Excerpts from a Design Doc
(mostly just the interesting parts)
Writing fiction is fun, but design documents are an entirely different beast.
In concept, you should be able to create the entire game using this document, though their specificity and format can vary wildly.
I had a role in the greater creative direction of the game, so this was an invaluable learning experience. Here’s some of the highlights, as well as some of the earliest concept art by the extremely talented Julia Cory. (see all her amazing work at juliacory.com)
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I was given a fairly loose premise:
A dungeon diving game about wizards.
There is a distinct suite of magical “classes'' with a detailed magic leveling system.
The magic system is powered via dynamic tattoos on the user’s body.
So, without further ado:
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Untitled Wizard Game
Game Concept/Back of the Box
The game is a 3rd person ARPG (Action roleplaying game) about dungeon diving, loot hoarding, magic, and frenetic, stylish combat that focuses on movement and spellcasting.
Jump into a humorous, vibrant world where the only thing left of the long forgotten gods is their temples, tombs, traps, and treasure! As you and your eclectic band of wizard friends recklessly smash your way through a diverse range of dungeons, nab yourself some ancient relics to exploit, gold to spend, and (most importantly), the mysterious runes you can use to further your magical abilities.
Story Overview
The main character (working name “Alexandra”) lives in a world where all magic is regulated by the enigmatic High Council. As a child, she has dreams of becoming a powerful mage. Disastrously, those dreams are crushed; the council rejects her application to learn magic in the hallowed halls of their mountain top castle. (Real dramatic stuff.)
But Alexandra’s dreams are rekindled when she encounters a group of outliers: a ragtag wizard’s guild living in the ruins of a beachside villa.
Instead of learning magic through scrolls and wands, this eclectic menagerie uses the power of ancient runes tattooed onto their bodies.
Alexandria joins the guild just in time to hear about a mysterious new dungeon they’ve discovered. Under-equipped and overly-enthusiastic, she gets a few tattoos, learns a few spells, and charges in headlong. No looking back now! throughout their adventures, the group will discover a sequence of dungeons, each more deadly (and profitable) than the last. Within the dungeons are relics, which explain the story of the “forgotten gods”.
As they gather this lore, they realize that one of these dead gods is trying to return.
Grow with Alexandria and co as they breathe new life into their run-down villa refuge, uncover the mysteries of the mysterious wizards council, and save the world from a powerful enemy: The first forgotten god.
Art and aesthetic Direction
Overview
The game’s goals are to be energetic, dynamic, and definitive, visually and narratively.
Elements will be clearly distinct, using fun and sometimes silly tropes spilling across the fantasy and history. This will prioritize visual recognition over perceived continuity.
Desert pyramids, sprawling castles, spooky gothic graveyards and abandoned subterranean steampunk cities will all be on the docket, while Vikings, wizards, vampires, and undead mummies will all frequently be in the same room (or battlegrounds, as the case may be.)
Each dungeon will have small, defined color pallets. Strong static lighting will accent these elements and direct players' vision as needed.
Magic
Though the roster of magic spells is large, each “school” will have obvious themes. Each element will be associated with certain kinds of player animations and VFX. Smooth vs frenetic, flashy vs subtle, organic vs manufactured, etc.
Character designs
The 10 “main character” guild members are vivid and larger than life, while their antagonists, (The mage’s guild and its High Council), are uniform, save for minimally recognizable features for important characters (A big bushy gray beard, a unique staff, etc).
Dungeon monsters fall somewhere in the middle. Though shapes and movements are distinct, their color pallets and features will be limited to reduce screen muddle and accentuate a real hack-and-slash kind of vibe. Lots of enemies, lots of flow, lots of kills, and lots of loot.
Animations
Animations can be a bit extraneous in the name of style, as most movements will be exaggerated in a stage-show kind of way.
Any character who’s part of in-engine cinematics will have the same generic array of animations. This includes idling, taking up battle poses, being in conversation, and laying sprawled on the ground. Unique additional poses will be added as needed, though this may be deferred to pre-rendered cutscenes. See below.
Cutscenes: In-engine vs pre-rendered
Moments out of player control will be short and snappy, but in cases where too much happens to be characterized by the generic animation set, pre-rendered motion comics will be used. Stylistically, these cutscenes are our time to shine.
Novel and dynamic camera angles, dramatic poses, and conveniently well framed tableaux will dominate these short cutscenes. Think something between a broadway musical and any shonen manga of your choice.
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The following are 2 of my favorite dungeons. Dungeons were to be procedurally generated, though in the initial run, the plot elements would play out in a set seed, and you would unlock a new companion from the guild to join you. On the first run, dialogue throughout would introduce you to each character, and bits of world lore.
It was my goal to have at least one interesting subversion of expectations in every dungeon.
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Example Dungeons: