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GAME CONCEPT – Aquarium Example + Free Downaload Game Design Document (GDD)


Game Design Document (GDD) is a document that contains detailed information about a game to be developed. This document was created with the aim of facilitating collaboration between game developer members starting from Game Designers, Game Artists, Sound Engineers, Game Testers and Software Engineers. The creation of GDD began at the pre-production stage and was intended for internal parties (the game development team itself) and external parties (publishers and investors). During the game development process, GDD will be developed to be more complex so that it can be used as a guide in developing the game. The absence of standardized game development documentation resulted in many variations of the GDD format. Of the variations that exist, not all of them are able to accommodate the needs of game development team members. This paper was written to present the results of research on what elements are needed to make a good GDD so that it can accommodate the needs of all members of the game development team.

GAME CONCEPT – Aquarium

This is a concept overview of the mobile game, Aquarium.

Quick overview

  • The game is 2D, concept similar to Insaniqarium.
  • Player represents Fish Breeder. He owns an aquarium in which he/she needs to grow different types of fish and sea creatures.
  • The goal of the game is to regularly feed the fish so they can grow and unlock more advanced types of sea creatures, making as much cash as possible.
  • All players start with the same amount of cash and no fish or other creatures are in the fish tank. The player will get a small amount of starting cash so he/she can buy 1 or 2 fish in the tank. This is the starting point.
  • There are levels, each level is completed if the player completes the requirements that the level asks for. The completion of a level unlocks the player a new type of fish/creature.
  • All the fish have a progress. After every food received, the fish makes a small progress and eventually will grow bigger.
  • To drop a food into the tank will cost some amount of cash. The food can be upgraded and will be different after every upgrade. As the player upgrades the food, the cost of dropping the food will be bigger, but also the benefits of the food will be bigger.
  • After the player drops food, there is a cooldown timer. The player can't drop food until the timer is done.
  • After a certain time the fish drops coins that the player receives and can be used to upgrade or buy another fish in the tank. As the fish grows bigger, it drops a slightly larger amount of coins.
  • The player can upgrade the fish tank. The game starts with a small fish tank, and after every upgrade the size becomes bigger. The upgrading of the tank is beneficial because it will unlock new sea creatures to the player, like sea shells, crabs etc.

Levels and requirements

There should be 5-7 levels in the game. Each level has its own minimum requirements to be completed before proceeding to the next level. For example:
  • Level 1: Minimum 4 fish bought (tier 1) and minimum 1000$ made.
  • Level 2: Minimum 5 fish bought (tier 1) and 2 fish bought (tier 2) and minimum 2500$ made.
  • Level 3: Minimum 5 fish bought (tier 1), 3 fish bought (tier 2) and 1 fish bought tier 3. Minimum 3500$ made.
  • Level 4: Minimum 4 fish bought (tier 1), 2 fish bought (tier 2), 3 fish bought tier 3 and 1 fish bought tier 4. Minimum 6000$ made.
  • Level 5: Minimum 4 fish bought (tier 1), 2 fish bought (tier 2), 3 fish bought (tier 3), 2 fish bought (tier 4) and 2 fish bought (tier 5). Minimum 10 000$ made.
After each level is completed, the next tier fish is presented to the player with little information about it.

Multiplayer mode

  • The multiplayer mode gives the player an option to invite friends and join forces to complete levels in cooperative mode. The cooperative mode is similar to the singleplayer mode, where the players have to upgrade their fish tanks and fish. But the cooperative mode is different because there are multiple fish tanks and the players must coordinate and control the fish, feed the fish and make upgrades in more than one fish tank.
  • The players star their own Fish Gallery. This means that the players are building a store with multiple fish tanks and people pay to come and watch those fish tanks. Other than regular cash income from the tanks, the players will receive cash from the tickets that people buy.
  • The player possibly can decorate the Fish Gallery. This means different signs, different fish tanks and different capacity upgrades. Same as the levels in the single player mode, there are certain objectives to be completed. For example, for some level there would be an objective to raise enough cash to upgrade the space and capacity in the Gallery.
  • An implementation of shop is possible, where the players can spend real life money to buy different decorative stuff for the gallery.
  • The player can visit other people's galleries and compete with their decorative galleries. Monthly competitions can be held, where all can participate with their gallery and people by voting for the best gallery with the best fish and decorativity.
For Details Information You Can Download Here
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You decided to create a new game. It can be a board game, video game, mobile, PC or even Virtual Reality. All require a clear production process and working with a team of programmers, artists, animators, musicians etc. As in any other product development process, to successfully reach the finish line, you need a detailed plan.

The design document gets you from an early concept idea for a wonderful new game into something that team members can work with. With this document each member is able to evaluate the costs required from their side. And this makes GDD the next step for you (before even looking for a development team).

Full document covers

  1. Game menu screens, a UX design of each, and a screen flow map.
  2. Core gameplay mechanics, describing: player, challenges, obstacles, and goals.
  3. User retention elements: reward system, scoring, leveling system, etc.
  4. Level design principles, describing how a novice gamer will learn the mechanics, and how an expert gamer will enjoy sticking around

I have been a game designer for almost 10 years, and released about 5 game titles I designed. Also worked on 15 other games showcased on big stages such as: CES, AWE and BETT.

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