Clayonite
21-02-08, 18:55
First of, I just cant stress enough that Capcom Europe doesnt really accept game ideas, so please dont pester them with your documents. Even though they might be great. :)
But I rather encourage you guys to send your docs off to other companies that does do development!
How to make a micro document.
What is a micro document?
-A micro document is the short version of a macro document [often referred to as the games doc], which essentially is a book [often digitally in order to update it more quickly and have it more accessible on a database for everyone in the team to browse through] with ALL info on the project theyre working on. Everything from important stuff like art style and poly and texture budgets to stupid small things like every 10th character needs to wear a hat in level 2. -You get the idea.
Unlike the macro doc, however, which needs to include every possible aspect of the game and its world and rules, the micro docs purpose is only for selling a concept. Normally theres a staff working on it, pitching it to publishers, but it can also be used as a fast way of getting into the games industry, by sending it off to various companies and hope itll blow their minds.
Micro document breakdown:
1. Cover
The doc must always have a front page poster which really sells your mood of the game. If developers are handed a blank piece of paper with your name and title on it only, theyll bin it. You might think Im joking, but Im not. So sell your ides through artwork! -Has to include a logo as well.
2. Synopsis
Try and sum up the games in a few catchy lines that would make anyone want to buy your game and play it.
3. Target audience
This is an important one! Sony, especially, are very obsessed with that everyone in their staff must have a really good understanding of their target audience. Its a must in the games industry anyway. -In this section you must write down who youre making the game for, and you really have to justify it by doing a lot of media research.
4. Target platform
Its a good thing to have so the developers arent confused as far as the specs go. And it might be a good idea to add the reason why you choose the platform youre going for as each platform have their own demographic. [You can choose more than one platform, of course, but you have to justify that as well]
5. Game mechanic overview
This section basically explains how the game is played. If youre confused about it, its always a good idea to browse through a few game manuals and see how their how to play are put to words.
6. Controls and interface
Show a picture of the controller of the console youre going for, and point out what button does what. And you do the same with the in-game interface, like health, map, ammo, score and everything else you want on the screen. Again, have a look at games manuals and see how it s shown for inspiration.
7. Game narrative
Here you sum up the storyline of the game. Shouldn t be too short or too long. One page is about right.
8. Example of playable character design
Draw and pose the hero[es] in the game [which are playable]. Might want to add some notes if you want to point out anything special in his appearance, like if hes using a sword, you can point out where the sheath is etc. Maybe you want to add a really short character bio as well?
9. Examples of non-playable character design
This is the same section as above, only here you illustrate NPC characters, such as other important good characters, or enemy designs. Maybe a little bit of both. If youre having a main baddy, it might be a good idea to add him at least.
10. Example breakdown of level design
Draw A level from your game, and draw it in detail. You should have a plan-view of the level, showing the critical path of the player; basically where the player is meant to be going. Look in game walkthrough to see good examples of that.
Also, you need a picture showing how big the level is compared with the whole game-world.
But most importantly is a good piece of art work that establishes the mood of the level really well.
11. USPs
As far as publishers are concerned, this is what matters the most. Make sure to list the Unique Selling Points of your game; basically, what makes your game original, and why people would want to play it.
12. Placement of game in market
Who are the rival games out there right now? Be aware of them and write them down.
13. Your contact details and copyright notice
No profile or long childhood stories are needed, only your full name, email address and possibly your phone number.
Theres a million more things I couldve rambled on about still, but this is pretty much what is needed to create a solid micro doc. One last piece of advice is that the complete doc should contain a lot of art work! A picture tells a million words.
Also, some block out in 3D isnt a bad idea as it really helps the developers understand what youre on about more easily. Doesnt have to be fancy.
Actually, one more thing. Since theres so many different genres of games, this template might not fit them all. Like if you had in mind to make a game similar to Tetris, you might have troubles adjusting to these sections. If thats the case, then just post here for help and well sort it out. :)
:!: You can find one example for a micro document here (http://www.azurebot.com/wotp/03.htm):!:
But I rather encourage you guys to send your docs off to other companies that does do development!
How to make a micro document.
What is a micro document?
-A micro document is the short version of a macro document [often referred to as the games doc], which essentially is a book [often digitally in order to update it more quickly and have it more accessible on a database for everyone in the team to browse through] with ALL info on the project theyre working on. Everything from important stuff like art style and poly and texture budgets to stupid small things like every 10th character needs to wear a hat in level 2. -You get the idea.
Unlike the macro doc, however, which needs to include every possible aspect of the game and its world and rules, the micro docs purpose is only for selling a concept. Normally theres a staff working on it, pitching it to publishers, but it can also be used as a fast way of getting into the games industry, by sending it off to various companies and hope itll blow their minds.
Micro document breakdown:
1. Cover
The doc must always have a front page poster which really sells your mood of the game. If developers are handed a blank piece of paper with your name and title on it only, theyll bin it. You might think Im joking, but Im not. So sell your ides through artwork! -Has to include a logo as well.
2. Synopsis
Try and sum up the games in a few catchy lines that would make anyone want to buy your game and play it.
3. Target audience
This is an important one! Sony, especially, are very obsessed with that everyone in their staff must have a really good understanding of their target audience. Its a must in the games industry anyway. -In this section you must write down who youre making the game for, and you really have to justify it by doing a lot of media research.
4. Target platform
Its a good thing to have so the developers arent confused as far as the specs go. And it might be a good idea to add the reason why you choose the platform youre going for as each platform have their own demographic. [You can choose more than one platform, of course, but you have to justify that as well]
5. Game mechanic overview
This section basically explains how the game is played. If youre confused about it, its always a good idea to browse through a few game manuals and see how their how to play are put to words.
6. Controls and interface
Show a picture of the controller of the console youre going for, and point out what button does what. And you do the same with the in-game interface, like health, map, ammo, score and everything else you want on the screen. Again, have a look at games manuals and see how it s shown for inspiration.
7. Game narrative
Here you sum up the storyline of the game. Shouldn t be too short or too long. One page is about right.
8. Example of playable character design
Draw and pose the hero[es] in the game [which are playable]. Might want to add some notes if you want to point out anything special in his appearance, like if hes using a sword, you can point out where the sheath is etc. Maybe you want to add a really short character bio as well?
9. Examples of non-playable character design
This is the same section as above, only here you illustrate NPC characters, such as other important good characters, or enemy designs. Maybe a little bit of both. If youre having a main baddy, it might be a good idea to add him at least.
10. Example breakdown of level design
Draw A level from your game, and draw it in detail. You should have a plan-view of the level, showing the critical path of the player; basically where the player is meant to be going. Look in game walkthrough to see good examples of that.
Also, you need a picture showing how big the level is compared with the whole game-world.
But most importantly is a good piece of art work that establishes the mood of the level really well.
11. USPs
As far as publishers are concerned, this is what matters the most. Make sure to list the Unique Selling Points of your game; basically, what makes your game original, and why people would want to play it.
12. Placement of game in market
Who are the rival games out there right now? Be aware of them and write them down.
13. Your contact details and copyright notice
No profile or long childhood stories are needed, only your full name, email address and possibly your phone number.
Theres a million more things I couldve rambled on about still, but this is pretty much what is needed to create a solid micro doc. One last piece of advice is that the complete doc should contain a lot of art work! A picture tells a million words.
Also, some block out in 3D isnt a bad idea as it really helps the developers understand what youre on about more easily. Doesnt have to be fancy.
Actually, one more thing. Since theres so many different genres of games, this template might not fit them all. Like if you had in mind to make a game similar to Tetris, you might have troubles adjusting to these sections. If thats the case, then just post here for help and well sort it out. :)
:!: You can find one example for a micro document here (http://www.azurebot.com/wotp/03.htm):!: