# [Game Title] — Ten-Pager > [!info] About this document > The **ten-pager** expands your approved one-sheet into a design for the whole game. Each section below is roughly **one page**. Use pictures, sketches, diagrams and tables wherever they explain faster than words. > > This document becomes your production plan: in week 8 you turn it into your task board. Replace every `[bracketed]` item and delete the grey guidance boxes before you submit. --- ## Page 1 — Title Page | | | |---|---| | **Title** | [Game title] | | **Logline** | [One sentence, carried over or improved from your one-sheet] | | **Genre** | [Genre] | | **Course track** | [2D or 3D] | | **Platform(s)** | [e.g. Windows, WebGL] | | **Target audience** | [Audience] | | **Target rating** | [ESRB rating] | | **Designer** | [Your name] | | **Version / date** | [1.0 — date] | ![[title-image.png]] --- ## Page 2 — Game Outline > [!tip] Summarize the whole game from beginning to end. A reader should understand what the player does and why. **Story overview:** [How the game begins, what the player is trying to do, how it ends] **Game flow:** [What one play session looks like, start to finish] **Win and lose conditions:** [How the player wins, how they fail, and what happens when they fail] --- ## Page 3 — Character > [!tip] Describe the player character: who they are, what they look like, and what they can do. Include a sketch or reference image. **Name and description:** [Player character] **Abilities:** [Move, jump, attack, interact, etc.] **Controls:** | Action | Keyboard / mouse | Gamepad | |---|---|---| | Move | [WASD] | [Left stick] | | [Jump] | [Space] | [South button] | | [Interact] | [E] | [West button] | | Pause | [Esc] | [Start] | ![[character-sketch.png]] --- ## Page 4 — Gameplay > [!tip] Explain how the game plays and how it changes as the player progresses. **Core loop:** [Repeated actions, from moment to moment] **Progression:** [How the player improves, unlocks things or moves forward] **Structure:** [Levels, rooms, waves, days, chapters… and how many] **Difficulty:** [How challenge increases, and any difficulty options] --- ## Page 5 — Game World > [!tip] Where does the game take place? List each location, and show how the locations connect with a map or flowchart. **Setting:** [Time, place, mood] | Location | Description | What happens here | |---|---|---| | [Location 1] | | | | [Location 2] | | | ![[world-map.png]] --- ## Page 6 — Game Experience > [!tip] How does the game *feel* to play? Cover the camera, the screens the player sees, the UI style, and sound. **Tone and mood:** [e.g. tense, cozy, silly] **Camera:** [Side view, top-down, third-person, isometric… and how it moves] **Screen flow:** [Title → Main menu → Game → Pause → Game over / Win → Credits] **UI and HUD:** [What the player needs to see. Which parts are screen UI, and which are diegetic (part of the game world)?] **Audio and music:** [Music style, key sound effects] --- ## Page 7 — Mechanics > [!tip] List every mechanic: the rules and objects the player interacts with. | Mechanic | How it works | |---|---| | [e.g. Double jump] | | | [e.g. Collectible coins] | | | [e.g. Locked doors and keys] | | **Power-ups and items:** [List] **Scoring or economy:** [Points, currency, upgrades] **Hazards:** [Spikes, pits, timers, etc.] --- ## Page 8 — Enemies & Obstacles > [!tip] Describe each enemy or obstacle: how it behaves, how it hurts the player, and how the player beats it. | Enemy / obstacle | Behavior | Damage / threat | How to defeat or avoid | |---|---|---|---| | [Enemy 1] | | | | | [Enemy 2] | | | | | [Boss, if any] | | | | --- ## Page 9 — Cutscenes & Narrative > [!tip] List every cutscene, dialogue scene and story moment, and where it happens. If your game has no story, explain how the player learns what to do (tutorial, signs, level design). | Moment | Where / when | What happens | Made with | |---|---|---|---| | [Intro] | [Before level 1] | | [Timeline / dialogue / text] | | [Ending] | | | | --- ## Page 10 — Technical Plan & Scope > [!tip] This page connects your design to the course scripts and the schedule. Be honest: a smaller finished game beats a bigger unfinished one. **Course packages:** | Package | Used for | |---|---| | Core | [Always required] | | [2D or 3D module] | | | [Genre kit] | | | [Narrative, if used] | | **Extra Unity packages or tools:** [e.g. Yarn Spinner, ProBuilder. None is fine.] **Custom scripts you expect to need:** [Anything the course scripts don't cover] **Art and audio sources:** [Your own, or asset packs, with licenses and credits] **Scope:** | Must have (the game fails without it) | Nice to have (cut first) | |---|---| | | | | | | **Milestone plan:** | Week | Milestone | What will be done | |---|---|---| | 10 | First Playable | | | 11 | Sprint review | | | 12 | Alpha | | | 14 | Beta | | | 15 | Gold | | **Biggest risk:** [What is most likely to go wrong, and your backup plan]