Concept Document


As discussed in Chapter 5, this is a more detailed version of the pitch document. It's too large to use in a presentation meeting, but you should leave it for the publishing team to give them a more in-depth understanding of your game.

  1. High Concept. The one - or two- sentence statement of the experience you're trying to create. This shouldn't change from the pitch doc.

  2. Genre. A discussion of the genre your game falls under. This section should include comparisons to other titles in the genre .

  3. Gameplay. A description of the kinds of actions the player can perform during the game, along with some examples.

  4. Features. The pitch doc listed the features that set this game apart. Here, you should go into more detail about why each of these features is important, and how you'll implement them.

  5. Setting. Describe the game world in detail, and explain what makes it and its occupants unique and interesting.

  6. Story. If the game has a story, describe it here in greater detail than in the pitch doc. Include the major characters , their motivations, and how they achieve (or fail to achieve) their goals.

  7. Target Audience. Explain why the game will appeal to the target demographic you've identified.

  8. Hardware Platforms. A list of devices your game can be played on. If you plan to develop different features for the various platforms, use this section to explain how the game will be different on each one.

  9. Estimated Schedule and Budget. Break out the major phases of development, and the level of effort associated with each, to show how you arrived at the estimates in the pitch doc. Also include a P&L estimate if you have one.

  10. Competitive Analysis. List the games you'll be competing with for sales, and explain how your game will stack up against them.

  11. Team. List the names and credentials of the design, tech, and art leads, as well as other key team members . Also, list the games the organization has shipped. Publishers place as much importance on the team as on the concept, so make sure this section convinces them that your organization is capable of delivering the product you're proposing .

  12. Risk Analysis. Explain the risks the project faces, and how you plan to minimize them.

  13. Summary. End on a high note. Emphasize again why this will be a great game, and why the publisher should have confidence in your team's ability to deliver it.




Game Testing All in One
Game Testing All in One (Game Development Series)
ISBN: 1592003737
EAN: 2147483647
Year: 2005
Pages: 205

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