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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):!:

Birkin
21-02-08, 20:31
A few questions for you. Have you ever presented anything to some kind of company? Do you reckon the points youve listed there is enough to eventually have a game published?

Ive read this (http://www.sloperama.com/advice.html) and it seems far more complicated than what youve pointed out here. To get a decent idea out youll need a year or more just for planning.

HumanIce
21-02-08, 21:03
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.[/size]
hm... that reminds me of one thing, if Id design a game, Id make the main character be the villain, against the people that look all like Dante and Cloud, and those Dante-Cloud guys are trying to be good by taking a magical crystal or something, but if they touch it the whole world dies.
so your main villain needs to kill them all, or should I even be calling him a villain, the good guys are so stupid that they think the villain is trying to kill them so he could take the crystal and do something mean, while the main villain already knows what it does.
and the main villain looks all rotten, in a black suit with red eyes.. just doing his thing to help everyone, and the ending would be that the Dante-Cloud guy says you just dont get it! you need to be stopped you evil twisted f**k! I wont let you get the crystal! the main villains mouth has been ripped off so he cant tell them why he needs to kill them. then in end the main villain wins, goes back home to his church tower and looks at all the dark city.
you know, THAT would be a good idea for a game. sick of good guys being good and evil guys being evil.

Clayonite
22-02-08, 06:21
A few questions for you. Have you ever presented anything to some kind of company? Do you reckon the points youve listed there is enough to eventually have a game published?

Ive read this (http://www.sloperama.com/advice.html) and it seems far more complicated than what youve pointed out here. To get a decent idea out youll need a year or more just for planning.

Yes, but as Im an artist and not a games designer, a micro doc isnt really what I put most focus on in the first place. Im hired primarily for my modelling and texturing skills [even though I eventually would like to work myself up in the 2D department].

But if you look carefully at that site it explains: A concept might be one or two pages describing the basic idea. A treatment might be three to fifteen pages to give a broader picture of the idea for a game -this is a micro doc.

Where as: A game design, though, is a full document [fifty to two or three hundred pages] describing a game in every detail. The following is a basic outline [well, maybe more of a checklist] for a game design. Ive used this outline for years. is a macro doc [and its often much bigger].

-That site is a rough guide on how to enter the games industry. And not a particularly good one either, to be honest. Its outdated and it doesnt really tell you anything about the harsh reality of the industry. My references comes from Curve, Kuju, Blackrock, Relentless, Creative Assembly, Rebellion, Ubisoft, Codemasters and more. So this is all that is needed to create a successful micro doc, which hopefully can get you a job.
But again, the doc has to be extremely good in every possible way. And it ought to be sold through its art work as developers dont care to read much, which is one of the reasons this doc must be kept short and catchy. Basically, make it as flashy as possible; sell yourself as a designer, but show that you have good understanding for your demographic and a good sense of art.

Birkin
22-02-08, 12:54
Sounds interesting. I have a passion for this so maybe I should start thinking? I already am in the process of creating a manga, which has exceeded 100 chapters now.

Clayonite
22-02-08, 15:56
Very good! :) I have to be honest with you~ Very few people are picked up randomly as a games Designer. You really have to earn that position by a lot of industry experience, so I do recommend that you either start off doing art[2D/3D], coding [C++ is a good place to start] or sounds[music/effects] to begin with.

My own roots are based upon manga, games characters and Calvin and Hobbes, of all things, but now I try to work in a lot of different styles to have a great variety of work in my portfolio. It all still look very much like eastern art work, which is simply one of the things I cant shake away. But then again, thats probably what defines me as myself. In any case, if you need help or crit on any of your work, Im sure Ill be able to help out. [Ive got a mate whos doing comics as well]

But again, its a good thing youre doing arts as itll raise your employability greatly.

Birkin
22-02-08, 21:36
Regarding the manga, erm... I dont actually draw. Me and a few others basically got this idea together, then characters were formed and the plot followed. Its currently still in the writing process, but we do have a sketch artist currently, and were going to process publishing either this or next year, and pay decent artists. Basically were in the early stages, improving on the plot which is going smoothly.

Heres (http://img352.imageshack.us/img352/6808/blackguyok1.jpg) a sketch of a character.

HumanIce
23-02-08, 14:01
Heres (http://img352.imageshack.us/img352/6808/blackguyok1.jpg) a sketch of a character.
thats a Dante-Cloud character, alright.
but, anyway.. nice art.
why are people so good at making human faces and always have so much space to fit all the 5 fingers. I always have problems with that..

Birkin
24-02-08, 22:45
1 (http://img97.imageshack.us/img97/4452/untitled1if1.jpg) and 2 (http://tn3-2.deviantart.com/fs10/300W/i/2006/140/a/a/Cloud_Strife_FFAC_by_Sleepar.jpg)?

I fail to see the resemblence between Hakaisha (sketch above) and those two.

HumanIce
25-02-08, 16:37
1 (http://img97.imageshack.us/img97/4452/untitled1if1.jpg) and 2 (http://tn3-2.deviantart.com/fs10/300W/i/2006/140/a/a/Cloud_Strife_FFAC_by_Sleepar.jpg)?

I fail to see the resemblence between Hakaisha (sketch above) and those two.
lol, haha
look at Dantes hair, mixed with Clouds lower hair, take Dantes jacket, mix Dantes face to Clouds face, and you have made a Hakaisha wallaa!

Birkin
25-02-08, 17:24
I like the critique, but I honestly cant see the resemblence. Its normal manga hair, you can just say Dante has Raiden-like hair, which doesnt make sense.

souljapain
18-03-08, 02:03
not bad of a story line but the main aspect of any game is wat type of game play - rpg - fps - beatem up. Wat ill love 2 play is a Street Fighter rpg with about 10 different story lines, u pick ur destiny more like Kingdom Hearts (beatem up - rpg) with combos blood n guts hav a party like genji 1 pep at a time n being able to change at will or two n more in multiplayer but gets harder the more players on the game.With 1 click way from Battle n Adventure (aka Modes) with no loads in between battles. Ive seen Sf4 Something like that but no waiting while the game loads u go find ur opponent so u click to leave battle solve quests or just keep fighting up to u :)

I wish a game like this would come out just thinkin about it lol

or Street Fighter Vs Killer Instincts in 3d hd

Half the latest games out now r flopping the game play or the Graphics y not something old but new. like they say old is gold sumthing that every1 has played n loved. but in a different way New gen b)

Harry149
14-04-08, 14:16
How do you make a macro document?:?:

Clayonite
15-04-08, 19:00
Well, it depends on how specific you want me to be, really~ A macro document varies greatly depending on the games and the staff involved, but the short answer for it is everything.
I have a mate whose now handeling the launch of MGS4 in Singapore, and hes a fairly fresh designer still [although stuck in PR for a while]. I think his first rough draft for his current project was about 25,000 words, in which did not cover any major visual aspects in terms of art style [and that can be as much as half the doc, depending on the game and genre].

The big idea behind having a macro document is that so everyone in the team knows exactly how things are meant to be. So, the best thing to do is to have it as a pdf, word or preferably a html doc for easy navigation; digitally at least, so the lead director/artist can update without hassles.

Its not much point in making a macro document unless youve got a staff with 10 people+ working on your project.

Clayonite
12-07-08, 19:08
You can now find the complete concept game at www.azurebot.com/hyde

http://www.azurebot.com/hyde/hotbruno.gif

shobo
06-06-09, 06:08
i have some question...
i cannot make game..
i just have a plan for the game
i just can make character design
and i just want to give inspiration to the creator.
i am megaman fan and i want to give some idea to keiji inafune
may i give it?(i am scary if i am just annoyed..)
how to give it?:confused:(am i must make it into micro document too?)

Clayonite
09-06-09, 12:39
The quick answer for that is no. Like most companies, Capcom doesn't accept thirdparty material unless you're contracted to do so.

shobo
09-06-09, 12:54
thanks a lot for your information.

Vinnie
15-06-09, 12:49
I have an idea, and I want to make something with that, I'll try to do a micro, thanks for the information :)

Clayonite
15-06-09, 15:20
Good stuff. Glad you found it useful. :)

You can also post work in progress content for input or further in-depth advice on the document by joining here:
http://www.capcom-europe.com/forum/group.php?groupid=71

Arkanoid
12-01-11, 05:38
Micro document ... eh? sounds really interesting but the reality goes beyond any expectation or illusion to the case. But the truth is that this topic has intrigued me in some ways I would love to have the opportunity to work for a corporation related to the International industry itself, but the truth is it's not as easy as leaving a CV in the reception office.

Before making a desicion we have to consider many things like the availability, feasibility, capacity, utility, understanding of the industry and its derivatives such as, trade, publishing, public interest, add infinitum.

Especially in the artistic sincerely my attention to the Micro Document is notorious for many years that I'm immersed in this, since I started drawing in 1998 (commercially in 2001 to 2008) I have learned and understood a myriad of items really enrich what I or you current / future artists could learn.

And even though I was of little or no chance of doing, I must try it. For this reason I will dedicate some of my free time (unfortunately / fortunately it is little) to investigate a little more about this issue which really sounds interesting.

SpectrecomFilms
19-02-11, 11:24
A few questions for you. Have you ever presented anything to some kind of company? Do you reckon the points youve listed there is enough to eventually have a game published?

Ive read this (http://www.sloperama.com/advice.html) and it seems far more complicated than what youve pointed out here. To get a decent idea out youll need a year or more just for planning.

Agreed. It's a helpful guide, but the reality is way more complicated

Natea
07-06-11, 10:59
I just want to make sure I get it right. Well, some years ago I sent something like a Micro document to Nintendo (http://fanmade.daeryabaar.com/) and they replied as it says: 'We don't accept unsolicited ideas' - which is that which is not accepting third party stuff. So

1) I guess that is because there might be sooo many good ideas and by no chance a good idea based on an existing franchise does really ensure the corporation of it being more than just a one day fly.
1.2) As further the management of paying credits back and forth does not fit into the internal managements as there are lead game designers and stuff who work at the company aniways and eventually have a closer link to the companies 'core' whereby the company is driven ... so that it is sad on one point but just not possible on the other.

Now, it was pointed out that Capcom doesn't accept game ideas - in terms of me now wanting a game to be made and so getting to draw down a Micro document (at least for one point). So

2) The way into the game industry is narrowed down in accordance to the 'factories' capacity - which means, the larger a company the more problematic the way into. A company as not existing or being about to be formed (indie development) doesn't have by any chance a large restriction thereby.

So - apparently incomming 'interrests for emplyment' are yet looked through while logically the balance where the applying person is found as either heavy enough or too light is weighed in accordance to the companies current staff(/capacity co-efficience). That is how it makes sense to me. However,

you (Clayonite) are telling us that you are working in the arts department and are writing about using Micro documents as well - which means to me that you have some passion for designing games while your valuable assets reside in arts so that you basically work at what you can do best although there are other things you might be good at. I like Bruno for instance but while looking at the game Bruno is a part of I might discover that it is not my idea of where Bruno should be and so we could go and form a team whereby I would do Level Design and stuff while you'd do the Characters (and stuff). If we were so to establish a company we would look for people that would fit into this individual way of working together.

So,

3) A game designer 'as is' is something that would once be existing be an individual existence whereas the 'game designer' in general is not a fixed part of a development team just an eventual leading position - which is then I guess why a Micro Document would be the best way to indicate possible factors of integration of ones self into an existing environment.

Is that correct?

VideoProduction
01-08-11, 08:16
Totally agree, thanks for posting this thread, I've been wondering about micro-documents for a while and haven't been too committed to creating them so this has really helped me get more positive about them. Cheers guys.

AH
Skeleton Productions
http://www.skeletonproductions.com