Game Design document and Presentation
Too much text and not enough visual language in the presentation
We're supposed to be able to describe our ideas visually with mood boards themes and artwork.
We're supposed to be able to describe our ideas visually with mood boards themes and artwork.
Bullet points would help instead of long walls of text, consolidating written word and clarifying that with spoken.
Combine the imagery with the idea, maybe make a short slide-show for how things work, weave the mechanics of the game into the presentation. Suggestion: assign several slides for a step-by-step walk through of how a particular mechanic works.
Trial and error with the sweetspot for information vs imagery - really all i knew was that i have too much text and not enough imagery. Next time I'll try to prioritise images and have as few bullet points as possible.
Highlight what makes interogation unique, as well as that we completely forgot to mention how the AI behaves, maybe more on the costumes.
We need to thoroughly examine what we've talked about and make sure we don't miss anything so the whole idea is communicated.
We need to thoroughly examine what we've talked about and make sure we don't miss anything so the whole idea is communicated.
Peer feedback would help, showing our presentation to other groups so they can give us suggestions on how to improve it for the final viewing.
Try to aim for more new and interesting game ideas as opposed to tried and tested ones, be more adventurous in the genre we work on in the future. Try to push the idea of what games can be and that will insight interest in our work.
Be less risky when it comes to the contextualisation of the game.
Synopsis and creative writing could have improved the level explanation as opposed to the very straight forward and functional description of each level I wrote.
Add depth and story to this sort of thing in the future.
Add depth and story to this sort of thing in the future.





