In all, we now have the idea done! But most importantly, we began to delegate the work and develop a plan of action for this assignment- we wanted each person in the group to do the work they were most interested in so that we could get the GDD developed as efficiently as possible whilst ensuring everybody was passionate about there work.
However, to me, it's incredibly important that the GDD is consistent, both in content and in visuals. So whilst developing my own pages for the GDD, I am to take everyone's work and organize it into a great looking design document. Hopefully, that's not too big of an undertaking considering the work for the other modules I have to complete.
This is where micro deadlines are incredibly important I'll get my work done and nail the visuals, but if David and Nicolas haven't got their work done by a time suitable for me, I simply won't have time to implement their work into the polished document. Regardless, the plan of action is below.
DAVID BARKER
- The Story
- Game play
- Game Flow
- Characters
NICOLAS PISKORSKI
- Controls
- Main Game play Concepts
- Game play
- Interface
- Front Page
- Contents Page
- The Mechanics
- Enemies and Bosses
- Digital Strategy / Competition
- Selected Game Engine
Yes, I do have the most workload, but I always like to set ambitious goals so that I can progress as both a student and a Game Designer. In addition, I love the practical side of games design, so developing the visual style of the GDD is important to me, I feel that itself can be a great way to communicate a theme, concept or individual idea. When it comes to the visuals, I'm going to go for some form blue palette, with a formal theme, whist implementing some form of natural imagery to evoke a totalitarian force in the future that deals with genetic evolution.
Hopefully it will turn out great! I'm going to get started now.
NEXT POST: GDD: PROGRESS 28/03/2013
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