Games Development - Task 1 : Game Design Document

21/04/2025 -  ( Week 1 - Week 4 )

Ho Winnie / 0364866 

Games Development / Bachelor's of Design Honors In Creative Media 

Task 1 : Game Design Document




1. Lectures

Week 1 : 
This week, Dr. Bong conducted a detailed module briefing to introduce us to the structure and expectations of the Game Development module. She outlined the upcoming projects and milestones we would be working on throughout the semester, giving us a clear understanding of the deliverables, assessment criteria, and the creative and technical skills we are expected to develop.

One of the key highlights of the briefing was her introduction to C#, the programming language we will be primarily using for this module. As most of us are more familiar with languages like HTML or CSS, this was a new and exciting challenge. Dr. Bong explained how C# is widely used in the game development industry, particularly in conjunction with Unity, the game engine that will serve as our main development platform.

She also provided an overview of Unity, showcasing its features and capabilities for creating both 2D and 3D games. To inspire us, Dr. Bong shared several examples of games that were developed in Unity, ranging from simple side-scrolling 2D games to more immersive and interactive 3D environments. These examples helped us visualize the potential of the tools we’ll be learning and sparked ideas for the kinds of games we might want to create.

Overall, the session was an exciting kickoff to the module. It gave us a strong foundation and a sense of direction as we prepare to dive into coding, game mechanics, and interactive storytelling using Unity and C#.

Week 2 : 
This week, we officially began our journey into C# programming, focusing on the fundamental building blocks necessary for game development in Unity. Dr. Bong guided us through the basics of C#, ensuring we understood the core concepts before moving on to more complex topics in the coming weeks.

1. We started with an introduction to C# comments, which are used to explain and document code. She showed us the two types: single-line comments (//) and multi-line comments (/* */). Comments are important because they help developers understand the purpose of certain parts of the code, especially when collaborating in teams or reviewing old code.

Fig 1.1 C# comments 

2. Next, we learned about variables, which are used to store data that can change during the execution of a program. For example, a variable might store a player's score or health points. Dr. Bong explained how to declare variables in C#, and how each variable must have a data type like int, float, or string to define what kind of data it can hold.

Fig 1.2 Testing out C# variables

She then introduced constants, which are similar to variables but with one key difference: their value cannot be changed once assigned. Constants are useful for storing values that remain fixed throughout the program, such as the maximum number of lives or gravity in a game scene. In C#, constants are declared using the const keyword.

We also explored identifiers, which are the names we assign to variables, constants, methods, and classes. Dr. Bong emphasized the importance of using meaningful and readable identifiers to improve code clarity and maintainability—for instance, using playerScore instead of just x.

A key topic was data types, which define the kind of information a variable can store. We covered basic types like:

  • int for whole numbers (e.g., 10, -3),

  • float for decimal numbers (e.g., 3.14),

  • bool for true/false values,

  • char for single characters (e.g., 'A'),

  • string for sequences of characters (e.g., "Hello World").


Fig 1.3 Testing out variables in Unity

3. We then looked at operators, which are symbols that perform operations on variables and values. These included:

  • Arithmetic operators (+, -, *, /, %) for mathematical calculations,

  • Relational operators (==, !=, <, >, <=, >=) to compare values,

  • Logical operators (&&, ||, !) to combine or reverse boolean expressions.

4. Finally, we covered if-else statements, a core component of decision-making in programming. These statements allow a program to execute different blocks of code based on whether a condition is true or false. Dr. Bong showed us practical examples, such as checking if a player’s health is zero to trigger a game over screen and also almost dying scenario. 

To end the class, Dr Bong did a short tutorial session where we have to code out the program to replenish the warehouse book stocks if it falls below 10 and try running it on Unity. 

Fig 1.4 My attempt on tutorial 


2. Task 1 - Game Design Document 

Requirements : 
Students are required to design and create their own 2D side scrolling/platformer game. The game design document serves as a blueprint for their game and will contain all the necessary information and visual references to develop the game. Sample GDD will be provided as a reference, but students are expected to research more on the matter to determine the necessary content items for their own GDD.

Documenting the Process: Building the GDD for Sands of the Stolen Heart

For this project, I decided to team up with my group members Chong Hui Yi and Lew Guo Ying to undergo this big project. We discussed and pitched a few game ideas before reaching a consensus to focus on a dark humor 2D side-scrolling game titled “Sands of the Stolen Heart.”

This wasn’t just any Egyptian-themed game. We wanted to merge narrative depth, tactical gameplay, and a twist of morbid comedy. Imagine raising undead mummies to help you fight while possessing a tomb raider’s body—and you get the idea. The result is a story-driven game with fast-paced combat, corpse crafting, and a time-fractured Egypt full of weird spirits and cursed relics.

Game Overview :

The game takes place in a warped version of Ancient Egypt, blending myth and the undead with tactical decision-making and platforming. Sands of the Stolen Heart is designed as a 2D side-scrolling action-adventure with light puzzle and platforming elements, where the player must traverse temples, defeat monsters, and collect corpses to craft minions.

With themes of time travel, resurrection, and dark romanticism, the game invites players into a world where ancient magic meets twisted comedy. Our target platforms are Windows (PC) and WebGL, which allows for broader accessibility, including browser-based testing and publishing.

Game Concept & Purpose :

At its core, the game explores the concept of identity through resurrection and body possession. We wanted to give players a central power—raising the dead—but make it strategic rather than chaotic. 

The idea of collecting different enemy corpses and fusing them into Fighters, Turrets, or Shields introduces a crafting layer that enhances the traditional action-platformer formula. The purpose of the game is twofold: to tell a compelling and unusual story about a soul trying to reclaim her body and love, and to immerse players in a world where tactics and creativity matter. The humor element comes naturally from the absurdity of corpse combinations and Sahira’s sarcastic commentary.

Narrative Background : 

The story begins with Sahira, a consort to the Pharaoh Setka, who gifts her a magical bracelet as a symbol of eternal love. During a palace rebellion, Setka is killed, and Sahira, while trying to escape, accidentally activates the bracelet’s hidden power. 

Her soul is drawn into it and transported through time. Centuries later, the bracelet is unearthed in a tomb by a modern-day tomb raider. Driven by greed, the raider puts it on—only to become possessed by Sahira’s spirit. Now inhabiting this new body, Sahira discovers a grim new power: the ability to reanimate corpses. Her mission is to recover the lost bracelet fragments, reclaim her original body, and resurrect her fallen lover. Along the way, she faces memories of betrayal, strange allies, and enemies warped by time.

Game Objectives : 

The main gameplay loop revolves around surviving each chapter, defeating enemies, and crafting minions to aid in combat. 

Players must kill enemies to collect corpses, then fuse them into three main minion types: Fighters for melee damage, Turrets for ranged attacks, and Shields for defense. These units are not just throwaway—they’re strategically vital to overcome traps, mobs, and bosses.

 As the game progresses, players also have to manage corpse resources carefully to ensure they have the right unit types ready for major encounters. Completing levels and boss fights unlocks fragments of the Amentet Band, which is key to reaching Sahira’s sleeping body and ending the game.

Target Audience & Player Persona : 

We designed Sands of the Stolen Heart for players aged 13 and above, especially those who enjoy action-platformers with a twist. If you're a fan of games like Cult of the Lamb, Hollow Knight, or Dead Cells, you'll likely find a lot to love here—especially in the fusion system and offbeat humor. 

The game caters to players who enjoy experimenting with strategy-lite mechanics while being immersed in a strong narrative with rich worldbuilding. Our ideal player is someone who enjoys balancing combat with resource management, appreciates a touch of dark humor, and isn’t afraid to reanimate a rat corpse just to see what happens.

Chapter Structure & Environments : 

The game is divided into two primary levels and one secret dungeon area. 

Level 1: The Ruined Tomb serves as the introduction to core mechanics. It features skeletons, rats, and low-level mummies, gradually teaching players how to collect corpses and build minions. The boss at the end of this level, The Tomb Keeper, challenges players to start thinking defensively. 

Level 2: The Forgotten Sands increases the stakes with spike traps, sand pirates, and scorpions. The environment is more open and dangerous, encouraging better follower positioning. It ends with the boss fight against Anubis, the High Priest of the Underworld. For those who explore deeply, trapdoors lead to The Dungeon of the Pyramids, a secret biome filled with rare corpse types, traps, and elite mini-bosses.

Core Gameplay & Combat Systems:

Combat is built around the idea of collecting and using corpses as a currency and crafting material. Sahira starts with basic melee and dodge abilities, but her real power lies in corpse manipulation. Players can collect defeated enemy bodies and combine them into minions using pre-defined or discovered recipes. 

Fighters are close-range attackers, Turrets offer ranged support but are limited in ammo, and Shields absorb damage and protect other units. Each unit has its own health pool and attack behavior, and stronger versions can be unlocked by fusing rare corpses. This system encourages players to experiment with enemy combinations and adapt their strategy based on what enemies appear.

Growth, Skill Progression & Fusion Handbook:

Progression is tied to Sahira’s growth and the discovery of new fusion possibilities. Players start with a limited set of recipes, but as they collect new enemy types and explore hidden areas, more complex combinations become available. 

The Fusion Handbook functions like a crafting journal, unlocking over time and offering lore-based clues about different units. A basic skill tree allows players to improve minion health, reduce corpse decay time, or boost energy regeneration. Corpses act as a resource, so careful decision-making is necessary—whether to spend three bodies on a turret now, or save them to craft a stronger hybrid later.

Characters & Enemies:

Sahira, though technically undead, is sharp-witted and self-aware, often breaking the fourth wall or commenting on absurd situations. She commands a wide array of powers and slowly regains more of her past through memory fragments. Enemy types vary widely. For instance, Scorpions are weak and fast (30 HP), Undead Mew hide in shadows and ambush (65 HP), Sand Pirates throw sandball projectiles (60 HP), and Sand Pot Monsters are hidden tanks that surprise players (90 HP). Each corpse type also determines what kind of minion they can become in fusion recipes, so enemy diversity directly impacts player strategy.

Game Loop Structure:

The core game loop is designed to be both engaging and rewarding. Players explore areas, encounter enemies, fight using their base skills and fused minions, and collect corpses. Then comes the crafting phase—using the Fusion Handbook to decide how to use collected resources. Bloodmoon phases act as wave-survival events where enemies spawn in higher numbers and drop higher-quality corpses. 

Players can also solve environmental puzzles or fall into trapdoors that unlock optional rooms with loot. Each loop culminates in a boss fight, followed by bracelet fragment recovery and skill upgrades. This cycle repeats and intensifies as the player progresses through the game.

Boss Design & Encounters:

Each boss in the game is designed with multiple phases and distinct weaknesses. The Tomb Keeper uses close-range knockbacks, bone-throwing projectiles, and summons skeleton minions. He’s especially vulnerable to defensive units like Shields, which can absorb his heavy hits. Anubis, on the other hand, is a spell-caster who uses elemental attacks like Soul Flame and Frost Totems. He requires players to interrupt casting with fast melee units, making unit timing critical. Both bosses reward players who experiment with fusion and properly balance their party before the fight begins.

Visual Design & UI Layout:

Visually, we wanted Sands of the Stolen Heart to feel mystical, ancient, and slightly cartoonish. The 2D art style is hand-drawn, with rich color palettes of golden sand, royal purples, and glowing turquoise. Our UI is clean but thematic—Lotus-shaped health bars, scarab icons for gold, and a scrollable fusion interface. The layout ensures players can monitor health, corpse count, and follower status at all times without feeling overwhelmed. The map, moon phase indicator, and fusion slots are all accessible with minimal interruption to gameplay flow.

Audio & Soundscape:

Audio plays a major role in immersing the player. In exploration segments, you’ll hear ambient sounds like wind sweeping through tombs, quiet flutes, or faint whispers. Combat ramps things up with heavy Egyptian drums and escalating music. Bosses have dynamic scores that change with each phase, adding tension and drama. Voice acting is kept minimal and used mostly for flavor—Sahira whispers sarcastic remarks or gasps when she regains fragments of her memory. These touches help the player feel grounded in a world that’s mysterious but also alive with personality.

Tools & Technologies:

We used Unity 2D URP as the primary engine, chosen for its flexibility and performance on both desktop and WebGL. Programming was done using C#, while art assets were created in Photoshop, Nomad, and Illustrator. FL Studio and Audacity handled all audio production. For documentation, we collaborated in Notion and Google Docs, and hosted test builds on itch.io. We gathered feedback using Google Forms, which allowed us to iterate based on real player input throughout development.

Development Timeline:

Our development plan was structured into four main phases. Weeks 1 to 3 were dedicated to ideation, research, and writing the Game Design Document. During Weeks 4 to 7, we focused on art asset creation, character design, and animation preparation. Weeks 7 to 13 were used for implementation in Unity—scripting minion fusion, building levels, and balancing AI. Finally, Weeks 10 to 13 overlapped with our playtesting phase, where we fixed bugs, rebalanced systems, and polished the user experience based on feedback from actual players.


Full Document of Game Design Document : 



Proposal Slides : 
Sands Of The Stolen Heart by Winnie Ho
3. Feedback

Week 2:
Dr Mia commented that the idea and storyline for our game is good but she emphasized that it must be more unique as this gameplay is quite common in the market. Adding a special factor to the gameplay would be better. 

4. Reflection

Experience : 
The ideation phase of Sands of the Stolen Heart was one of the most creatively energizing parts of the project. Working with Chong Hui Yi and Lew Guo Ying, we spent a lot of time bouncing ideas off each other—exploring different genres, mechanics, and themes. We wanted something distinct, yet manageable. Through collaborative brainstorming, we decided on the darkly humorous and mythological premise of Sahira, an undead soul trapped in a bracelet. The process taught us how to shape a compelling story around unique gameplay mechanics, and how to make sure both narrative and gameplay supported each other from the very start.

Observation : 
During ideation, I noticed how important it is to maintain open-mindedness within the team. Some of our best ideas—like corpse fusion and Bloodmoon phases—started off as jokes or loose sketches before we saw their true potential. We also realized early on that committing too quickly to one direction can limit creativity. By keeping the conversation exploratory during the first few sessions, we gave ourselves space to discover mechanics that naturally aligned with our setting and tone. Having a strong team dynamic and regular discussion allowed us to refine and evolve ideas without friction.

Findings : 
One key takeaway from the ideation phase is that successful game concepts often emerge from the intersection of contrast. In our case, mixing dark Egyptian mythology with absurd humor and strategic combat created a layered concept that stood out. We also learned that clarity in concept from the beginning leads to smoother development later. By the end of ideation, we had not only a clear vision, but also a direction for art style, tone, and gameplay systems—all documented early in our Game Design Document. This foundation was essential in guiding the rest of our project.

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