Game Development Document for Anxiety here. - Awesome, Phil ...

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Simulation Design Document


Version 2.1.0

Confidential

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Anxiety

Simulation

Concept Document




Written by: Phil
lip

Hogan and Kathryn Radosti

Version: 2.1
.0

Date: 5/12
/2011






Copyright 2011

by
Phi
l
l
ip

Hogan and Kathryn Radosti

All Rights Reserved.

Do not Duplicate or Distribute without the express permiss
ion of the copyright holder.

This document is considered to be CONFIDENTIAL and PRIVATE.


Note: This is a slight modification of a template developed by Tom Dowd

Simulation Design Document


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TABLE OF CONTENTS

TABLE OF CONTENTS
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2

VERSION HISTORY
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3
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4

1.0
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3


2.0.
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3


2.1.
0

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4

PREMISE

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5

GAMEPLAY/FEATURE SET
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5

PURPOSE

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5

GENRE

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5

PLATFORM

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5

TARGET MARKET/TARGET

AUDIENCE

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5

PERSONAS

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6
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7

GOALS

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7

PARTICIPANT/PLAYER M
OTIVATION

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8

PLAY M
ODES

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8

RULES

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8

CHALLENGES
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8

STRATEGIES

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9

THEORY/GAME BALANCE

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9

PERSPECIVE/GAME VIEW

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9

USER INTERFACE
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9

ART STYLE
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9
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10

SOUND/MUSIC

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10

SCENARIO

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10

STRUCTURAL OUTLINE/F
LOWCHAR
T
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10

STORYBOARDS
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1
1

MARKETING POSITION

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1
1

COMPETATIVE ANALYSIS

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11
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12

BACKSTORY

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1
2

DESC
RIPTION
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1
2

CHARACTER

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1
2

SUMMARY/FUTURE UPDAT
ES
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1
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1
3

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VERSION HISTORY

1
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0
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Concept Document

Paper Prototype





Added
:



Purpose



Gameplay/Feature Set



Play Modes



Rules



Challeng
es



User Interface



Character



Goals



Art Style



Strategies



Competi
tive Analysis



Backstory



Perspective/Game View

2
.0.0

Beta Version



Added
:


Theory/Game Balance



Competitive Analysis




Sound/Music



Summary/Future Updates




Revised
:


Art

Style










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2.1
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Final Version





Revised:



Table of Contents



Other Changes
:


Added Images
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P
REMISE


Something is messing with your mind. Your psychologist appointment is in less than an
hour and you can’t make your body move to the front door wi
thout suffering panic
attacks. What is infecting you? Will you be able to puzzle
-
solve your way to the front
door?


GAMEPLAY/FEATURE SET


You navigate a 3D space in order to avoid your manifested obsessions, or else you'll have
to act out on your compulsio
ns before getting to the next level.



Tense atmosphere



Engaging empathetic experience



Built in Unity 3D engine



High octane gameplay


PURPOSE


To create an empathetic understanding of what it's like to live with Obsessive
Compulsive Disorder.


GENRE


Educati
onal Sim, puzzle. OCD makes everything in life a puzzle to traverse, so a puzzle
-
based Sim seems to most accurately mirror this disorder.


PLATFORM


PC, as it would be the most accessible. The audience of consoles and handhelds are not as
open to a learnin
g simulation.


TARGET MARKET
/TARGET AUDIENCE


18
-
23
-
year
-
old art students in the U.S., as that is the age where a disorder becomes most
obvious and artsy people are more likely to suffer from this disorder.







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PERSONAS





Jake is a sixteen
-
year
-
old hi
gh school student, whose older brother Robert has been
diagnosed with OCD. Jake plays video games and sports, and he is popular with a large
group of friends. He has never made close contact with anyone with a mental disorder
before, aside from Robert.


Ja
ke often makes fun of and gets irritated at Robert when he's too obsessive and doesn't
get things done in a timely manner. Jake cares about his brother, but doesn't understand
or know how to cope with the symptoms of Robert's disorder.


Their parents coddl
e Robert for his new diagnosis, but haven't talked to Jake about it or
its implications more than once and Robert doesn't share his feelings with his younger
brother. Jake feels like he's losing touch with his family, but is too stubborn to bring it up
to
anyone.





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Jane is a twenty
-
three
-
year
-
old psychology student, specializing in mental disorders.
She's frustrated with her studies because her teachers don't emphasize enough empathy
and she feels as if she won't be able to relate to her future patient
s. She's a full
-
time
student who works part
-
time waitressing. She has little to no free time and thus can't do
outside studies or shadow a psychologist when it's not an assignment.


She wants to get some firsthand experience with disorders beyond consultin
g reference
books. She's tried various Internet resources, but still feels as if she only has a skin
-
deep
understanding of what her future patients go through.


She knows that OCD is not an algorithmic diagnosis, so being able to understand from
the patien
t's perspective will help her more accurately diagnose and empathize with
patients.


GOALS


Goal: Understand the basic symptoms of OCD and how it detrimentally affects daily life.


Objectives: After completing this simulation, the participant will know tha
t OCD
symptoms can include a compulsion to wash hands, a compulsion to avoid strange floor
tiles, a compulsion to double
-
check locks, and others. They will also understand how
difficult it is to just leave the house with OCD.


We are expecting to instill a

feeling of frustration with the symptoms the player is forced
to experience, and a sense of accomplishment for overcoming them. OCD is not easy to
cope with, and a Sim that teaches about it should try to emulate the feelings, without
being too annoying.





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PARTICIPANT/
PLAYER MOTIVATION


The player will be driven by the desire to solve the puzzles to get through to the next
level. Having clear, small goals will encourage them to complete each task until they
reach the end. They will complete it by avoiding

their OCD behaviors for five rooms
while not stepping on specific tile colors that bother the avatar. The time and pressure
will force the player to engage in the simulation and complete the task.


PLAY MODES


Single
-
player, offline simulation that takes
between one to five minutes.


RULES


Number of players: 1


Age range: 16
-
23


Approximate length: three minutes on average


Victory conditions: Reach the purple square at the end of the fifth level without being
touched by the OCD phantoms.


Loss conditions
: Touching a red tile and causing a mental breakdown.


Gameplay: Use arrow keys to navigate up, down, left, and right in order to follow the
path of blue tiles (avoiding any red ones) to get to the green or purple tile at the end of the
room without being
caught by the phantoms. If you are caught, the phantom disappears
and you must go back to the beginning of the room and touch the object there before you
can continue to the tile again, at which point the phantom will respawn and follow you
again.


Scoring
: There is no scoring in the traditional sense.


Game end:
You diagnose your character's disorder to evaluate if you've learned the
symptoms of OCD.


CHALLENGES


Each room is a maze where the player is being chased by a phantom, so the player must
successf
ully balance speed and navigation to successfully escape. If the player slips and
walks over a red tile in their haste to avoid a phantom, their game will end in failure. If
they take their time and stay on the safe tiles, the phantoms are more likely to c
atch up
and force them to retrace their steps to the start of the level.

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STRATEGIES


Spatial navigation
-

The player must navigate their character across a treacherous map
without falling victim to a panic attack.


Quick reflexes

-

The p
layer must be able
to avoid the phantoms on a whim without
slipping onto a red tile.


Adaptability
-

If the player is hit by a phantom, they must go back to the beginning and
re
-
strategize.


THEORY/GAME BALANCE


Anxiety
uses balance to keep the player challenged and learning
. In an environment where
learning happens during the failure and not during the success, the player must be
challenged. The balancing act is between the player being chased by the phantoms and
the player navigating a tight corridor (speed
vs.

navigation).


Another element is the difficulty level.
Anxiety
is very easy to get into, but the user must
master the controls and levels in order to escape each room.

Luck is a non
-
existent element in the simulation, so in the sense of luck vs. skill,
Anxiety
is all
skill.


PERSPEC
T
IVE/GAME VIEW


Three
-
fourths down, 3
rd

person perspective with a fixed camera for each level.


USER INTERFACE


The controller interface consists of the arrow buttons and, during cutscenes, clicking with
the mouse on the menu. Navigation wi
ll be active while reading the text of the cutscenes
is passive. There are no healthbars or pedagogical elements on the screen, aside from the
text indicating that the player has been afflicted with an obsession and must carry out a
compulsion by returnin
g to the start of the level.


ART STYLE


A darker, intense color palette

is used

to increase the feeling of anxiety in the player. The
objects are all abstracted, such as the player and the phantom which are just a sphere and
cone, to let the player become

the avatar without physical characteristics (like the wrong
gender) getting in the way.



The textures for the objects like the sink and the desk are in black and white to add a
sense of creepiness to the atmosphere. The text is a mixture of a custom scri
pt font and
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the "Chiller" font to add a dash of horror to the mix. The mind is a very terrifying place
and the
art style is designed to reflect that.


SOUND/MUSIC


As of this time there is no sound or BGM being used.

Any audio on the main character's
behal
f would genderize the character, and sound effects in general would take the user
out of the environment.



SCENARIO


The player controls a third
-
person avatar that mustn't touch specific tiles in their trek out
of the house. Through movement alone, the pl
ayer will dodge an AI personification of
their OCD while traversing the maze of their home's floor. If the OCD catches them, they
must return to the start of the room and act out their OCD by touching a specific object
(such as a sink or lock). If they man
age to make it across the room without being affected
by their symptoms, they click the door and continue to the next room after receiving a
phone call from their psychologist.


STRUCTURAL OUTLINE/F
LOWCHART













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STORYBOARDS




M
ARKETING POSITION


In the sea of "educational games" and "learning simulations," it is easy for the users to get
bored from the style of gameplay and become disengaged.
Anxiety

puts the player in the
most exciting aspect of the situation: a character with
Obsessive Compulsive Disorder.
Rather than reading information and regurgitating it like a virtual classroom or quiz, the
player must resist the disorder's urges to reach the end of the game. This isn't your grade
school educational simulation;
Anxiety

tak
es education to a tense and innovative new
level.


COMPETI
TIVE ANALYSIS


Silent Hill

franchise
-

The

monsters are psychological manifestations
of a characters inner
turmoil
that are difficult, if not sometimes impossible, to fight, much like
Anxiety
's
phan
toms.

The difference is that
Anxiety

is a lot simpler and less character driven, so it is
easier for the user to insert
their self

into the scenario, thus increasing the educational
output.


Pac
-
Man

-

In
Pac
-
Man,
the player is being chased by ghosts in a m
aze like environment.
Unlike
Pac
-
Man
, the simulation leaves no option for the player to fight back

and the
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maze is all in the player's head. There are no extra lives and no second chances when
suffering a panic attack.


BACKSTORY


The protagonist has been
suffering from an anxiety disorder for quite some time and has
finally built up the courage to speak to a psychologist about it. They have had trouble
leaving the house without having getting distracted by obsessive thoughts and they have
panic attacks if
they step on a tile with a color or pattern that bothers them.

Today is the
day they get tested for their disorder and must make it out of the house
and
to the
appointment on time.


DESCRIPTION


Prediction: We will put the player in the shoes of someone wi
th OCD to better
comprehend its effects.


Procedure: We will build the simulation with the perspective of someone diagnosed with
OCD. The mechanics will reflect having to repeat the same activity over and over to put
at ease the anxieties brought on by the

disorder. We will use Unity and make it available
through the Unity Web Player.


Assets: Unity 3D Game Engine, two tile textures, a person model, AI script, movement
script, collision script, score script, level models.


Conclusion: To be determined.


CHA
RACTER


The avatar is represented by a sphere on top of a cone that looks vaguely human
-
shaped,
but with no real human characteristics. There is no animation involved and no color. The
purpose is to keep the avatar a blank slate for the user to project the
mselves onto.

The
player can mold a slight personality through conversation choices in cutscenes, but the
avatar has no set prior personality.


SUMMARY/FUTURE UPDAT
ES


Anxiety
is a unique education simulation that teaches the users what it is like to live
with
Obsessive Compulsive Disorder. The learning happens during the game play that is very
fast and involving. The player is rushing to avoid phantoms that are manifestations of
their OCD while trying to avoid having a panic attack that is triggered by ste
pping on red
tiles. This is unorthodox when compared to typical educational games that present the
player with quizzes.
Anxiety
sets the bar for how educational simulations should be!


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Future updates may include:


*Additional Levels

*Added/Refined Sound

*V
oice Acting for the Psychologist

*
Refined Graphics

*
HBO TV Mini
-
series