Chucky and Dexter

Example Game Pitch + Game Design Doc

Game Design Document

A snapshot of my old GDD for Chucky and Dexter (warts and all) ported from Google Docs to BookStack

Game Design Document

Chucky & Dexter


Chucky & Dexter

Studio: LWTech GAME BAS Cohort #2 (Class of 2020)

PC and Console Game

Built with Unity 2018.3.7f1

Game Design Document

Change Notes


01/24/2019

Game concept and pitch were created: This game was originally pitched as a project for the LWTech GAME BAS 2020 Cohort’s 2D Game Design class. The idea is to have a game that our team of 14 students can produce in about 5 weeks. The idea isn’t particularly complicated or unique, but should be achievable in the allotted time.

02/13/2019

Game ideas were pitched to the class, Chucky & Dexter received the majority vote to be the game we work on for the rest of the quarter.
Began converting the game pitch document from concept material into proper Game Design Document that can be used for development.

02/14/2019

All major areas of the GDD were completed, document was shared with team and opened for comments.

02/20/2019

Fixed a hand full of typos. Clarified some small areas. Improved list of milestones. Added a Sound Design section. Added art director’s style guide to Art Design section. All comments from this week up to this point have been resolved.

02/21/2019

Updated list of sound effects

02/27/2019

Added art director’s color notes to the Art Direction section. Added the list from “Needed Assets For Title Screen.docx” into the GDD under a new “User Interface, Title Screen, and Menu” section.

Game Design Document

High Concept

Chucky & Dexter is a casual two player local co-op puzzle-platformer game. An alternative to violent action-heavy games, it is packed with cute characters, and a light-hearted atmosphere. The game is intended for couch co-op; controls are designed for two Xbox controllers (one for each player), and the visuals and level designs will be large enough to be seen from the couch.

The levels have to be navigated as a team. The core gameplay is platforming similar to BattleBlock Theater. What makes this game different is that the co-op is asymmetrical; both characters have a set of abilities and limitations that compliment one another.

Player One plays as Chucky, a baby elephant who is slow and heavy, can move large obstacles, and can vacuum up objects with his trunk, then chuck them across the level (this includes your co-op partner)

Player Two plays as Dexter, a monkey who is small agile, and dexterous. He can interact with small buttons / control panels, can climb ladders and monkey bars. And can be thrown by Chucky to gain access to far areas of the level.

Together, Chucky and Dexter have to escape the circus while solving small puzzles to get to each new area, and avoiding obstacles, and animal control officers. For our demo we can build 3-5 levels. Each level must be exited by both Chucky AND Dexter via the exit door. The game is over when you complete all of the levels.

Game Design Document

Milestones

Week 0 Milestone (02/13/2019)

Week 1 Milestone (02/20/2019)

Week 2 Milestone (02/27/2019)

Week 3 Milestone (03/06/2019)

Week 4 Milestone (03/13/2019)

Week 5 Milestone (03/20/2019)

Game Design Document

Art Direction

Naming convention: EnvironmentTiles_128x128.png

Art is high-fidelity (AKA not pixel art) sRGB

Environment tiles are 1x1 Unity unit, and 128x128 pixels each.

Art submissions are to be submitted as .png (If Photoshop’s way of handling .png alpha channels causes problems there is an exporter plugin that we can use to fix it.)

For characters, don’t cramp your assets into the 128x128 space, give them room to breath, otherwise natural looking character movements are difficult to achieve.

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Test out the size of the assets in the scene (especially compared to other similar assets) before detailing and or animating.

Art should be drawn at a slight angle, the doorways and characters will look extremely awkward if they are drawn exactly from the side angle

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Game Design Document

Sound Design

Sounds should be cartoony, and should not over-power the music

Music

Title Music
Main theme (Circus / Out in the jungle themed)

Sound Effects

Game Design Document

Controls (And Other Scripts)

Controls are designed with two Xbox controllers in mind.

Common Controls:
Chucky Controls:
Dexter Controls:

Co-Op Camera (keeps both characters framed on screen)

Game Design Document

User Interface, Title Screen, and Menu

Neutral state: The object/menu option is not being hovered over.
Active state: The object/menu option is highlighted (being hovered over but not pressed).
Pressed state: The object/menu option is clicked on (or player presses A while it is highlighted) The active state must be noticeably different from the neutral states.

All Button Assets must be consistent to the size of the largest file! I.e. If your button gets bigger when in the active state, you must save the neutral and pressed state image .pngs so that they have the same pixel dimensions as your active state.

The buttons can look however you and the art director decide, as long as there is one for each state and the states are consistent. I.e neutral states must all be the same color, active states must all be the same color, etc….

Title Screen

Menu Assets
Buttons

Level Select Screen

Level slot refers to an image of the level with some identifier for which one it is. I.e, screenshot of level one with “Level 1” in text below it.

The active state must be noticeably different from the other states

Level assets must consist of levels 1 - 5 and include assets for one named “Tutorial”
Creating fun names that match the theme of each level is acceptable as well, talk to the level designer about that.

Level Screenshots and/or animated gifs (Communicate with Level Designer whenever that is decided)

Menu Assets
Buttons

Options Screen

Menu Assets
Game Design Document

Level Design

Levels are to be built as individual scenes
“Game Handler” types of objects can be set to persist between level loads.

When designing levels consider the number of actions Chunky gets to perform vs the number of actions Dexter gets to perform. They should be as close to equal as possible. Don’t have Dexter doing everything while Chucky sits idle.

Level 1
Level 2
Level 3
Level 4
Level 5

Asset List

Asset List

Index

Characters

Puzzle Elements

Environment

Other

Asset List

Chucky (Player One)

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A baby elephant who is slow and heavy, can move large obstacles, and can vacuum up objects with his trunk, then chuck them across the level (this includes your co-op partner)


Dimensions

Mechanics

Sprites

Asset List

Dexter (Player Two)

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A monkey (not an ape, a monkey) who is small agile, and dexterous. He can interact with small buttons / control panels, can climb ladders and monkey bars. And can be thrown by Chucky to gain access to far areas of the level.

Dimensions

Mechanics

Sprites

Asset List

Animal Control Officer (NPC)

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They aren’t present on every level. When they are present they patrol in predictable patterns and try to stop the animals from escaping.

Dimensions

Mechanics

Sprites

Asset List

Wooden Crates

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Typical video game object, a crate. Sometimes found individually, or stacked. Sometimes they are helpful for climbing, sometimes they are in the way.

Dimensions

Mechanics

Sprites

Asset List

Coconut Tree

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Spawns coconuts when Dexter shakes the top.

Dimensions

Mechanics

Sprites

Asset List

Coconut

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Once it has been shaken loose from its tree, it can be used for throwing at / activating wall buttons.

Dimensions

Mechanics

Sprites

Asset List

Elevator

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An outdoor elevator for lifting elephants. Bare bones / exposed design so you can see Chucky inside of it. Rail is visible behind it so players can tell how high it goes.

Dimensions

Mechanics

Sprites

Asset List

Exit Door, Regular Doors (Gates), Trap Doors

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No puzzle game would be complete without arbitrarily locked doors! These doors have to be activated with a button OR unlocked with a key if they have a lock and chain on them. Mechanically they are all almost identical, both Chucky AND Dexter have to leave through the exit door to complete a level. Trap doors are on the floor and can only be accessed by Dexter.

Dimensions

Mechanics

Sprites

Depending on how the art style develops, the doors could potentially be animated programmatically.

Asset List

Buttons (Floor Button, Wall Button, Control Panel Button)

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Who said we had to be original? Buttons open doors and activate elevators. Each button is paired up with a door (or elevator) by the level designer. Any type of button can be paired up with any type of door (or elevator). The difference is what it takes to activate each button. The Floor Button can only be activated by Chucky standing on it. The Wall Button can only be activated by Chucky hitting it with a coconut. And the Control Panel Button can only be pressed by Dexter.

Dimensions

Mechanics

Sprites

Asset List

Locks and Keys

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Locks and keys are mostly self explanatory. The locks will be chained to the doors, so their art needs to be drawn with that in mind.

Dimensions

Mechanics

Sprites

Asset List

Ladders and Monkey Bars

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Ladders and monkey bars are almost the same, but monkey bars go horizontal. Only Dexter can use these.

Dimensions

Mechanics

Sprites

Both of these tiles can be tiled to create as long of a ladder / monkey bars as needed

Asset List

Background Art

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The background should be done in layers so that it has parallax (check out Ori and the Blind Forest, and Disney's MultiPlane Camera for inspiration) .

Paint Background elements at 3840 x 2160 pixels so they look nice on a 4K monitor

Farthest

Far Background

Background

Gameplay area (extra assets to be created on tiles sheets)

Foreground (on top of the game)