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
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“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.
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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
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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.
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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.
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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.
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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.
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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
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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
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-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
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-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.
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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.
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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.
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