One Page Games Design Document (Click to Enlarge)

The brief was: Capcom wanted a well-established series to have a fighting game made for a competitive audience.
Devil May Cry V (DMCV) was the game of choice as its a beloved title and the games use of guns, swords and combos are conventional to fighting games.
Expanding DMCV's gunplay made this feel different to capcoms's other fighting games, guns can start maintain, finish combos, deal damage and knockback.
One crucial design choice is incorporating movement and defence for standard and pro gameplay (see document). These systems allow pro players who learn the mechanics to have an advantage over players who do not.
I also wanted to show the character types and from these characters there will be other characters inheriting the base of character a or b with a few alterations for the stats to make them feel different. An example of this is captain falcon and Ganondorf in Smash Brothers.
For this one page GDD I have three core areas and I wanted to convey it in the middle of the document. I have also catered to the competitive and non competitive crowd with the areas on the outer edge of the document ie movement, defending and gunplay.
Game Feel Document (Click Image to Enlarge).









This game feel document expands on my one-page document of DMCV Versus. I wanted to relate the game to competitive fighting games and shonen anime as the Devil May Cry series has exaggerated moves like anime. The intention was to make the game feel sharp and responsive with core actions and inputs like movement and shooting. I wanted players to internalise the player's actions, and I did academic reading to support this finding out about the rhythmic feeling in video games via Walter and Larsen "Rhythm".
Pitch Document


The brief was: Criterion wanted an action-adventure game on the switch utilising its features with a teen age rating for an unadapted TV series. I went with the Mandalorian as it's a highly acclaimed TV series, rated for teens and has not been adapted.
I wanted to take the concept of Mando being a bounty hunter and him travelling between planets completing various missions related to the show. Specifically, I wanted the player to have similar combat options like Mando in the series. I also wanted the joy-con (see document for details) to help form the attachment between the player and character, making it feel like they would be piloting a hover jet.
Numeric DesignÂ





This is my numeric design for a multiplayer game (click to enlarge image) this balances the stats of the game and I created this in my second year of university (graded 85%).
Working example linked below.