MIRRO
https://miro.com/app/board/uXjVG7jz5qI=/GDD draft
My first idea was a game where cat jumps around the cabinets. simple idea and style.
after joyning prisonescape group ive accepted their idea of monster on the starship.
>>>>>

game example
JUST FOR the IDEA GENERATION >>>>
game title:(“sky steps”)
genre: 2d platformer
platform: pc (keyboard+controller)
target audience: players who enjoy casual but precise platformers (age 12+) core fantasy: run, jump,
core gameplay loop -enter level. navigate platforms, avoid hazards, defeat or bypass enemies. collect star shards(?) and optional secrets(?). reach end portal(?).
player character -abilities:
walk and run (left/right). jump (variable height by button hold?).
health and failure: three hearts; touching enemies or hazards removes one heart. instant respawn at last checkpoint when health reaches zero or the player falls. no lives system; infinite retries.
controls -keyboard: left/right – a/d. jump – space. interact – e. pause – esc.
level structure -level length: example from the brief
progression: version 1 -basic running, jumping, simple pits, no enemies(?). version2 -moving platforms, spikes, first chaser enemy.
Version 3 -wall jumps, temporary platforms, environmental hazards such as falling platforms
enemies and hazards -soldier (?) with firegun, fire
visual and audio direction -art style: stylised 2d or low‑poly 3d side view, with strong contrast between background and gameplay layer.
/Pixel art style
colour: each world has a dominant colour theme, for example world 1 blue sky, world 2 orange sunset.
audio: light, upbeat music, with clear sound feedback for jumps, pickups, damage, and checkpoints.
IDEA
We are planning a game about a baby alien, with a look somewhere between the alien and stitch. the first level is set on a damaged spaceship, where you can see trees and plants through the holes in the ship.
script idea
the game follows a small baby alien, loose on a damaged spaceship that has crashed in the middle of a forest. parts of the hull are torn open, so you can see trees, plants, and fire outside through gaps in the metal. inside, sparks, smoke, and burning cables make the corridor feel unstable and dangerous.
during the crash, a containment cell breaks open and the baby alien falls out, hits the floor, shakes its head, yawns, and looks around. while it is still confused, a heavy door at the end of the corridor opens and a soldier steps in, holding a flamethrower and a remote control. this remote is the only way to open the exit door at the end of the level.
as the soldier walks in, he hears small spider‑like creatures running across the ceiling. startled, he curses and blasts them with the flamethrower. the baby alien peeks from behind a nearby box, sees how easily the soldier burns the spiders, and understands that he is dangerous. the soldier then presses a button on the remote and closes the exit door behind him, trapping everyone inside.
the playable space is a corridor room: on one side there is spreading fire that blocks any escape route, on the other side the locked exit door. in the centre stands a stack of boxes and crates; along the wall above them is a high shelf. the soldier alternates between checking the central box stack and inspecting the door panel, turning his back on the baby alien for short moments.
the goal of the level is to steal the remote and escape. the player must use timing and platforming to stay out of the soldier’s sight. while the soldier is facing the door, the baby alien can quietly climb onto the central boxes and then jump up to the shelf above. if the soldier turns around and spots the alien, he fires the flamethrower; after three hits, the player dies and respawns at the last checkpoint.
once on the shelf, the player waits for the right moment: when the soldier returns to the central boxes, the baby alien can push a heavy box off the shelf onto his head, knocking him out. if the player misses and the box lands on the floor, new boxes periodically drop down from the ceiling, automatically restocking the shelf so the player has more chances to succeed. when the soldier is finally unconscious, the baby alien climbs down, picks up the remote, opens the exit door, and escapes to the next level.
level plan from the brief

idea generation
with Liam we decided the game will be about alien, I suggested it has to be small or baby, because not enough space for something big. we thinking about style, maybe pixel art.
Decided to do in 2d style
moodboard
items list
core gameplay (platforming & navigation);;
- floor and basic platforms (ship metal panels)
stack of boxes//crates in the middle of the room (climbable)
high shelf above the boxes (final position for the alien before dropping the box)
blocked path with fire (hazard that closes one direction)
interactive objects
- baby alien (player character),
soldier with flamethrower (enemy)
flamethrower / / fire burst (damage source)
remote control ( key item needed to open the exit door)
heavy box on the shelf that can be pushed down to knock out the soldier
exit door at the end of the corridor (opens only with remote)
non‑interactive environment
- damaged ship walls with holes
visible trees and plants outside through the holes
background flames, smoke, and sparks (purely visual, not damaging)
ceiling pipes, cables, metal beams
feedback & storytelling details
broken containment cell the alien fell from
- broken containment cell the alien fell from
small spider creatures on the ceiling ( cinematic)
scorch marks and burnt spider remains after soldier fires
warning lights, blinking panels, and siren light near the door
updated asset list
| asset name |
| character |
| character animation (deadth, hurt, idle, jump, land, run, spawn, victory) |
| environment (smoke, metal parts, trees, screens, walls, mountains, plants, cells, trees, tiles, fire, sparks, ceiling pipes, cables, metal beams) |
| materials |
| enemy |
| enemy animations(death, hurt, idle, run) |
| token |
| token animations (collection, spin) |
| boxes//crates |
| shelves |
sketches/ideas





Colours

TILES
sketch of the level



after meeting with the designers team we had to accept new idea

in my opinion it fits the mwchanic better
but we had to start from the begining again
new mirro https://miro.com/app/board/uXjVG7jz5qI=/
new story >>>>>>>>>>>>>>
At the end of the first level, a note was picked up. When the note was magnified, it was written that one needed to take medicine and a task that was unclear. At the end of the second level, there was medicine, and it was taken. Some memories were recalled, and it was remembered that one needed to look at a photo frame. In the third level, a photo frame was picked up, and a video appeared, showing all the content. It turned out that the player was not a child or a young person, but an elderly person who had lost his memory. He had forgotten where he was. Picking up the note beside him, he saw that he needed to take medicine. After taking the medicine, he remembered the family photo. Looking at the family photo, he remembered that the people on it were his wife and son. Just as he was about to gather himself together, he lost his memory again.
GDD from Designer Team
GDD
Game Type:
2D level-clearing and puzzle-solving game
Game name:
Memories prison (tentative)
Game main character:
an old man‘s three age stages of life
Game background:
An elderly person with Alzheimer’s disease, having lost their memory due to the illness, embarks on a journey to retrieve their memories. (The specific context is The levels represent the mental world of the elderly. The change in the player’s age signifies that the elderly have regained some of their memories, while also indicating that patients with Alzheimer’s disease have their memories trapped in different age groups. After the first level is completed, a note is found, which is enlarged. Then it reads: “Take the medicine” and a blurry task. The second level is completed with the medicine, which is taken, and some memories are recalled. A task to view a photo frame is given. The third level is a photo frame, which is picked up and a video appears, showing all the content. That is, the player is actually not a child or a young person, but an elderly person with amnesia. He forgets where he is. After picking up the adjacent note, he sees that he needs to take the medicine. After taking the medicine, he remembers the family photo. Then he goes to view the family photo and remembers that the people on it are his wife and son. Finally, he gathers everything together, but then loses his memory again. This cycle repeats, actually representing the daily life of an elderly person with Alzheimer’s disease.)
Core GamePlay Loop:
A move left
D move right
S jump or pass through
Core Machanism:
Jump and Pass through
Hazard Design:
Static touch overcoming the barrier of death (Can be replaced by stationary objects such as monsters,enemies or spikes.
Level Design:
Level 1:teach player how to play(move, jump, pass though)
Level 2:while maintaining the gameplay of the first level unchanged,increase the difficulty level.
Level3:Design a 50*30 map so that players can complete the game by utilizing the mechanics of level 1.
UI:
Art:
Game Reference:
DISC FOR FILES EXCHANGING
https://drive.google.com/drive/u/3/folders/17r4i1XGneITPcr8K-JsF7_TBPz2Y-aSJ
MY GDD Version (updated)
https://docs.google.com/document/d/1pfF08AwSxlXOFp5A4M5xEePyIL_jswAU34-CURpmf9k/edit?tab=t.0
Cover IDEA

intro VIDEO
01Level
Used Canva, Photoshop, AfterEffects
work on reports, pipeline, planing
ideas for token

setting REPO and FilesNames_v01 with the team; updating names, contact info
REPO
https://drive.google.com/drive/u/0/folders/1Ja7Q6AX6abiobCFmD-oiQiMdykzALNp_
levels screenshots


Reviewing Toolkit for Unity
https://moodle.arts.ac.uk/course/section.php?id=553680
Settings
tiles: tilemap 2560×2560 (10×10, tile 256×256),
environment sprites ≈1024px long side (png),
bg 1920×1080,
animation cycles ≈1024px image sequence at 24fps (twos/threes),
2D efx particles 50×50,
files png 8‑bi
ideas for energy bar

Colours


work on assets v2
Token
Main token concept – separeted neuron in the glass ball
modelled in maya 3d for work optimisation and safe time
used materials from maya
animated in maya

first level Blue token turns into the note



Level 02 – red Token turns into the pill



Level 03 – yellow token turns into the family photo



Backgrounds
Idea – level01 – eye (blue colour)
level02 – heart (red colour)
level03 – neurons (yellow colour)

static and dinamic versions
eye+starts
level02 – heart + steam (referers to steam motor)
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