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Castle SilVR High Concept Design Document

Players control a thief sneaking through a maze-like castle, escaping guards by moving objects to reroute paths across multiple floors. The gameplay aims to create a sense of urgency while solving puzzles through object interactions. Targeted at ages 8+ using Unity and Hololens, the game has a bright, low poly art style inspired by medieval and cartoon aesthetics to convey a happy but stressful escape.

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Satch Puri
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0% found this document useful (0 votes)
96 views5 pages

Castle SilVR High Concept Design Document

Players control a thief sneaking through a maze-like castle, escaping guards by moving objects to reroute paths across multiple floors. The gameplay aims to create a sense of urgency while solving puzzles through object interactions. Targeted at ages 8+ using Unity and Hololens, the game has a bright, low poly art style inspired by medieval and cartoon aesthetics to convey a happy but stressful escape.

Uploaded by

Satch Puri
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Castle SilVR

High Concept Design Document

-Author(s):
Joel Shuart, Satch Puri
Table of Content
Table of Content 2

High Concept 3

Features 3

Player Motivation 3

Genre 3

Target Customer 3

Target Hardware 3

Target Software 3

Engine and Packages Used 3

Design Goals 4

Art Style 4

Further Details 5
High Concept
Players help themselves out of a maze-like area, and away
from baddies, by adjusting objects placement in the world and
rerouting the maze.

Features
● Maze-like problem solving
● Control a thief sneaking in a castle.
● Change the interior by moving objects in VR to help the thief
escape.
● Go through multiple floors to escape without getting caught by
a guard.

Player Motivation
Players are motivated to escape and get away from the
baddies, a sense of urgency will be at hand. There will also be
a desire to solve the puzzle that is the labyrinth ahead of
them.
Genre
● Puzzle-lite
● Escape
● Grid-Based

Target Customer
● Imagine RIT
● Age 8+

Target Hardware
● Windows PC
● Microsoft Hololens

Target Software
● Windows PC
● Microsoft Hololens Launcher
Engine and Packages Used
● Unity 2017.2.0f3

Design Goals
● Create a sense of urgency, light stress feeling, for players to
escape
○ The baddie chasing the player and mood should convey
feelings of urgency in the player
● Create an interesting main mechanic
○ The ability to move game objects to redirect the world
flow of paths should be interesting, doubly so with AR
interactions
● Create engaging gameplay
○ A variety of different interactions (with game objects)
should help create engaging gameplay and keep things fresh
and interesting
○ The sense of urgency and world should also keep players
engaged

Art Style
● Overall Mood
○ Bright Color Scheme that can express joy and happiness
○ While still has a sense of urgency and stress, but in a
happy and humorous way
● Theme
○ Low poly cubic assets
○ Cartoon style
○ medieval castle and characters
■ Medieval era
■ Central Europe
● Colour Palette
○ Bright Color, neon-like color palette
○ Overall cold color palette
● Influences
○ Witcher 3
○ Human Fall Flat
○ Besieged
○ Breath of the Wild
○ Gang Beasts
○ Pokemon series
● Character
○ Low Poly Cartoon style, with minimum details

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