22nd September 2025 - 2nd October 2025 (Week 1 - Week 2)
Sin Jun Ming 0364638
Games Development / Bachelor of Design in Creative Media / Taylor's University
W1 - Individual Game Ideation
Instruction:
Individually come out with a game idea (or many ideas, remember the limitations), and make your first game pitch. Some lucky (or unlucky) students will be selected to do a 10-minute presentation of their game idea(s) next week in W2. No specific format for now (we’ll do Game Design Document in later class), so try to find the most creative and effective way to convey your game ideas. This may not end up being your Final Project but will still contribute to your Continuous Assessment grade. Hence document the process in your blog.
1. Ideation
For the ideation stage, I first began by researching existing games on platforms like Steam to understand what kinds of genres and mechanics are currently popular. I explored a variety of games ranging from action shooters to puzzle-based strategy titles. This gave me a clearer picture of how different genres appeal to players, as well as which mechanics create replayability and engagement.
I remembered watching Squid Game, especially the scenes where players were forced into life-or-death situations. The high stakes and psychological pressure reminded me of Russian roulette, where survival depends entirely on timing, luck, and nerve.
- Buckshot Roulette gameplay video: https://youtu.be/8u8H-3WcP3o?si=hzQufxbxWGMLiM2U
2. Game Title
The maximum tension in these games became the foundation for my game, Mindshot. Rather than relying on fast-paced shooting or heavy mechanics, I wanted to build a 1v1 duel system where players constantly second-guess each other.
From there, I started pointing out the core game mechanics that made it engaging. To organize my thoughts, I wrote everything down in a Google Doc.
3. Game Mechanics
After shaping the initial concept, I moved on to defining the game mechanics that would bring Mindshot to life. Since the goal was to create a simple but tense 1v1 duel, I focused on designing actions that are easy to understand but allow for deep strategic play.
4. Gameplay Sample
5. Visual & Audio Style
6. Presentation Slide
Week 2
Cool direction!
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