# [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]