Broken links?

Hi all! If you ever find a broken link on the site, *please* contact me and I’ll do my best to fix it as long as it’s still cool to do with the rightsholder. Thanks!

Side note: I have 5 – 10 more docs I’ll be getting ready to post in the coming weeks, a few of them exclusive! Stay tuned…

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Link: Effectively Organize Your Game’s Development With a Game Design Document

I ran across a fantastically thorough and useful guide to writing a game design document today and wanted to share it with GamePitches readers. Seriously, run don’t walk to go check that out.

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Kojima Productions – Metal Gear Solid 2: Sons of Liberty design document!

Metal Gear Solid 2: Sons of Liberty

Long time, no post. Here’s another classic — Kojima Productions’ Metal Gear Solid 2: Sons of Liberty design document! (Amazon.com product link) Cheers to everyone on reddit.com/r/gamedev/who sent this to me.

One of the most anticipated titles in PlayStation2 history absolutely lives up to the hype. Metal Gear Solid 2: Sons of Liberty is the follow-up to one of the most captivating and intelligent adventures on the original PlayStation. Solid Snake, everyone’s favorite mullet-sporting supersoldier, is back, along with many other familiar faces and voices. While its predecessor was lauded for telling a complex story, this sequel has even more fascinating twists and turns. Also, like Metal Gear Solid, MGS2takes console-game storytelling to an entirely new level with stunning in-game movies, great graphics, and game mechanics that let you find your own solutions to challenges. The game’s twisting and at times bizarre plot will undoubtedly keep some gamers perplexed.

Konami has replaced the moronic enemies from the first MGS with more cerebral and capable foes; this causes an even greater emphasis on stealth than the original. The controls have been refined and Snake’s repertoire of moves has grown, significantly deepening the gameplay. This is, technically and stylistically, one of the best-looking PS2 games on the market. The sound is also topnotch, with a fabulous score and outstanding voice acting. What makes this game such a standout, however, is how all of these sight, sound, and story elements combine to immerse the player into an entertainment form somewhere between movie and game.

It will be years before Metal Gear Solid 2: Sons of Liberty is surpassed. This is interactive entertainment at its finest.

Source: Various awesome people at www.reddit.com/r/gamedev/ who directed me to the Kojima Productions website. Cheers!

Metal Gear Solid 2 Grand Game Plan

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Link: Ultima 6 Technical Documents

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I just found a link to the technical documents for Origin’s Ultima VI: The False Prophet (Amazon.com product link).

Here is the link to the technical documentation: http://www.ultimaaiera.com/blog/ultima-6-technical-documents/

And the blurb from the originating site:

Courtesy of former Origin programmer Bill Randolph, and thanks to the tireless efforts of Joe Garrity of the Origin Muesum, Ultima Aiera is pleased to present four documents — which have been broken out into over thirty images — which discuss some of the technical details of Ultima 6.

Specifically, the documents — all of which appear to be internal documents from Origin Systems — discuss the conversation syntax of the game and its technical implementation, the object design of the game, and the in-house map editor that Origin developers used to construct the Ultima 6 game world.

There is some truly fascinating stuff to be found within these pages, at least for those who enjoy getting a look at the technical foundations of software.

Source: Reddit!

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Irrational Games – Monster Island Pitch Document

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Here’s a pitch document from Irrational Games back in 2001. It’s called Monster Island, and unfortunately it never made it into production. The high concept is summarized neatly on the first page of the document: Rampage meets Black and White Creatures in a Fully Destructible Environment.” I’d certainly have played it!

Irrational Games Monster Island Pitch

Source: The Irrational Games website, pointed out to me by Frank. Thank you, Frank!

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Flagship Studios – Mythos Pitch Document

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Here’s a GamePitches exclusive from an anonymous donor! I present to you the now-defunct Flagship Studios’ Mythos, a hack-n-slash dungeon crawler.

Mythos Pitch Document

Source: Anonymous. Thank you!

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Brief site update — all Scribd documents now public!

All Scribd documents are now public, which will make it easier to view them non-embeddably. I hope this makes the whole site easier to view.

Also, I just had a handful more design documents drop into my inbox that I’ll be putting up soon. Keep them coming, everybody, and thanks!

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DMA Design LTD – Grand Theft Auto 1 Design Document

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Here’s a classic — DMA Design LTD’s (now Rockstar Games) Grand Theft Auto 1 design document! Cheers to the anonymous contributor that emailed this in.

In Grand Theft Auto, the player takes the role of a small-time criminal trying to make it big with the mob. Stealing cars, doing jobs for the gangsters and behaving generally anti-social are the way to success.

The action moves through six levels spread over three different cities, each based on a real US city: Liberty City (based on New York City), San Andreas (based on San Francisco) and Vice City (based on Miami). To finish a level, a certain score must be reached. Stealing cars and crashing into traffic, driving over pedestrians and killing cops all raise the score, but the big points are made through jobs. Answering phones or entering special cars brings mission assignments, from simple “ditch-a-hot-car” jobs to supporting bank robberies or carrying out assassinations. Completing a mission will raise the score substantially and also increase the score multiplier, so that completing the next felony will gain even more points.

Criminal behavior comes with a price of course: if policemen witness a crime, the player’s wanted level rises. At the lowest level, a single police car might give chase, whereas at the highest level whole car squads hunt the player, the police set up roadblocks and shoot to kill. The only way to evade the cops is to find a respray shop and get a new paint job with new license plates. This costs money which is deducted from the score, however. But even dying or being arrested are not the end. The player has several lives, and ending up in jail simply results in being stripped of all weapons and armor and the score multiplier being lowered.

The entire action is viewed from a top-down perspective, which zooms out while driving a car, for a better overview at high speeds. The cities are many screens large and can be freely explored. Crates are scattered over the cities, which might include weapons (from pistols to rocket launchers), armor or other bonus items: extra lives, police bribes (used to reduce the wanted level to zero) and get-out-of-jail-free cards (used to retain score multiplier and weapons when busted). Dozens of different vehicles are available for the taking, each with unique characteristics: a bus will handle very differently than a sports car.

Source: Anonymous contributor pointing me to Mike Dailly’s Flickr. Cheers!

Grand Theft Auto Design Document

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Tiger Style Games – Spider Concept Document

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Here’s another GamePitches exclusive! We bring to you Tiger Style Games’ Concept Document for the best-selling, multiple award-winning, and widely considered to be 2009’s iPhone Game of the Year, SPIDER! (iTunes product page link)

YOU ARE A SPIDER. One day you discover an abandoned mansion. Who lived here, and why did they leave? In search of answers, you must adventure from room to room, building webs to trap insects, and uncovering secrets in every dark corner. Do you have what it takes to solve the Bryce family mystery?

EXPLORE AN ABANDONED MANSION

* 38 beautifully hand-illustrated levels, from the depths of the basement to the top of the weathervane.
* Discover secret areas and learn the hidden story of the family that once lived there.

CONQUER UNIQUE ACTION-PUZZLE CHALLENGES

* Draw webs with your finger! Touch to walk, swipe to jump, and build webs of your own design by drawing shapes in the environment.
* Tackle hornets, herd mosquitoes, stun dragonfiles, attract moths with light and more!

HOURS OF CAPTIVATING GAMEPLAY

* 4 game modes including Adventure, Feeding Frenzy, Precision, and Hunger Mode.
* Earn 24 challenging Achievements including Linebacker, Gaping Maw, and One Fell Stroke.

.. AND MORE

* Use Facebook Connect to share stories and compare high scores with your friends!
* Enjoy the acclaimed Spider soundtrack, or listen from your own music library.

Source: David Kalina from Tiger Style Games, one of the company’s owners and key people behind the game. Thanks so much, David!

Scribd slideshow view: Concept Spider

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CCP – EVE Online Council Stellar Management Overview

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Here’s the Council Stellar Management Overview, which is an interesting and heady document regarding society, social organization and civilization in EVE Online that many of you will enjoy.

Buy Eve Online on Amazon: Eve Online

Source: EVE Online: Council of Stellar Management website, to which I was directed by Luis Miranda. Thanks, Luis!

Scribd slideshow view: Council Stellar Management Overview

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