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Paper Sketch

This page provides useful guidelines for the paper-based game design process.

๐Ÿค” What Do You Need to Decide?

๐ŸŽฎ Genre

Simple, beginner-friendly types:

  • Platformer (side-scrolling)

    • Jumping on platforms, obstacles, reaching the goal.
    • Key features: gravity, jump timing, precise movement.
    • Notable examples:
    • ๐Ÿ„ Super Mario Bros โ€“ the father of the basics: jumping, items, stomping enemies.
    • โ„๏ธ Celeste โ€“ precision platformer, high difficulty, strong narrative.
    • ๐Ÿ•ท๏ธ Hollow Knight โ€“ dark fantasy world, combined with exploration and combat.
  • Top-down (bird's-eye view)

    • Mazes, shooting, collecting.
    • Key features: 360ยฐ movement, room-to-room progression, field-of-view management.
    • Notable examples:
    • ๐Ÿ—ก๏ธ The Legend of Zelda: A Link to the Past โ€“ adventure, puzzles, combat from above.
    • ๐Ÿ”ซ Hotline Miami โ€“ fast, brutal action requiring tactical thinking.
    • ๐Ÿ’€ Enter the Gungeon โ€“ roguelite shooter, randomized rooms and weapons.
  • Puzzle

    • Logical solutions (switches, keys).
    • Key features: no time pressure, discovering the solution is the reward.
    • Notable examples:
    • ๐ŸŸ  Portal โ€“ portal mechanic, physics-based puzzles.
    • ๐Ÿธ Baba Is You โ€“ the rules themselves are movable objects, rewritable logic.
    • ๐Ÿ›๏ธ The Witness โ€“ open world full of line-based puzzles, minimal guidance.
  • Endless runner

    • Continuous movement, survive as long as possible.
    • Key features: automatic progression, one-button or simple controls, increasing speed.
    • Notable examples:
    • ๐Ÿƒ Temple Run โ€“ 3D obstacle avoidance, turns and slides.
    • ๐Ÿš‡ Subway Surfers โ€“ slaloming between trains, coin collecting.
    • ๐Ÿ”ท Geometry Dash โ€“ rhythm-based obstacle course, character jumps on tap.
  • Tower defense

    • Placing towers to stop enemies.
    • Key features: strategic placement, resource management, wave-based enemy arrival.
    • Notable examples:
    • ๐ŸŒฟ Plants vs. Zombies โ€“ plants defend against zombies, humorous tone.
    • ๐ŸŽˆ Bloons TD โ€“ monkeys shoot balloons, deep tower upgrade system.
    • โš”๏ธ Kingdom Rush โ€“ fantasy tower defense with a hero unit and abilities.
  • Metroidvania

    • Exploration, acquiring abilities, returning to locked areas.
    • Key features: interconnected map, ability gates, backtracking.
    • Notable examples:
    • ๐Ÿค– Metroid: Zero Mission โ€“ astronaut Samus explores a planet, key abilities unlock new areas.
    • ๐Ÿฐ Castlevania: Symphony of the Night โ€“ castle exploration with RPG elements, massive map.
    • ๐ŸŒฑ Ori and the Blind Forest โ€“ beautiful visual world combined with precise platformer movement.

๐Ÿ‘‰ Genre determines the camera, controls, and level design.

๐ŸŽฏ Game Objective

You need a concrete, measurable goal.

Examples:

  • Collect 5 keys
  • Reach the exit
  • Survive for 60 seconds
  • Defeat the boss
  • Score 1000 points

Important: A level can have 1 main goal + 1 optional goal.

๐Ÿ’ก Tip: The goal should always be visible and measurable to the player (e.g. "3/5 keys collected").

โŒ Losing Condition

Clarify:

  • Does health run out?
  • Does time expire?
  • Does the player fall off the level?
  • Does an enemy catch the player?
  • Do resources run out?

No losing condition โ†’ no stakes.

โš ๏ธ Tip: The losing condition should be clearly communicated to the player (animation, sound, text).

๐Ÿ” Core Loop (the Heart of the Game)

The player's repeated sequence of actions.

  • Platformer example:
    • Move โ†’ jump โ†’ dodge โ†’ collect โ†’ progress โ†’ repeat
  • Shooter example:
    • Move โ†’ aim โ†’ shoot โ†’ take cover โ†’ repeat
  • Puzzle example:
    • Observe โ†’ think โ†’ try โ†’ solve โ†’ next level
  • Top-down RPG example:
    • Explore โ†’ fight โ†’ loot โ†’ level up โ†’ repeat

If this is boring, the game will be too.

๐Ÿ’ก The best core loops are simple but deep: easy to learn, hard to master.


โœ๏ธ What Should You Draw?

๐Ÿ—บ Level Design

Draw on grid paper.

Mark:

  • Start
  • Goal
  • Platforms / walls
  • Hazards
  • Enemies
  • Collectibles
  • Checkpoints

Questions to ask:

  • Is there a safe zone?
  • Where does the level get harder?
  • Is there a way back?
  • How do you guide the player toward the goal?

๐Ÿ’ก Tip: At the start of the level, teach the mechanic without danger, then gradually increase difficulty.

๐Ÿง Player Character

Draw:

  • Basic appearance
  • Size relative to the level
  • Hitbox (marked as a rectangle)

Write next to it:

  • Speed (slow / fast)
  • Jump height
  • Health points
  • Special abilities (if any)

๐Ÿ‘พ Enemies

For each type, write:

  • How does it move?
  • Does it deal damage?
  • How much health does it have?
  • Can it be avoided, or must it be defeated?
  • What is its weak point? (if any)

Don't design 5 types โ€” 1โ€“2 is plenty.

๐Ÿ’ก Tip: Give each enemy a unique movement pattern so the player can learn and adapt.

Enemy Type Templates:

Type Movement Threat Level Defeatable?
Patrol Back and forth Low Yes
Hunter Moves toward player Medium Yes
Turret Stationary, shoots Medium Optional
Boss Complex pattern High Required

๐Ÿ–ฅ UI

Draw a screen mockup:

  • Top area:

    • Health (hearts / number)
    • Score
    • Time
    • Collectible counter
  • Separate screens:

    • Game Over screen
    • Win screen
    • Pause menu

๐Ÿ’ก Tip: Keep the HUD minimal โ€” only include what the player truly needs to see at all times.


๐Ÿ“‹ What Should You Write Down?

๐Ÿ“ Mini Game Design Document (1 page)

๐Ÿท๏ธ Game Title

Short and expressive.

๐Ÿ’ก Tips for a good name:

  • Reference the mechanic (e.g. "Jump King", "Hollow Knight")
  • Reference the mood (e.g. "Dark Souls", "Celeste")
  • Should be easy to remember and pronounce

๐Ÿ—ฃ๏ธ Elevator Pitch (1โ€“2 sentences)

"A fast-paced platformer where you collect keys against the clock."

The pitch should answer: Who plays it, What they do, and Why it's exciting?

Template: "This is a [genre] where the player [main action] in order to [goal], while facing [challenge]."

๐Ÿ“œ Detailed Rules

๐Ÿƒ Movement

  • 4 directions?
  • Jump?
  • Sprint?
  • Double jump?
  • Crouch / slide?
  • Wall jump?

Every new movement option is a new mechanic โ€” add them carefully!

โš”๏ธ Combat (if any)

  • Damage amount
  • Is there a cooldown?
  • One hit = 1 damage?
  • Melee or ranged?
  • Is there blocking / parrying?
  • Is there knockback?

๐Ÿ’ก Tip: Keep it simple. A basic attack + knockback system is perfectly sufficient for beginners.

๐Ÿ“Š Scoring

Example:

  • Coin = 10 points
  • Enemy = 50 points
  • Fast completion = bonus
  • No-damage clear = bonus

Important: what motivates the player?

๐Ÿ’ก Tip: Think through the scoring "ceiling" โ€” what is the maximum score achievable in a level? This also helps with difficulty curve design.

โš– Difficulty

Decide:

  • More enemies?
  • Faster movement?
  • Less time?
  • Fewer lives?
  • Smaller platforms?
  • More complex patterns?

Difficulty increases should be gradual.

๐Ÿ’ก Difficulty Curve Template:

  1. Tutorial: Get familiar with the mechanic without danger
  2. Easy: Apply what you've learned
  3. Medium: Combine mechanics
  4. Hard: Fast decisions and precision required
  5. Boss / Challenge: Apply all knowledge at once

๐Ÿ“š Core Concepts in Detail

โš™๏ธ Under the Hood (How It Works)

Game Loop: The game's continuous repeating cycle (Input โ†’ Update โ†’ Render). This runs 30โ€“60 times per second.

FPS (Frames Per Second): Frame rate. Shows how many times the Game Loop runs per second. 30 FPS is acceptable, 60 FPS is smooth, 120+ FPS is competitive-level.

Delta Time (ฮ”t): Time elapsed between the last two frames. Ensures movement stays consistent on slower machines. Without it, the game runs faster on faster hardware.

Event System: A messaging system through which different parts of the game communicate without directly knowing each other (e.g. "player died" event โ†’ updates UI, plays sound).

๐ŸŽจ Visuals (Graphics)

Sprite: A 2D image representing an object (character, item).

Spritesheet / Sprite Animation: Multiple animation frames stored in a single image. The game cycles through them to create the illusion of animation.

Tile / Tileset: Square building blocks (e.g. wall, grass). A Tileset is a collection of these elements.

Parallax Scrolling: Moving background layers at different speeds to create a sense of depth. Closer layers move faster, distant ones slower.

Z-Order: The layering order (what's in front, what's behind). Elements with higher Z-values cover those with lower values.

Pixel Art: Low-resolution graphics drawn pixel by pixel โ€” a retro style that is achievable even for beginners.

๐Ÿ’ฅ Physics and Interaction

Hitbox: An invisible area used to calculate collisions. Does not always match the visual exactly (often smaller, to make gameplay feel fairer).

Hurtbox: The area where the character can take damage. Can differ from the Hitbox (e.g. the hitbox of a sword swing shouldn't deal damage back to the attacker).

Collision: When two hitboxes meet and the game detects the contact.

Trigger: A hitbox you can walk through, but that fires an event (e.g. a door opens, a dialogue appears).

Raycasting: Firing an invisible "laser beam" (e.g. to calculate a bullet's path or check line of sight).

Gravity: A downward force that shapes the arc of a jump in platformers. Stronger gravity = faster fall, shorter jump.

๐Ÿง  Gameplay and Logic

Mechanic: A specific gameplay element (e.g. jumping, shooting, wall jumping).

State Machine: The character's current state (e.g. you can only jump if you're in the "grounded" state). Possible states: Idle โ†’ Running โ†’ Jumping โ†’ Falling โ†’ Hurt โ†’ Dead.

Cooldown: Waiting time between two actions (e.g. you can't shoot every frame, only once every 0.5 seconds).

Spawn: An object appearing in the level (e.g. an enemy respawns, coins appear in random locations).

UI / HUD:

  • UI: Menus, buttons, screens (e.g. main menu, settings).
  • HUD: In-game data displayed on screen (health, ammo, score).

๐ŸŽฒ Design (Game Design)

Balancing: Fine-tuning. Not too hard, not too easy โ€” the goal is a fair challenge.

Difficulty Curve: The rate at which difficulty increases throughout the game. The ideal curve is gradual with spikes (challenge peaks) that always return to a "rest zone."

Meta-game: Systems beyond the main gameplay (e.g. character progression, collecting, leaderboards).

Juice / Game Feel: The small visual and audio effects that make mechanics feel satisfying (e.g. a little jump animation, screen shake on hit, sound effects).

Onboarding / Tutorial: The process through which the player learns the rules โ€” ideally the game itself teaches them, without text.


โฑ๏ธ Detailed Event Schedule (3 Hours)

๐Ÿ”น 1. Introduction (15 minutes)

  • What is the goal of the game?
  • What is the core loop?
  • Show 1 simple example on the board.

๐Ÿ”น 2. Concept Phase (20 minutes)

Teams answer:

  • Genre
  • Objective
  • Losing condition
  • 3 main mechanics

๐Ÿ”น 3. Level Design (30โ€“40 minutes)

  • First draft
  • Hard section
  • Safe section
  • Enemy placement

๐Ÿ”น 4. Rule Development (20โ€“30 minutes)

  • Scoring
  • Health
  • Damage
  • Time

๐Ÿ”น 5. Paper Playtesting (20 minutes)

One team "plays" the other team's level.

Questions:

  • Is it understandable?
  • Is it too hard?
  • Is there a strategy?

๐Ÿ”น 6. Presentation (5โ€“10 minutes per team)

  • What makes the game unique?
  • Who is it for?
  • How could it be implemented digitally?

๐Ÿš€ Extra Advanced Questions

  • What is the game's fantasy? (What does the player feel like? A hero? An explorer? A survivor?)
  • Is there a progression system? (Leveling up, skill tree, equipment?)
  • What is the reward feeling? (When and why does the player feel "yes, that was great!"?)
  • What is the mood of the game? (Color, music, pacing โ€” is it consistent?)
  • What sets this game apart from similar ones? (What is the unique hook?)
  • How does the game maintain attention after 10 minutes?
  • What is the game's fantasy? (What does the player experience that they can't in real life?)