Art

04

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Narrative

In a Medieval Fantasy World,

The player is an experienced Treasure Hunter who hunts artifacts in ancient dungeons, protected by ancient guardians.

DESIGN

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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

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The guardians in the ancient dungeons are defensive against those who step into the dungeons.

Fire Guardians

Wood Guardians

Environment Sketch

DESIGN

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Art Style and Game Tone

Mid-core + Serious

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Character Exploration: Evelyn

DESIGN

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Character Exploration: Protagonist

DESIGN

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Character Exploration: Protagonist & NPCs

DESIGN

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Environment Exploration

DESIGN

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Guardian Exploration

DESIGN

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Art Tool: Smack Studio

DEMO

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What We Have

Accomplished So Far

05

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  • Core Loop Design
  • Player Want Flowchart
  • Game Progression
  • Game Economy
  • Combat Design Document
  • Player UI/UX
  • First Person Combat Demo

What we have accomplished so far:

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  • Core Loop Design
  • Player Want Flowchart
  • Game Progression
  • Game Economy
  • Combat Design Document
  • Player UI/UX
  • First Person Combat Demo

What we have accomplished so far:

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Core Loop Design

DESIGN

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  • Core Loop Design
  • Player Want Flowchart
  • Game Progression
  • Game Economy
  • Combat Design Document
  • Player UI/UX
  • First Person Combat Demo

What we have accomplished so far:

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Player Want Flowchart

DESIGN

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Player Want Flowchart

DESIGN

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  • Core Loop Design
  • Player Want Flowchart
  • Game Progression
  • Game Economy
  • Combat Design Document
  • Player UI/UX
  • First Person Combat Demo

What we have accomplished so far:

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Game Progression

DESIGN

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  • Core Loop Design
  • Player Want Flowchart
  • Game Progression
  • Game Economy
  • Combat Design Document
  • Player UI/UX
  • First Person Combat Demo

What we have accomplished so far:

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Game Economy

DESIGN

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Game Economy

DESIGN

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  • Core Loop Design
  • Player Want Flowchart
  • Game Progression
  • Game Economy
  • Combat Design Document
  • Player UI/UX
  • First Person Combat Demo

What we have accomplished so far:

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Maneuver-oriented, fast paced combat.

Keep players on their toes.

Combat Philosophy for the X Feature

Combat Design Document

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Player Attack and Dash

Combat Design Document

Combat Design Document

DESIGN

Combat Design Document

DESIGN

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Player Attack and Dash

Player Stamina and Armor

Combat Design Document

Combat Design Document

DESIGN

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  • Core Loop Design
  • Player Want Flowchart
  • Game Progression
  • Game Economy
  • Combat Design Document
  • Player UI/UX
  • First Person Combat Demo

What we have accomplished so far:

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DESIGN

DEMO

Player UI/UX

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  • Core Loop Design
  • Player Want Flowchart
  • Game Progression
  • Game Economy
  • Combat Design Document
  • Player UI/UX
  • First Person Combat Demo

What we have accomplished so far:

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DEMO

First Person Combat Demo

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Development Timeline

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Summary:

Production Goal

DESIGN a Free-to-play Mobile Game

MAKE a playable, greybox Demo that demonstrates the “X” of the game

2.

1.

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Q&A