Posted September 30, 2021 by MisterSpectre
#game #design #game design #project #proposal #project proposal #game design project #game design project proposal #design practice #game practice #project practice #dev log #dev #log
Introduction
Another week, another dev log. This one in particular I'm quite excited about. The research that I did last week is now taking shape as a comprehensive game design, or at least the beginning stages of one. A project proposal is essentially a baseline game design document. This might be the first design document you ever make for a project. I'm a huge fan of passion driven projects, seeing the excitement and motivation in people that work on projects they really care about is always great. A project proposal, to me, is a way to express the passion you have for your project to prospective employers, coworkers, and investors. But it can't just be you rambling on about a game concept you care about, you need to show your experience and knowledge. You need to showcase creativity, empathy, authenticity, and capability. You need to show you know how to make a fun game that people will want to play.
Project
My game concept for my proposal is called "Form: A Fitting Adventure" it's a tale about sexual orientations and identities that are challenged by societal norms, standards, and procedures. I chose this topic in particular because of both my interest in it and its relevance to my personal life. I want to do this issue justice and spread some light onto it that's both educational and entertaining without compromise. The main narrative goal of the game is trying to instill a feeling of reluctance to change in order to fit through different passages in the game. The more the player compromises to change from what they wanted to start with, the weirder the world gets. The world becomes more estranged and dangerous as they change away from their start more and more. There is a system I want to call "fluidly dynamic" where the tides can shift in any direction. Once the flow has been pushed too far one way, the player would get swept into that direction and face the end of that journey. In order to keep the player from feeling too anxious over their choices, they're giving the option to restart rapidly from any point in the game, keeping their accumulated items and currency. They also unlock their map as they progress through areas which persists into different playthroughs. I've taken a lot of inspiration from Kirby & the Amazing Mirror (2004) and Blaster Master (1988). I think the experience of both games sum up what I'm trying to accomplish with Form.
Proposal
The proposal itself is a 3 page document, not including the title page. Every element of it needs to be clear and concise. Leaving too many details up to interpretation might set expectations for a project that may not be what you intended. However, overloading the document with too much information makes it hard to absorb. No one wants to read a wall of text (this dev log gets a free pass because I get to express my thoughts about what I did here). It's important to find formatting that helps retain as much information as possible, helps important points flow from one to the other, and doesn't hurt the eyes of the readers. As you might imagine, this whole balance is little challenging. But, practice makes perfect. I've considered a few ways to write up a proposal, and I've boiled it down to a sequence of steps. Again. Sue me; I like step-by-step instructions:
Step 2 there got pretty bulky, but it's also the core of the document. Step 1 is very important, but it's meant to set you up so that you're ready to start a proposal.
Conclusion
I'm definitely motivated and passionate about this project. Working through these last two dev logs really helped me put my whole process into perspective. I'm excited to present this proposal to my peers and I'm excited to hear their feedback. I think people will like Form. I might not have done it justice in this dev log, but there will be more of it to talk about in the future. I learned a lot about design document designing and I think it's only going to strengthen my practices as a designer.