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Game Design Document









Aaron White

Nathan Mepham

Ryan Judge

Table Of Contents



High Concept – Page 3



Game Concept:

Introduction – Page 4

Genre – Page 4

Platform Specifications – Page 4



Game Mechanics:

Core Gameplay – Page 5

Rules – Page 6

Actors – Player Character – Page 6

Actors – Obstacles – Page 7

Actions – Page 8

Behaviours – Page 8

Game Flow – Page 9

Moves – Page 9

Modes Of Play – Page 9

Scoring – Page 10

Life Management – Page 10

Points And Ranking – Page 10

Navigation – Page 11



Interface:

User Interface – Page 12

Game Flow Interface – Page 12



Style:

Style Overview – Page 14

Sound Effects – Page 14

Story Synopsis – Page 14



Level Overview:

Level Outline – Page 16



Options:

Main Menu Options – Page 18

In Game Options – Page 18



Support:

Technical Details – Page 19

Production Team – Page 19

Assets List – Page 19

Breakdown Of The Game – Page 21









Run 2 Game Design Document

“Run is a casual above the line advergame for Adobe Flash that abstractly tells of a runner

travelling through an urban environment towards the adventures of university life.”

– Run High Concept









Run 3 Game Design Document

Game Concept



Introduction



Run is a single player above the line advergame developed for Adobe Flash with an abstract

urban running theme. Players take on the role of a central runner character that represents the

target demographic for the game. Players guide the character on a journey through a

Staffordshire inspired urban environment towards the adventures of university life.



Genre



Run is a run and jump based Flash advergame taking inspiration from popular Flash games

such as Canabalt and Robot Unicorn Attack. It is a game aimed at all audiences, but primarily

at the university target demographic of 16-22 year old prospective students with an interest in

entertainment technologies. The player is in charge of the central character on their journey

towards Staffordshire University, set in an urban environment inspired by the area of Stafford

surrounding the university.



Platform Specifications



The game utilises the Adobe Flash engine and so will have the system requirements for the

Adobe Flash Player. The game requires a PC that is running at a minimum of Intel®

Pentium® II 450MHz, AMD Athlon™ 600MHz or faster processor (or equivalent) with

128MB of RAM and 64MB of VRAM. Microsoft Windows 2000 or above and Microsoft

Internet Explorer 6.0, Firefox 2.x, AOL 9, or Opera 9.5 web browsers are also required as a

minimum. An internet connection and Adobe Flash Player 10 will also be needed.



The game can also be run on a Flash compatible mobile phone, Macintosh and Linux based

systems, but development is primarily aimed and tested for use on a Windows based PC.









Run 4 Game Design Document

Game Mechanics





Core Gameplay



Run is a game created with all audiences in mind, although focusing primarily on the

demographic prospective students to Staffordshire University aged between 16-22 years old.

The game incorporates a fast paced running game with jumping elements in order to

challenge the player. The character jumps a set height and distance but the objects he must

jump over vary in difficulty so with that in mind the players must time their jumps perfectly

in order to complete the game. This allows the game to appeal to a wider market as it can be

picked up and played by almost anyone at anytime, and it also allows players to learn levels

and improve on their previous score allowing for an element of competition.



Within the level are obstacles that need to be overcome using reactions and timing in order to

progress through the game, thus adding complexity and variety to the gameplay. These

obstacles range in size, shape and height reflecting player‟s progress through the level with

starting areas displaying relatively small and easy obstacles so that a player can get to grips

with the speed of the run and height of a jump, and finishing areas have large obstacles in

which a jump has to be timed perfectly to get past.



The main aim for the game is to reach the end of the level and reach for the dreams of the

character and the player by advancing to the adventure of university life.



The game only has a single level in order to serve its purpose of being a casual advergame,

but the level is relatively long in terms of time and builds up momentum to have a high level

of difficulty. The object of the level to get from the start to the finish in the least amount of

time, with the most amount of points. This is a tried and tested formula in both casual Flash

games and high profile racing games. Obviously to make the game more interesting there are

extra elements such as competition through an online scoreboard and merchandising

opportunities that add variety to the gameplay.



Upon the start of the level the player is introduced to the character and is then familiarised

with the speed of the game via a short flat section of terrain. Obstacles are then introduced, as

are pickups which represent merchandise which can be purchased or won at the end of the

game. The player must use the jump button to aid the character in jumping over obstacles and

maintaining momentum from the start of the game until the end of the level, which is

signified by a university building.



The route the player takes is entirely up to them, due to the free flowing nature of the level

design, but the routes have varying difficulties and outcomes. The different routes are

represented by different heights and opportunities appearing on the game screen. The player

avatar can take damage from mistiming a jump and landing on an obstacle or falling down a

manhole. Once the player has taken damage it is counted as game over and the score will be

added to the scoreboard and the game can be restarted from the beginning. This allows

players to learn the level and the game mechanics and adds the replayability of improving on

previous times and scores.



Throughout the level the player will encounter varying pickups which represent Run and

Staffordshire University merchandise, in order to tie the brand to the game and reinforce the





Run 5 Game Design Document

advergame element. The pickups add to the player‟s score and vary in point‟s value adding an

extra gameplay element by adding the risk of pickup collection over finishing the level in a

smaller amount of time.



The player completes the game by reaching the end point which is a university landmark

which transitions into the end screen with scoreboard and replay options.



Rules



Pickups are not required to be collected in order to complete the game successfully. They are

only a means of increasing a player‟s score and eventual position of the high score table.

Pickups are a vital method of reinforcing the brand and marketing messages and relating the

game to Staffordshire University.



The character is locked horizontally to the game screen, with the camera being locked in a

front orthographic view, and so there are limitations as to how far the player can see/access.

This is counteracted by a scrolling background (of varying speeds, using parallax techniques)

to give the illusion that the character is constantly running at a fast speed.



The control of the character is solely provided by the use of a jump button, the up key on the

keyboard. This allows a simplistic and easy to learn but difficult to master interface that

applies to a casual pick up and play advergame.



The character has one life per game session and this is quickly learnt if a player makes a

mistake during play. Having only one life adds to the difficulty of the game and adds more

value to the time and score elements combined with the scoreboard.



Actors- Player Character



The Runner: The Runner is the sole

nameless playable character within the

game that is used to represent the target

demographic.



In the game the character is represented as

a silent, athletic, faceless male in a

Staffordshire University branded hooded

top, in order to reinforce the brand and

create an avatar that players either relate to

or want to be like.



The whole HUD relates to The Runner and

displays time taken, points gained so far.



The character starts off with a single life

which is lost when The Runner makes a

mistake during play, such as falling down a

hole or mistiming a jump. Jumping is the

only player controlled movement utilised

by pressing the Up key on the keyboard.





Run 6 Game Design Document

Within the game the character has a variety

of animations to enhance the athletic

aesthetics and add a pleasing and comedic

visual element to the game



The character can run, jump, collect

pickups and „die‟ in a variety of ways.



Actors – Obstacles



Bin: These obstacles come in both open

and closed varieties. Open bins cause the

player to fall into the bin if they land on the

opening, whereas closed bins provide a

stable platform for the player to jump on.

Bins are an easier jumping object within

Run.

Car: Cars are an object to aid players in

traversing the environment by providing a

large stable platform to jump on. Aside

from running into the side and bouncing off

of the car, there are no negative effects.









Construction Barrier: These obstacles are

standard barriers within Run. They provide

a simple obstacle to jump over but can trip

the player if they touch the top of them.



Grit Bin: These obstacles come in both

open and closed varieties. Open grit bins

cause the player to fall into the bin if they

land on the opening, whereas closed grit

bins provide a stable platform for the

player to jump on. Open grit bins are a

moderately difficult obstacle within Run,

due to their size.

Skip: The skip is the most difficult obstacle

to jump over within Run due to their

massive size. The skip is always open so

that players can fall into them.









Run 7 Game Design Document

Stile: These obstacles are a standard object

to aid the player in traversing the

environment. There are no negative effects.







Traffic Cone: Cones are a tripping hazard

for the player and also an obstacle to jump

over. The traffic cone is the only obstacle

to always kill the player upon touch.



Actions



Running: The run is the main game

mechanic within Run. Running is

automatic and controlled by the engine.









Jumping: The jump is a player controlled

element that allows the character to jump

over obstacles.









Behaviours



The game is targeted at 16-22 year old prospective students of Staffordshire University, but

should also consider players of most ages, and so should have a level of play that is

accessible by everyone from young children to adults. The level in which the player runs

should have a progressive level of difficulty to introduce players to the mechanics in play and

also allow an opportunity for all players to have a pleasing experience, adding to the

addictiveness of the game. The simple nature of the controls should allow for the pick up and

play nature required by the advergame.



In relation to the behaviours of The Runner he will always attempt to run forward at a set

game speed. If he hits the side of an obstacle he will either bounce backwards off of it or trip

over and „die‟ in accordance with the height of the obstacle. It is up to the player to decide

when and where to jump, but obstacles can only be traversed by jumping over them. The

Runner will „die‟ if he falls down a manhole or jumps on top of an obstacle that isn‟t there to

aid the player. The main goal of The Runner is to continue running from left to right at

maximum speed.









Run 8 Game Design Document

Game Flow



The game starts at the menu screen with the player selecting the new game option; the level is

then loaded. The level appears and when The Runner begins to run the player is thrust into

the action of the level. The player can instantly see The Runner who is already running. The

HUD displays the time past so far, the score and the jump meter.



The level shows an urban environment with items inspired by Staffordshire University in the

background, middle ground and foreground, so that the player is aware of their objective. The

run is controlled automatically by the game engine so the player quickly realises and

embraces their only control is over the jump. The first easy obstacles in the game appear in

the form of traffic cones and construction barriers displaying the Staffordshire University

knot design.



The game level continues with the player jumping over increasingly difficult combinations of

objects with variations of height levels and floor disrupting obstacles. This carries on until the

player reaches the end game by hitting one of the obstacles in the wrong place, or by the

player reaching the end of the level and achieving their goal of reaching university and the

adventures it brings.



Moves



The default command list is as follow;



Menu:

Select Available Options Left Mouse Button



In Game:



Jump Up Key



The standard moves and standard key set are shown as below, on a keyboard diagram to

illustrate the schematic of controls;









Modes of Play



There is one basic way to play Run, and that is the standard play mode following The Runner

on his journey towards university life.









Run 9 Game Design Document

There is a single difficulty mode which reflects the nature of an advergame in which the

game starts off easy and becomes increasingly more difficult in order to make the game more

addictive and appealing to a wider base of players.



Scoring



Scoring throughout Run is based upon a player‟s performance during the level. The amount

of pickups collected and time taken to complete the level affect the overall outcome of the

final score.



The perfect score is only achievable by veteran players as higher scoring pickups and faster

routes are only found after several playthroughs of the level. It is then up to the player to

decide if they want to have the fastest time or the highest score.



To get the full experience of playing Run its best to collect everything and have a dedicated

speed run in order to reach the highest positions on the scoreboard.



Life Management



In Run the player has a single life and a single hit point per playthrough. This adds to the

difficulty, pick up and play element of the game and the overall addictiveness of the game.

The player loses a life if they mistimed a jump, trip over an obstacle or fall down a manhole,

and this is quickly found out by the player in a real game scenario.



If a life is lost then the game displays an end game “You Lose” screen and the option to

restart the game is presented to the player. If the game is completed appropriately then the

player is presented with the “You Win” screen which also allows the game to be restarted

from the beginning.



Points and Rankings



The points and rankings for the player are decided via two methods. The first being the

pickups which represent Staffordshire University merchandise throughout the game. The

pickups provide different amounts of points that add to the players‟ scores and overall

ranking at the end of the game. This table represents the point values for each item;



Staffordshire University Mug: 1 Point







Staffordshire University Badge: 1, 2 And 3

Points



Staffordshire University T-Shirt: 5 Points









Run 10 Game Design Document

Staffordshire University Degree: 10 Points









The other method of player ranking is decided by the time taken to complete the level, with

this being represented by a simple stopwatch counter that transfers the time to the high score

table to allow players to replay the game in a speed run format.



Navigation



Run is a very linear game in that the player is always moving from left to right in the

environment and they have no control over that as The Runner is always running and that

game mechanic is computer controlled.



The only option the player has over navigation is that they can decide when to jump over

obstacles and which vertical path they wish to take, and the players must make these split

second decisions on the fly, but mainly navigation is computer controlled.









Run 11 Game Design Document

Interface



User Interface



The following diagram illustrates how the user gets around the game from loading the

website to playing the game. Arrows depict how a player can navigate around with 2 way

arrows denoting that the connected screens can be accessed both ways, for example the

player can go from the main menu to leaderboard then back to the main menu. The player

cannot go from the main menu directly to the win screen, as the game must be played in the

correct manner in order to achieve a score and not cheat.









Game Flow Interface





Main Menu: This screen holds

the main options for the game with

the Start Game, How To Play,

Credits and Leaderboard buttons.

The screen also holds links to the

Staffordshire University and

Merchandise websites. The menu

screen is interacted by using the

left mouse button in order to speed

up ease of use and access.









Run 12 Game Design Document

How To Play: This screen is an

explanatory section detailing the

idea of the game and the games

controls so that the player

understands the base mechanics

and doesn‟t become frustrated

with the game. The screen allows

access back to Main Menu via the

left mouse button.





Leaderboard: This screen shows

all the scores logged by players for

Run, including highest number of

points and fastest times. The

screen shows the scores in a

descending manner that can be

scrolled through at the leisure of

the player and interacted via the

left mouse button.







Win/Lose: This screen is

presented on completion of a

playthrough of Run. It allows the

player to enter their name and

email address and allows their

score and time to be posted to the

Leaderboard which is accessed via

inputting details and pressing

submit with the left mouse button.

The game can be restarted with

Restart Game and access back to

Main Menu via the left mouse

button.

Credits: This screen shows the

credits for the game so that all

artists and contributions are

acknowledged. The screen allows

access back to Main Menu via the

left mouse button.









Run 13 Game Design Document

Style



Style Overview



The overall style of Run is a pixel art representation of the game world, in reference to the 8-

bit style art of Super Mario Bros. and Sonic The Hedgehog, and also more recently the classic

styling of Adobe Flash based games such as Canabalt. This will be done through the use of a

limited indexed colour palette and use of pixel shading rather than gradients, thus allowing

the enhancement of the 8-bit feel of the game.



The main character, The Runner, is greatly inspired by characters that have withstood the test

of time and also had strong brand links, such as Mario and Sonic. The Runner will show great

dynamic poses within his animation cycles to enhance his image, and also be wearing the

colours and logos of Staffordshire University to reinforce the brand link.



The environment used in the game will depict typical urban style obstacles and artefacts such

as traffic cones and construction barriers, also following the 8-bit style colour palette. The

obstacles will also display logos such as the Staffordshire knot in order to tie them to the

overall brand identity. Background environments will display pixel art style representations

of Staffordshire University landmarks and buildings to reinforce the location of the game and

the branding to give a better association to the player and add interest to the background

areas.



The overall style aim is to feel like a modern game with 8-bit classic values, and incorporate

the best elements of both styles.



Sound Effects



Within Run sound effects will be sourced to enhance the speed and fast nature of the main

gameplay, without being annoying or too overpowering. There will be two main tunes used

for the game, with one being heard at the menu screens and the other being the main Run

theme. Using fast paced Trance style abstract music adds to the tension of the player due to

the high speed nature of the music, making The Runner seem like he is running much faster

than he actually is.



Abstract style sound effects will play in order to not distract the player from the fast paced

gameplay. The soundtrack creates the mood for the game, ranging for happy and cheerful to

urgency and desperation, which adds to the involvement of the player.



Story Synopsis



In order to keep with the accessible style of Flash games the story for Run is simplistic and

straight to the point. Run tells of a central character, The Runner, who represents the target

demographic of prospective students wanting to leave college and start on the journey

towards university life.



The overall idea is that The Runner is running towards the adventures that university brings,

and away from the boredom of everyday life, navigating the obstacles that the journey throws

up.





Run 14 Game Design Document

The theme and story are abstract to not distract from the brand message, but accessible

enough to engage the target audience so that they can relate to what happens in the game, but

also want to play again and distribute the game through word of mouth.









Run 15 Game Design Document

Levels Overview



Level Outline



There is a single main level in Run, allowing the level to flow and to not confuse the player.

The level will have progressive difficultly through the use of different obstacles at varied

intervals, and different heights of play to add variation to the game.









Main Level:

Concept- The idea of the level is to display all the elements, artefacts and branding for the

game within a short space of time. The concept is to show the journey of The Runner running

from a normal urban environment towards university life.



Geography- The main part of the level is a flat street environment with the character starting

on the left hand side of the screen and progressing to the centre, where The Runner runs and

the background scrolls to the left giving the illusion of speed.



The background shows various Staffordshire University landmarks and buildings as well as a

skyline and main street environment. The main assets and obstacles portray and enhance the

urban setting with traffic cones and construction barriers branded with the Staffordshire

University logo.



The level progresses in a linear fashion with variations of the background and foreground

props to provide a sense of a procedural level.



Aims- Reinforce the brand of Staffordshire University.

Advertise the university and the courses it offers.

Introduce the university to a wider target market.

Present a running game in a pick up and play addictive fashion.

Provide a fun and playable experience to a casual market.

Introduce The Runner character and establish him.





Run 16 Game Design Document

Use the leader board to a competitive element to the game.



Walkthrough- The level opens and the main game then starts and the character is seen to be

running to the right hand side of the screen, this helps the players to gauge the speed at which

The Runner is running at. The first obstacles appear on the screen and the player has to jump

over them.



The level becomes progressively difficult with more and more obstacles to jump, in different

orders, and the addition of vertical play and manholes to fall down.



The level continues in this same fashion until the player either „dies‟ or the level is complete.

The score is then tallied up and timer counted, this is then added to a leaderboard in which

the player can see where they place and they can then play the game again from the start.









Run 17 Game Design Document

Options



Main Menu Options



The main menu includes:



 Start Game- This allows the player to start a new game.

 How To Play- This explains the game controls and mechanics to the player.

 Leaderboard- This links to the Leaderboard which shows player high scores.

 Staffordshire University- This links to the university website for more information.

 Merchandise- This links to the merchandise website for purchasing goods.

 Credits- This shows the contributors to the game.





In Game Options



At the end game win and lose screens there are:



 Restart Game- Allows the player to restart the game.

 Leaderboard- This links to the leaderboard which shows player high scores.

 Submit Score- This allows the player to submit a score to the leaderboard.









Run 18 Game Design Document

Support





Technical Details



Run is developed using Adobe Flash CS4 and so the game a PC that is running at a minimum

of Intel® Pentium® II 450MHz, AMD Athlon™ 600MHz or faster processor (or equivalent)

with 128MB of RAM and 64MB of VRAM. Microsoft Windows 2000 or above and

Microsoft Internet Explorer 6.0, Firefox 2.x, AOL 9, or Opera 9.5 web browsers are also

required as a minimum. An internet connection and Adobe Flash Player 10 will also be

needed.



Production Team





Ryan Judge

Nathan Mepham

Aaron White





Assets List



The assets list for the Run game is as follows;



Design Document



Marketing Document



Scrum Documentation



Game-



Base Mechanics:



-Constant run (move background at constant speed,

character stays central)

-Obstacles to stop players (side hit collision, cause end game)

-Stop obstacles that allow players to stand on and jump off them (top hit collision, allow

jump)

-Obstacles to 'kill' players (top hit collision, cause end game)

-Jump mechanic (character moves up/down in game space)

-Start screen

-End game (win/lose situation)

-End Screen (high score/email farming database/)

-Sounds for each mechanic/animation/general game sounds



Character Cycles:



-Idle to run cycle

-Run cycle





Run 19 Game Design Document

-Jump cycle

-Death



Obstacles (Stop, Jump-aid and 'Kill')



-Car (Stop/Jump-aid)

-Stile (Jump-aid)

-Bin Open (Stop/'Kill')

-Bin Closed (Jump-aid)

-Construction Barrier (Stop/'Kill')

-Traffic Cone ('Kill')

-Grit Bin Open(Stop/'Kill')

-Grit Bin Closed (Stop/Jump-aid)

-Skip (Stop/'Kill')

-Scaffolding (add height element)



Foreground Art:



-Path

-Road

-Grass

-Pylon



Merchandise Art:



-Staffs Pencil

-Staffs Mug

-Staffs T-shirt

-Staffs Knot Badge

-Staffs Degree



Middleground Art:



-Manhole ('Kill')

-Pothole ('Kill')



Background Art:



Stafford Background (Octagon, Uni, Halls, Library)

Abstract Background (City Skylines)

Cloud Layers



UI:



-Game Logo

-Start Game Button

-How To Play Button

-Leaderboard Button

-Restart Game Button

-Merchandise Button





Run 20 Game Design Document

-Staffs Uni Button

-Credits Button

-Sound Button

-Main Menu Button

-HUD Staffs Button



UI Art:



-Menu Art Background

-How to Play Art

-Leaderboard Art

-Credits Art

-Win Art

-Fail Art



Breakdown Of The Game



This shows a breakdown of an average play session of Run.



1. The player navigates to http://www.aaronmwhite.co.uk/Run.htm and is presented with

the games main menu screen.









Run 21 Game Design Document

2. The player clicks on the How To Play button and is presented with the rules and

controls for the game.









3. The player clicks the Main Menu button and is returned to the main menu screen.

4. The player then clicks the Play Game button and plays the game.









Run 22 Game Design Document

5. The average play session lasts from 3 to 40 seconds depending on the ability of the

player. Upon winning or losing the player is presented with an end game screen.









6. The player inputs their name and email address and submits their score to the

leaderboard by clicking the Submit Score button.

7. Upon clicking the player is presented with the leaderboard screen which shows the

top 10 players and their scores/times.









8. The player can then play the game again at their own leisure by navigating back to the

main menu.







Run 23 Game Design Document



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