GDES 3B70 Game Design: Conceptual and Visual Approaches Converting Digital to Physical: Board Game Proposal Group Members: Damien Ko Romain Tesson Justin Wong
Breaking It Down ASSASSIN’S CREED
Breaking It Down ASSASSIN’S CREED Types of Analog Games: - Abstract Strategy Games ie. Chess, Reversi - German Styled Games ie. Settlers of Catan, Puerto Rico - Roll & Move Games ie. Monopoly, Game of Life - Party Games ie. Game of Things, Taboo
Breaking It Down ASSASSIN’S CREED Types of Analog Games: - Abstract Strategy Games ie. Chess, Reversi - German Styled Strategy Games ie. Settlers of Catan, Puerto Rico - Roll & Move Games ie. Monopoly, Game of Life Abstract German Styled Roll & Move Players must compete to become the most infamous - Party Games ie. Game of Things, Taboo assassin in town through the assassination of their targets.
Breaking It Down ASSASSIN’S CREED Types of Analog Games: - Abstract Strategy Games ie. Chess, Reversi - German Styled Strategy Games ie. Settlers of Catan, Puerto Rico - Roll & Move Games ie. Monopoly, Game of Life Abstract German Styled Roll & Move Scavenging Gameplay elements - Missions/Objectives Players must compete to become the most infamous - Party Games ie. assassinations ie. Game of Things, Taboo assassin in town through the assassination of their - Narrative & Setting targets. ie. Assassin’s Creed universe - “Checkpoints” - “Memory Logs” - Gameplay twists/elements ie. stealth, ambushes, retreating - Multiplayer (AC Brotherhood)
Process ASSASSIN’S CREED
Process ASSASSIN’S CREED
Process ASSASSIN’S CREED
Deliverables ASSASSIN’S CREED Elements Needed: - Content - Purpose - Game Components - Game Rules - Game Mechanics
Elements Needed: - Content Introduction - Purpose - Game Components - Game Rules - Game Mechanics
Purpose ASSASSIN’S CREED Elements Needed: - Content Game Goal - Purpose Players must compete to become the most infamous - Game Components assassin in town through the assassination of their - Game Rules targets. - Game Mechanics The first assassin to gain 100 “Target Points” and make it back to the headquarters, wins.
Dicetodetermineassassinationoutcomes. • • Obstaclemarkersthathavethesameamountof“Experience PlasticpiecestopropupcardsatadesignatedCheckpoint. • Padsofpapertohide/recordmovementhistory,“Experience” • Abarwithatrianglemarkerthatisopenlyvisibletoother • Coloredmarkerstoshowplacementofcheckpoints. 3zoned“Mercenary”cards/+2“Experience”pointsfor • • 3“Mercenary”cards/+1“Experience”pointsforonefjght • 6“BlownCoverorDetour”cards/Tracemovesback3 • 4“Ambush”cards/-20“Target”pointsfrom“Memory • Cardslabeledfrom1to100thatsignifywhereamarkerwillbe • Cardsthatidentifythetargetname,his“ExperiencePoints”and • 4distinctivefjgurinestoidentifydifferentplayers • Amapwherethegameisplayed. • Game Components ASSASSIN’S CREED Elements Needed: 1 Map board 4 Assassin markers - Content 40 “Target” cards - Purpose his “Target Points” 100 “Checkpoint” cards - Game Components placed on map - Game Rules 40 “City Patrol” cards - Game Mechanics Points” as the assassin it encounters. There are no “Target Points” to be gained from killing it. 40 “Marker” pieces 4 “Memory Logs” points and “Target Points.” 4 Experience Meters players to show how many “Experience” points the assassin has. 16 “Chest” markers 16 “Chest” cards one fight in a region anywhere steps. Log”. 5 rolling die
Dicetodetermineassassinationoutcomes. • • Obstaclemarkersthathavethesameamountof“Experience PlasticpiecestopropupcardsatadesignatedCheckpoint. • Padsofpapertohide/recordmovementhistory,“Experience” • Abarwithatrianglemarkerthatisopenlyvisibletoother • Coloredmarkerstoshowplacementofcheckpoints. 3zoned“Mercenary”cards/+2“Experience”pointsfor • • 3“Mercenary”cards/+1“Experience”pointsforonefjght • 6“BlownCoverorDetour”cards/Tracemovesback3 • 4“Ambush”cards/-20“Target”pointsfrom“Memory • Cardslabeledfrom1to100thatsignifywhereamarkerwillbe • Cardsthatidentifythetargetname,his“ExperiencePoints”and • 4distinctivefjgurinestoidentifydifferentplayers • Amapwherethegameisplayed. • Game Components ASSASSIN’S CREED Elements Needed: 1 Map board 4 Assassin markers - Content 40 “Target” cards - Purpose his “Target Points” 100 “Checkpoint” cards - Game Components placed on map - Game Rules 40 “City Patrol” cards - Game Mechanics Points” as the assassin it encounters. There are no “Target Points” to be gained from killing it. 40 “Marker” pieces 4 “Memory Logs” points and “Target Points.” 4 Experience Meters players to show how many “Experience” points the assassin has. 16 “Chest” markers 16 “Chest” cards one fight in a region anywhere steps. Log”. 5 rolling die
Dicetodetermineassassinationoutcomes. • • Obstaclemarkersthathavethesameamountof“Experience PlasticpiecestopropupcardsatadesignatedCheckpoint. • Padsofpapertohide/recordmovementhistory,“Experience” • Abarwithatrianglemarkerthatisopenlyvisibletoother • Coloredmarkerstoshowplacementofcheckpoints. 3zoned“Mercenary”cards/+2“Experience”pointsfor • • 3“Mercenary”cards/+1“Experience”pointsforonefjght • 6“BlownCoverorDetour”cards/Tracemovesback3 • 4“Ambush”cards/-20“Target”pointsfrom“Memory • Cardslabeledfrom1to100thatsignifywhereamarkerwillbe • Cardsthatidentifythetargetname,his“ExperiencePoints”and • 4distinctivefjgurinestoidentifydifferentplayers • Amapwherethegameisplayed. • Game Components ASSASSIN’S CREED Elements Needed: 1 Map board 4 Assassin markers - Content 40 “Target” cards - Purpose his “Target Points” 100 “Checkpoint” cards - Game Components placed on map - Game Rules 40 “City Patrol” cards - Game Mechanics Points” as the assassin it encounters. There are no “Target Points” to be gained from killing it. 40 “Marker” pieces 4 “Memory Logs” points and “Target Points.” 4 Experience Meters players to show how many “Experience” points the assassin has. 16 “Chest” markers 16 “Chest” cards one fight in a region anywhere steps. Log”. 5 rolling die
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