Submit Your Game Design Concept to GID
by Eric Elwell · in General Discussion · 01/15/2005 (10:27 am) · 12 replies
I want to announce that the submission date has been extended. We will continue to take entries until January 28th. Please have your designs in by noon Pacific Time. (3:00 pm EST - 12:00 pm Pacific)
From January 15th to the 28th, we, the people of the Game in a Day community, will be recieving your game design documents to be incorporated in an up and coming GID event. From all of the entries reviewed, one design will be chosen. The chosen design will be worked on as a team effort by the GiD community over a 3 day period. By the end of the event, your game design will have been brought to life in a working realtime conceptual model with a document including additional comments and input from the developers. This experience will prove to be most valuable to both your project and the developers involved.
There is no age, occupational, or legal restrictions on your entries; anyone can enter. Your typed out design concept must be descriptive and thought out. Entries similar to: "Huge scenery with tonz of shaderz" will not do.
Send your entries to gidentry@yahoo.com Please submit your entries with the design title as the subject and with your complete design document within the body of the letter or attached to the message.
We look forward to recieving your design concept entries.
From January 15th to the 28th, we, the people of the Game in a Day community, will be recieving your game design documents to be incorporated in an up and coming GID event. From all of the entries reviewed, one design will be chosen. The chosen design will be worked on as a team effort by the GiD community over a 3 day period. By the end of the event, your game design will have been brought to life in a working realtime conceptual model with a document including additional comments and input from the developers. This experience will prove to be most valuable to both your project and the developers involved.
There is no age, occupational, or legal restrictions on your entries; anyone can enter. Your typed out design concept must be descriptive and thought out. Entries similar to: "Huge scenery with tonz of shaderz" will not do.
Send your entries to gidentry@yahoo.com Please submit your entries with the design title as the subject and with your complete design document within the body of the letter or attached to the message.
We look forward to recieving your design concept entries.
About the author
#2
01/17/2005 (12:41 am)
Hi Eric, quick question, what will happen to the Design Concept once submitted?
#3
01/17/2005 (12:59 am)
What does the design doc have to contain to be considered complete enough to be acceptable? Who will own the results of the 3 days work?
#4
First and foremost, the design document should fully define the concept's gameplay attributes and other defining features as understood by the player. Gameplay attributes might include descriptions of a problem solving or puzzle game type. Defining features are areas of the gameplay that make it unique and creative, these might include multi-direction (tetris type), additional game rules, or creative user-interface responses.
Please keep any dialog or storyline material brief and relevant to the design of gameplay.
Keep in mind that this event is not designed to encompass the whole of your project, but to quickly assess the tangibility of the design. In the selection process we will be judging for unique, creative, and experimental game designs. Traditional designs will be considered. Although, without creative 'defining attributes', the project cannot be considered for the event, as the nature of the event is to visually conceptualize the game design, realtime.
The final project with GID's written evaluation will be sent to the applicant of the selected design. Ownership of the created assets will be retained by the heads of the GID community unless otherwise stated after completion of the event; as it is not the goal of the event to *make* your game, but for your evaluation of the working design.
Note that this is not a contest, this is an opportunity to have talented developers test the tangibility of your creative design.
01/17/2005 (7:32 pm)
Each design concept will be reviewed by the GID community and voted upon. All design documents submitted remain the property of the applicant, no ownership transfer takes place.First and foremost, the design document should fully define the concept's gameplay attributes and other defining features as understood by the player. Gameplay attributes might include descriptions of a problem solving or puzzle game type. Defining features are areas of the gameplay that make it unique and creative, these might include multi-direction (tetris type), additional game rules, or creative user-interface responses.
Please keep any dialog or storyline material brief and relevant to the design of gameplay.
Keep in mind that this event is not designed to encompass the whole of your project, but to quickly assess the tangibility of the design. In the selection process we will be judging for unique, creative, and experimental game designs. Traditional designs will be considered. Although, without creative 'defining attributes', the project cannot be considered for the event, as the nature of the event is to visually conceptualize the game design, realtime.
The final project with GID's written evaluation will be sent to the applicant of the selected design. Ownership of the created assets will be retained by the heads of the GID community unless otherwise stated after completion of the event; as it is not the goal of the event to *make* your game, but for your evaluation of the working design.
Note that this is not a contest, this is an opportunity to have talented developers test the tangibility of your creative design.
#5
01/17/2005 (8:44 pm)
Thank you for the clarification. My game design would not be appropriate for your purposes then - the only thing experimental about the gameplay is the way of calculating the state of the NPCs relationships with the PC and using this to determine how the plot info is presented to the player, which your team could not attempt to implement without piles of story ad character info.
#6
01/18/2005 (12:47 pm)
I know it's a bit late to ask - but is there a formal document template that should be taken into account?
#7
The document does not need to be formal in anyway, only coherent.
01/19/2005 (9:08 pm)
No, the document does not have to be indepth, only enough for us to have a full understanding of your design.The document does not need to be formal in anyway, only coherent.
#8
01/20/2005 (11:37 pm)
Will you guys be doing concept art or should the person provide it
#9
Concepts may be provided by the applicant, please keep them relevant to the gameplay design. Conceptual work created during the event will vary by which design is chosen and may not be necessary.
01/21/2005 (3:04 am)
I want to announce that the submission date has been extended. We will continue to take entries until January 28th. Please have your designs in by noon Pacific Time. (3:00 pm EST - 12:00 pm Pacific)Concepts may be provided by the applicant, please keep them relevant to the gameplay design. Conceptual work created during the event will vary by which design is chosen and may not be necessary.
#10
01/26/2005 (3:40 am)
Three days left and we've not recieved many entries. Remember to send your ideas!
#11
On another topic I really want to get into torque developing, but I just can't, I have a lot of experience on web programming and am good at it, so if anyone has a vacancy on teir gid team for a programming begginer I'd really love it.
Thanks
01/26/2005 (4:25 am)
I had an idea for a game named jugglor, it's a sideview game where you have a ball that you have to get to the top of the screen(the sreen scrolls up and down) and for these you have padels that the ball gets stuck to and you can rotate them to throw the ball in the direction you want and the speed you want, there's also obstacles on the way up and special assets, like rotating boards and anti-gravity, wind-makers, anti-gravity devices,etc and you would have to click on them to actvate them, so the fun is throwing the ball and then coordinate your cliking ond the special assets to try to get the ball into the next paddle. I was thinking of doing this on flashsince that's what am good at or maybe waiting for the release of torque 2d, but if you wanna make it go ahead, I can make a more detailed description if you want.On another topic I really want to get into torque developing, but I just can't, I have a lot of experience on web programming and am good at it, so if anyone has a vacancy on teir gid team for a programming begginer I'd really love it.
Thanks
#12
01/26/2005 (9:00 pm)
That's an interesting design. If you would like to elaborate, then by all means do so and send it to gidentry@yahoo.com , keep in mind that the actual event will take place some time in Febuary. The possibility of using T2d is there, though I do not think that it would be wise to attemp the event on new tools. We'll just have to see when the time comes.
Torque Owner Eric Elwell