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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 ASSASSINS CREED Breaking It Down ASSASSINS CREED Types


  1. GDES 3B70 Game Design: Conceptual and Visual Approaches Converting Digital to Physical: Board Game Proposal Group Members: Damien Ko Romain Tesson Justin Wong

  2. Breaking It Down ASSASSIN’S CREED

  3. 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

  4. 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.

  5. 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)

  6. Process ASSASSIN’S CREED

  7. Process ASSASSIN’S CREED

  8. Process ASSASSIN’S CREED

  9. Deliverables ASSASSIN’S CREED Elements Needed: - Content - Purpose - Game Components - Game Rules - Game Mechanics

  10. Elements Needed: - Content Introduction - Purpose - Game Components - Game Rules - Game Mechanics

  11. 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.

  12. Dice฀to฀determine฀assassination฀outcomes.฀ •฀ •฀ Obstacle฀markers฀that฀have฀the฀same฀amount฀of฀“Experience฀ Plastic฀pieces฀to฀prop฀up฀cards฀at฀a฀designated฀Checkpoint. •฀ Pads฀of฀paper฀to฀hide/record฀movement฀history,฀“Experience”฀ •฀ A฀bar฀with฀a฀triangle฀marker฀that฀is฀openly฀visible฀to฀other฀ •฀ Colored฀markers฀to฀show฀placement฀of฀checkpoints. ฀ 3฀zoned฀“Mercenary”฀cards฀/฀+2฀“Experience”฀points฀for฀฀ •฀ ฀ •฀ 3฀“Mercenary”฀cards฀/฀+1฀“Experience”฀points฀for฀one฀fjght฀ ฀ •฀ 6฀“Blown฀Cover฀or฀Detour”฀cards฀/฀Trace฀moves฀back฀3฀฀ ฀ •฀ 4฀“Ambush”฀cards฀/฀-20฀“Target”฀points฀from฀“Memory฀฀ •฀ Cards฀labeled฀from฀1฀to฀100฀that฀signify฀where฀a฀marker฀will฀be฀ •฀ Cards฀that฀identify฀the฀target฀name,฀his฀“Experience฀Points”฀and฀ •฀ 4฀distinctive฀fjgurines฀to฀identify฀different฀players •฀ A฀map฀where฀the฀game฀is฀played.฀ •฀ 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

  13. Dice฀to฀determine฀assassination฀outcomes.฀ •฀ •฀ Obstacle฀markers฀that฀have฀the฀same฀amount฀of฀“Experience฀ Plastic฀pieces฀to฀prop฀up฀cards฀at฀a฀designated฀Checkpoint. •฀ Pads฀of฀paper฀to฀hide/record฀movement฀history,฀“Experience”฀ •฀ A฀bar฀with฀a฀triangle฀marker฀that฀is฀openly฀visible฀to฀other฀ •฀ Colored฀markers฀to฀show฀placement฀of฀checkpoints. ฀ 3฀zoned฀“Mercenary”฀cards฀/฀+2฀“Experience”฀points฀for฀฀ •฀ ฀ •฀ 3฀“Mercenary”฀cards฀/฀+1฀“Experience”฀points฀for฀one฀fjght฀ ฀ •฀ 6฀“Blown฀Cover฀or฀Detour”฀cards฀/฀Trace฀moves฀back฀3฀฀ ฀ •฀ 4฀“Ambush”฀cards฀/฀-20฀“Target”฀points฀from฀“Memory฀฀ •฀ Cards฀labeled฀from฀1฀to฀100฀that฀signify฀where฀a฀marker฀will฀be฀ •฀ Cards฀that฀identify฀the฀target฀name,฀his฀“Experience฀Points”฀and฀ •฀ 4฀distinctive฀fjgurines฀to฀identify฀different฀players •฀ A฀map฀where฀the฀game฀is฀played.฀ •฀ 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

  14. Dice฀to฀determine฀assassination฀outcomes.฀ •฀ •฀ Obstacle฀markers฀that฀have฀the฀same฀amount฀of฀“Experience฀ Plastic฀pieces฀to฀prop฀up฀cards฀at฀a฀designated฀Checkpoint. •฀ Pads฀of฀paper฀to฀hide/record฀movement฀history,฀“Experience”฀ •฀ A฀bar฀with฀a฀triangle฀marker฀that฀is฀openly฀visible฀to฀other฀ •฀ Colored฀markers฀to฀show฀placement฀of฀checkpoints. ฀ 3฀zoned฀“Mercenary”฀cards฀/฀+2฀“Experience”฀points฀for฀฀ •฀ ฀ •฀ 3฀“Mercenary”฀cards฀/฀+1฀“Experience”฀points฀for฀one฀fjght฀ ฀ •฀ 6฀“Blown฀Cover฀or฀Detour”฀cards฀/฀Trace฀moves฀back฀3฀฀ ฀ •฀ 4฀“Ambush”฀cards฀/฀-20฀“Target”฀points฀from฀“Memory฀฀ •฀ Cards฀labeled฀from฀1฀to฀100฀that฀signify฀where฀a฀marker฀will฀be฀ •฀ Cards฀that฀identify฀the฀target฀name,฀his฀“Experience฀Points”฀and฀ •฀ 4฀distinctive฀fjgurines฀to฀identify฀different฀players •฀ A฀map฀where฀the฀game฀is฀played.฀ •฀ 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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