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1. Storyboards
2. Diagrams
3. Animatics
4. The beat chart

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the tactical aspects of a video game, such as its plot and the way it is played, as distinct from the graphics and sound effects.

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1. Game Start ------- Game End

2. Game Start ------ Missions ----Game End

3. Game Start ------ Missions (Mission start ---- mission structure ---- Mission End ) ----Game End

4. Each Choke points lies and experience. (space of possibility).

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Beat Chart help designer to determine gaps and clumping in game.

Designer can recognize the game elements to spread things out and make the game feel more organic.

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Spot any issues in the beat chart.

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Draw Rough Sketches of Level Map. Choose 1 level only. Choose Side view or Isometric View. 

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Draw Rough Sketches of Level Map. Choose 1 level only. Choose Side view or Isometric View. 

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Item to include in Map:
1. Players Starting Point
2. Enemy Starting point
3. Doors, teleporters, gates
4. Puzzle mechanics (Like levels and switchers
5. Treasure chest and powerups
6. Traps, and their areas of effect
7. Significant landmarks (like statue, pools, pits etc)

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Music Track:
Sample:
a) Dynamic Score Theme:
1. Mystery
2. Warning
3. Combat
4. Chase/Fast Movement
5. Victory
6. Walking

b) Environmental Effects
(Music of the world arround us). Location have their own special background sound. Sample: graveyard.

c) List of Sound Effects:
1. Movement (Sound for walking/running/jumping/rolling on specific surfaces ex: stones, metal, water)
2. Attacks (Making swings and kicks"swoosh")
3. Impacts (whack, punch or kick, weapons, spells, explosions. Object reaction effects like breaking wood, shattering glass, clanging metal)
4. Weapons (Guns bang, swords clang, and laser blaster)
5. Hit Reactions (Ooomphs, Ow!s, Aarrgh!s)
6. Vocal Cues (Having hero says "Whats This?, Thats Better!) Player will know whats have been accomplished)
7. Death ( scream, gurgle of death, drowning)
8. Success (Yeahh, woo-hoo, Play a sting to let the player know they are winner.

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1. Static Camera
A static Camera does not move position and stay fixed onto a single screen.

Developers use static camera shot:
Advantages:
to represent a single room.
to setup events in game world.
Disadvantages:
Not very dynamic. ( can compensate this problem with lots of animation and effects to keep screen lively).
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2. Scrollable Camera
Advantages:
Movement. Keep the player engaged in the act of moving the camera.
Allow to hide stuff off screen or reveal in dramatic way.
Player can decide what speed they want.

Disadvantages:
If not control, or move to fast, or too slow will frustrating the player or even destroyed monitor.
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3. Parallax Scrolling
As a parallax Scrolling Camera moves, the world moves with it.
2 ways to treat:
1. Plain Ol' Scrolling : Camera controlled by the player's movement. Player stay at the centre of the screen, and world moves past them.
2. Force Scroll
The Player is force to keep up with a scrolling camera. If Player cant keep up with camera, something horrible will happen.

Advantages
Allows game developers to create longer and deeper game worlds.

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First Person Camera
The camera view is used in variety of game genres from racing to platform. it become most associated with first person shooter.

Third Person Camera
Third Person Camera lets player to get a better view of the world, the action and whats coming up behind player. Get clear view of the character to turn around and run towards camera.

Isometric Camera
Gave the player a new way to look at playing field. Smooth scrolling 3D world on a 2D display contribute to why the isometric view is popular with building and simulation games.
Advantages: Players get a snapshot of an environment layout and the relationship of items within it.

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1. Claire was teleported into a forest-proceeds to look around

2. Lost in forest and explores forest - finds a manual who guides on gameplay and re-updates regularly

3. Lost in forest and explores forest - finds a manual who guides on gameplay and re-updates regularly - touches strange moving mushroom out of curiosity and triggers an event "Wave 1"

4. This game isnt a very story driven game. To save progress, player will have to access the menu > save.

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Game Start :-

(Main character - Female) starts of with her finding herself in a forest where there's nobody else.

There's a strange blinding light on the ground that had brought her to the forest

Strange "Manual" on the ground tells you about the living tree (DeathBark) who controls the teleporter.

Game End  :-

After touching a strange mushroom "triggers an event" where waves of creatures start spawning

"Manual" re-updates by itself and tells you to defeat all of them.

By wave 4, Death Bark appears with his minions.Defeat him will be enough,there's no need to defeat the minions

Mission :-

Main goal is to re-activate a teleporter

Defeat the boss (DeathBark) in order to activate the teleporter.

Monsters will come in waves. Complete each wave by killing every remaining monsters.

Boss appears in last wave.

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Lush Jungle
DangerZone

Location

Lush Jungle

GamePlay

Running,Jumping,attacking and interacting with objects

Objectives

Defeat Death Bark in order to control the teleporter

Story Beat

Touching a strange moving mushroom out of curiosity thus triggering an event "Wave 1"

New weapon

N/A

Enemies

Wave 1

Shrooms

Wave 2

Shrooms

sushi

Wave 3

Shrooms

Sushi

Potato

Wave 4
Shroom
Sushi
Potato

Candle
Boss :DeathBark

Mechanics

Each of Death Barks body parts have its own hp and abilities.

Defeat 4 Arms first then aim for the head.

NPC's

N\A

Bonus materials

Manual

Time of Day

Midnight

Color Mapping

Green (Grass and most terrain)

Brown (Barks,Trees, woods)

Purple (Light)

Pink (Mushrooms)

Gray (Rocks,Pebbles,Ground)

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Name: Claire
Appearance: Blonde Haired,introvert and naive
Clothing, armor and gear: Blue Dress,Black pants and Black gauntlets
Vehicles: none
Home Base: Unknown
Weapons: Magic

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Name:
Appearance:
Clothing, armor and gear:
Vehicles:
Home Base:
Weapons:

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List of Actions;
Running
Jumping
Flying
Driving
Shooting

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We Chose Unity (As recommended by our Tutor)

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We Chose Unity (As recommended by our Tutor)

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Unity Real-Time Development Platform | 3D, 2D, VR & AR Engine

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Create and grow real-time 3D games, apps, and experiences for entertainment, film, automotive, architecture, and more. Get started with Unity today.

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Painting Grass Tutorial - Digital Painting Basics - Vegetation - Concept Art

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Swamp Tree | Digital Painting (with annotations!) #RedRC

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Photoshop Digital Painting Tutorial For Beginners : How To Paint Basic Foliage (Tress,bushes etc)

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Tree Tutorial - Silhouette to Color - Part 5

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How to Paint Rocks in Photoshop - Digital Painting Workshop

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Rock Painting Tutorial - Digital Painting Basics - Concept Art

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Here's another free digital painting basics tutorial! This one is about painting rocks. It's important to get good at that because of the prevalence of rocks and mountains in environment and concept painting. Brush pack: http://evenant.com/articles/concept-art-brush-pack Subscribe on http://evenant.com/design-sign-up/ for more free design tutorials!

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Painting 2D Assets for Games (Speedpainting)