TITLE=Paper Sketch ROUTE=/development/paper-sketch LOCALE=en MODIFIED=1792409344 URL=https://wiki.teletypegames.org/development/paper-sketch qโ”‚ Guidelines for designing a game on paper, before any code. 1๐Ÿค” What do you need to decide? 1โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ• 2๐ŸŽฎ Genre 2โ”€โ”€โ”€โ”€โ”€โ”€โ”€ Genre decides the camera, the controls and the level design. tโ”Œโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ฌโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ฌโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ฌโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ” tโ”‚h Genre tโ”‚h What you do tโ”‚h Key features tโ”‚h Examples tโ”‚ tโ”œโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ผโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ผโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ผโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ค tโ”‚0 bPlatformer0 tโ”‚0 jump on tโ”‚0 gravity, jump tโ”‚0 ๐Ÿ„ Super Mario tโ”‚ tโ”‚0 tโ”‚0 platforms, dodge, tโ”‚0 timing, precise tโ”‚0 Bros ยท โ„๏ธ Celeste tโ”‚ tโ”‚0 tโ”‚0 reach the goal tโ”‚0 movement tโ”‚0 ยท ๐Ÿ•ท๏ธ Hollow tโ”‚ tโ”‚0 tโ”‚0 tโ”‚0 tโ”‚0 Knight tโ”‚ tโ”œโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ผโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ผโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ผโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ค tโ”‚0 bTop-down0 tโ”‚0 mazes, shooting, tโ”‚0 360ยฐ movement, tโ”‚0 ๐Ÿ—ก๏ธ Zelda: A Link tโ”‚ tโ”‚0 tโ”‚0 collecting tโ”‚0 room to room, tโ”‚0 to the Past ยท ๐Ÿ”ซ tโ”‚ tโ”‚0 tโ”‚0 tโ”‚0 field of view tโ”‚0 Hotline Miami ยท ๐Ÿ’€ tโ”‚ tโ”‚0 tโ”‚0 tโ”‚0 tโ”‚0 Enter the Gungeon tโ”‚ tโ”œโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ผโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ผโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ผโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ค tโ”‚0 bPuzzle0 tโ”‚0 switches, keys, tโ”‚0 no time pressure, tโ”‚0 ๐ŸŸ  Portal ยท ๐Ÿธ Baba tโ”‚ tโ”‚0 tโ”‚0 logic tโ”‚0 the solution is tโ”‚0 Is You ยท ๐Ÿ›๏ธ The tโ”‚ tโ”‚0 tโ”‚0 tโ”‚0 the reward tโ”‚0 Witness tโ”‚ tโ”œโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ผโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ผโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ผโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ค tโ”‚0 bEndless runner0 tโ”‚0 keep moving, tโ”‚0 automatic tโ”‚0 ๐Ÿƒ Temple Run ยท ๐Ÿš‡ tโ”‚ tโ”‚0 tโ”‚0 survive tโ”‚0 progression, one tโ”‚0 Subway Surfers ยท tโ”‚ tโ”‚0 tโ”‚0 tโ”‚0 button, rising tโ”‚0 ๐Ÿ”ท Geometry Dash tโ”‚ tโ”‚0 tโ”‚0 tโ”‚0 speed tโ”‚0 tโ”‚ tโ”œโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ผโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ผโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ผโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ค tโ”‚0 bTower defense0 tโ”‚0 place towers, tโ”‚0 placement, tโ”‚0 ๐ŸŒฟ Plants vs. tโ”‚ tโ”‚0 tโ”‚0 stop enemies tโ”‚0 resources, enemy tโ”‚0 Zombies ยท ๐ŸŽˆ tโ”‚ tโ”‚0 tโ”‚0 tโ”‚0 waves tโ”‚0 Bloons TD ยท โš”๏ธ tโ”‚ tโ”‚0 tโ”‚0 tโ”‚0 tโ”‚0 Kingdom Rush tโ”‚ tโ”œโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ผโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ผโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ผโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ค tโ”‚0 bMetroidvania0 tโ”‚0 explore, gain tโ”‚0 connected map, tโ”‚0 ๐Ÿค– Metroid: Zero tโ”‚ tโ”‚0 tโ”‚0 abilities, come tโ”‚0 ability gates, tโ”‚0 Mission ยท ๐Ÿฐ tโ”‚ tโ”‚0 tโ”‚0 back tโ”‚0 backtracking tโ”‚0 Castlevania: SotN tโ”‚ tโ”‚0 tโ”‚0 tโ”‚0 tโ”‚0 ยท ๐ŸŒฑ Ori and the tโ”‚ tโ”‚0 tโ”‚0 tโ”‚0 tโ”‚0 Blind Forest tโ”‚ tโ””โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ดโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ดโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ดโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”˜ 2๐ŸŽฏ Goal 2โ”€โ”€โ”€โ”€โ”€โ”€ One concrete, measurable goal: collect 5 keys ยท reach the exit ยท survive 60 seconds ยท beat the boss ยท score 1000 points. A level can have b1 main goal + 1 optional goal0. Keep it visible and countable on screen ("3/5 keys"). 2โŒ Losing condition 2โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€ Pick one: health runs out ยท time expires ยท you fall off the level ยท an enemy catches you ยท resources run out. No losing condition means no stakes. Tell the player clearly when it happens โ€” animation, sound, text. 2๐Ÿ” Core loop 2โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€ The action sequence the player repeats. If it is boring, the game is boring. tโ”Œโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ฌโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ” tโ”‚h Genre tโ”‚h Loop tโ”‚ tโ”œโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ผโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ค tโ”‚0 Platformer tโ”‚0 move โ†’ jump โ†’ dodge โ†’ collect โ†’ progress tโ”‚ tโ”‚0 Shooter tโ”‚0 move โ†’ aim โ†’ shoot โ†’ take cover tโ”‚ tโ”‚0 Puzzle tโ”‚0 observe โ†’ think โ†’ try โ†’ solve โ†’ next level tโ”‚ tโ”‚0 Top-down RPG tโ”‚0 explore โ†’ fight โ†’ loot โ†’ level up tโ”‚ tโ””โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ดโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”˜ The best loops are simple but deep: easy to learn, hard to master. rโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€ 1โœ๏ธ What should you draw? 1โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ• 2๐Ÿ—บ Level design 2โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€ Use grid paper. Mark: start, goal, platforms and walls, hazards, enemies, collectibles, checkpoints. Ask yourself: โ€ข Is there a safe zone? โ€ข Where does it get harder? โ€ข Is there a way back? โ€ข How do you guide the player to the goal? Teach the mechanic at the start, without danger. Then raise the difficulty step by step. 2๐Ÿง Player character 2โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€ Draw the look, the size relative to the level, and the hitbox as a rectangle. Write next to it: speed, jump height, health, special abilities. 2๐Ÿ‘พ Enemies 2โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€ Per type: how it moves, does it deal damage, how much health, can it be avoided or must it die, does it have a weak point. Design 1โ€“2 types, not 5. Give each one a movement pattern the player can learn. tโ”Œโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ฌโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ฌโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ฌโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ” tโ”‚h Type tโ”‚h Movement tโ”‚h Threat tโ”‚h Defeatable? tโ”‚ tโ”œโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ผโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ผโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ผโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ค tโ”‚0 Patrol tโ”‚0 back and forth tโ”‚0 low tโ”‚0 yes tโ”‚ tโ”‚0 Hunter tโ”‚0 moves toward player tโ”‚0 medium tโ”‚0 yes tโ”‚ tโ”‚0 Turret tโ”‚0 stationary, shoots tโ”‚0 medium tโ”‚0 optional tโ”‚ tโ”‚0 Boss tโ”‚0 complex pattern tโ”‚0 high tโ”‚0 required tโ”‚ tโ””โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ดโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ดโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ดโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”˜ 2๐Ÿ–ฅ UI 2โ”€โ”€โ”€โ”€ Sketch the screen. Top area: health, score, time, collectible counter. Separate screens: game over, win, pause menu. Keep the HUD minimal โ€” only what the player must see all the time. rโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€ 1๐Ÿ“‹ What should you write down? 1โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ• 2๐Ÿ“ Mini design document (1 page) 2โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€ bTitle0 โ€” short and expressive. Reference the mechanic ("Jump King") or the mood ("Celeste"). Easy to remember and pronounce. bElevator pitch0 โ€” 1โ€“2 sentences: i"A fast-paced platformer where you collect ikeys against the clock." Template: "This is a [genre] where the player [main action] in order to [goal], while facing [challenge]." It must answer who plays, what they do, and why it is exciting. 2๐Ÿ“œ Rules 2โ”€โ”€โ”€โ”€โ”€โ”€โ”€ bMovement0 โ€” 4 directions? jump? sprint? double jump? crouch or slide? wall jump? Every option is a new mechanic, so add them carefully. bCombat0, if any โ€” damage amount, cooldown, melee or ranged, blocking or parrying, knockback. A basic attack plus knockback is enough for a first game. bScoring0 โ€” e.g. coin = 10, enemy = 50, fast finish = bonus, no-damage clear = bonus. Ask what this motivates. Work out the maximum score per level; it helps with the difficulty curve. bDifficulty0 โ€” more enemies, faster movement, less time, fewer lives, smaller platforms, harder patterns. Increase it gradually: 1. bTutorial0 โ€” learn the mechanic without danger 2. bEasy0 โ€” use what you learned 3. bMedium0 โ€” combine mechanics 4. bHard0 โ€” fast decisions, precision 5. bBoss0 โ€” everything at once rโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€ 1๐Ÿ“š Core concepts 1โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ• 2โš™๏ธ Under the hood 2โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€ โ€ข bGame loop0 โ€” the repeating cycle: input โ†’ update โ†’ render, 30โ€“60 times per second. โ€ข bFPS0 โ€” how many times the loop runs per second. 30 is acceptable, 60 is smooth, 120+ is competitive. โ€ข bDelta time (ฮ”t)0 โ€” time between the last two frames. Without it the game runs faster on faster hardware. โ€ข bEvent system0 โ€” parts of the game talk without knowing each other: a "player died" event updates the UI and plays a sound. 2๐ŸŽจ Visuals 2โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€ โ€ข bSprite0 โ€” a 2D image of one object. โ€ข bSpritesheet0 โ€” many animation frames in one image; the game cycles through them. โ€ข bTile / tileset0 โ€” square building blocks (wall, grass), and the collection of them. โ€ข bParallax scrolling0 โ€” background layers at different speeds. Near layers move faster, far ones slower. This gives depth. โ€ข bZ-order0 โ€” layering: a higher Z covers a lower one. โ€ข bPixel art0 โ€” low-resolution graphics drawn pixel by pixel. A retro style a beginner can do. 2๐Ÿ’ฅ Physics and interaction 2โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€ โ€ข bHitbox0 โ€” invisible area for collision. Often smaller than the sprite, which feels fairer. โ€ข bHurtbox0 โ€” where the character can take damage. A sword swing's hitbox should not hurt its own owner. โ€ข bCollision0 โ€” two hitboxes meet and the game notices. โ€ข bTrigger0 โ€” a hitbox you walk through that fires an event: a door opens, a dialogue appears. โ€ข bRaycasting0 โ€” an invisible beam, for a bullet path or a line of sight check. โ€ข bGravity0 โ€” the downward force that shapes a jump. Stronger gravity means a faster fall and a shorter jump. 2๐Ÿง  Gameplay and logic 2โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€ โ€ข bMechanic0 โ€” one gameplay element: jumping, shooting, wall jumping. โ€ข bState machine0 โ€” the character's current state. You can only jump from "grounded". States: idle โ†’ running โ†’ jumping โ†’ falling โ†’ hurt โ†’ dead. โ€ข bCooldown0 โ€” waiting time between two actions, e.g. one shot per 0.5 seconds. โ€ข bSpawn0 โ€” an object appearing in the level. โ€ข bUI vs. HUD0 โ€” UI is menus and screens; HUD is in-game data (health, ammo, score). 2๐ŸŽฒ Design 2โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€ โ€ข bBalancing0 โ€” not too hard, not too easy. The goal is a fair challenge. โ€ข bDifficulty curve0 โ€” how fast difficulty rises. Ideal: gradual, with peaks that always return to a rest zone. โ€ข bMeta-game0 โ€” systems beyond the gameplay: progression, collecting, leaderboards. โ€ข bJuice / game feel0 โ€” small effects that make a mechanic satisfying: a jump squash, screen shake on hit, a sound. โ€ข bOnboarding0 โ€” how the player learns the rules. Best when the game teaches them without text. rโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€ 1โฑ๏ธ Event schedule (3 hours) 1โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ• tโ”Œโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ฌโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ฌโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ” tโ”‚h Time tโ”‚h Phase tโ”‚h Content tโ”‚ tโ”œโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ผโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ผโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ค tโ”‚0 15 min tโ”‚0 Introduction tโ”‚0 What is the game's goal? What is the tโ”‚ tโ”‚0 tโ”‚0 tโ”‚0 core loop? One example on the board. tโ”‚ tโ”œโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ผโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ผโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ค tโ”‚0 20 min tโ”‚0 Concept tโ”‚0 Teams pick genre, objective, losing tโ”‚ tโ”‚0 tโ”‚0 tโ”‚0 condition, 3 main mechanics. tโ”‚ tโ”œโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ผโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ผโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ค tโ”‚0 30โ€“40 min tโ”‚0 Level design tโ”‚0 First draft: hard section, safe tโ”‚ tโ”‚0 tโ”‚0 tโ”‚0 section, enemy placement. tโ”‚ tโ”œโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ผโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ผโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ค tโ”‚0 20โ€“30 min tโ”‚0 Rules tโ”‚0 Scoring, health, damage, time. tโ”‚ tโ”œโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ผโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ผโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ค tโ”‚0 20 min tโ”‚0 Paper playtest tโ”‚0 One team "plays" another team's level: tโ”‚ tโ”‚0 tโ”‚0 tโ”‚0 is it understandable, too hard, is tโ”‚ tโ”‚0 tโ”‚0 tโ”‚0 there a strategy? tโ”‚ tโ”œโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ผโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ผโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ค tโ”‚0 5โ€“10 min / team tโ”‚0 Presentation tโ”‚0 What makes it unique, who is it for, tโ”‚ tโ”‚0 tโ”‚0 tโ”‚0 how would it work digitally? tโ”‚ tโ””โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ดโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ดโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”˜ rโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€ 1๐Ÿš€ Advanced questions 1โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ• โ€ข What is the game's fantasy? What does the player feel like โ€” a hero, an explorer, a survivor? What do they experience that real life cannot give? โ€ข Is there a progression system? Levels, skill tree, equipment? โ€ข What is the reward feeling โ€” when and why does the player think "yes, that was great"? โ€ข What is the mood? Are color, music and pacing consistent? โ€ข What is the unique hook against similar games? โ€ข How does the game hold attention after 10 minutes?