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  • Writer's pictureDaniel Bellido Chueco

Habemus GDD!

It's been a few complicated weeks due to a lot of work, both individually and in groups, and the publication of the post has been slightly delayed but the Arma X Game Design Document is ready.


What is Arma X? Arma X is my final year individual project where I put into practice all the knowledge I have achieved over the last few years in the Games Programming course at Kingston University of London. So yes, Arma X is a video game where I not only put into practice my skills as a programmer but also my skills as a Game Designer, Project Manager, and endless roles that a game needs to be developed as the project will be developed by a single person.


What's the game about? Arma X is a 3D stealth game set in a dystopian world ruled by the Nazi regime. The video game is heavily inspired by some classic sagas such as Metal Gear or Splinter Cell in terms of gameplay, but other elements, such as the theme are influenced by worlds proposed by the Wolfenstein saga.



On a technical level, the game will put special emphasis on fun gameplay that is easy to handle and on the enemy Artificial Intelligence that gives the player the feeling of facing really intelligent enemies. These elements will not be the only challenges to face since aspects such as animation, shaders, and optimization will also be worked on. The Unity graphics engine will be used to achieve all this and high graphic quality since it offers all the necessary tools to help produce a quality prototype.


But before producing a proper prototype, it must be pre-produced, and for this, a Game Design Document has been worked on for a long month that includes the main idea of the game, the most important technical aspects, and its planning that will be carried out from now on. The document is merely indicative and surely does not mention many things I would like to implement, but it shows the essence of the video game and the goal I intend to reach.


Broadly speaking, the document covers topics such as the general description of the video game, historical context, genre, platforms for which it is intended to be released, comparison with similar games, development tools to be used, MoSCoW analysis, player control, interaction with environment and objects, AI, concept art, user interface, some ethical and legal issues, and planning.


For more details about the project, you can download the PDF document and take a closer look at my creative process.


FYP GDD cover


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