“LKDS” new project overload post!

Before we continue, let me show you this project as I am showing my studio class, with this video pitch!!!

Alrighty now that we have that out of the way I am going to run through LKDS in a series of documents. So you reading along are going to go through the “how does make game” process with me from the very first steps. The Pre-Production stage of actually developing the idea and expanding it into something of note. First off we are going to explore LKDS conceptually with the HCD -High Concept Document.I apologize, this one doesn’t have many pretty pictures, those start in the art bible.

LKDS – High Concept Document

High Concept

So it’s squash, inside a closed sci fi “Quake-esque” court. With deadly lasers instead of squash balls, and laser reflecting shields for each player…What could go wrong?


  • First person view of a physics based shooter.
  • A classic 2 player shootout, but instead of the middle of the american wild west, its in the mysterious sci-fi future.
  • Bouncing projectiles that bring an element of both surprise and thought to the game.
  • Mix old and new, laser rifles to fire at your enemy and a shield to reflect their attacks. However remember to be smart! A raised shield makes you slower and you can’t shoot!
  • Are you fast enough to reflect an incoming laser bolt? If so send it back even faster!
  • It’s not a death match….it’s a future-sport. This means its gore and blood free, not restricted to older players.
  • Variety of enclosed levels to keep player’s on their toes.
  • Short play-time for each match, giving players many possible exit points should they decide they have had enough for one session.
  • Laserarms with only two shots per magazine force players to think before they engage.
  • Humorous sporting and sponsor elements littered throughout the game. Crowds cheering at killstreaks, sponsored health pickups and so-on.
  • Makes use of verticality heavily to transform the usually flat FPS level into something that can truly embody 3 dimensions.

Player motivation

Players compete in short term 1v1 scenarios, each trying to prove victorious in a single match. But more than that each wants to hone their skill in the games relatively simple controls and attempt to master the blend of old and new. The player is forced to tactically think about their engagements at speed!


An FPS, with the playsession time of an arcade game, but with a sci-fi setting, and a sports overtone.

Target Customer

The social gamer who not only likes playing with their friends but also against them in friendly matches.

Selling points

  • streamlined clean-future look hearkens back to an older era of shooters. Useful at a time between a commercially successful DooM reboot and the release of Quake Champions.


  • A game you can play between games, with a short session time per match LKDS is something that doesn’t dissuade players by taking three hours to setup and play. Someone has twenty minutes before they have to leave for work: They will not be opening Civilization V here, they will open LKDS


  • Approachable by both casual FPS players and those who like a more thought-out or strategic feeling.


Target Hardware

Windows PC running Windows 7 or above.

Design goals

  • Small: This isn’t meant to be a massive game to install, run, or learn. It is intended to be a quick experience that takes almost no time to get into and understand.


  • Deep: While LKDS may be small in the content it holds. It is also intended to give players the options to explore that content through each level, in each scenario they come across. Eventually building their skills to the point where they can bpredict where their projectile will be after they fire it, and where it will travel before dissipating.


  • Social: This is also intended to be a game that friends can play against one another without resentment because one always wins for example. LKDS holds a place where it can be considered casual enough to not hold that sort of power over players, thus inviting more people whoa re simply after a good time to come and join in the fun.

End of document.

So what were your thought s after reading that? For me that is nowadays the first step after creating a new game concept. Did you feel as if it followed the ideas presented in the pitch above?  Did it give you a new insight into the game that you didn’t get from the pitch? Do you feel that is good or bad? Feel free to leave a comment and tell me what you think 🙂

Now we move on…To the art bible, my last one was on Toink . Here we are going to follow the same format!


The art bible

Art style

“Mr.pinkmans” model corridor is a good example of what I mean by ‘clean sci-fi’

LKDS is a game that I want to visually bring back players to an older era of shooters. simple and bright players in a streamlines and gunmetal grey world. With flare lighting and metallic shiny reflective surfaces. Think of , things like Star Trek for example.


A more related example comes from Unreal Tournament and their simplistic indoor corridor design. Only a few colours are used, mostly greys and dull reds/blues, which of course highlights the players energy weapons.


character style



Here is a character and its components in scale. As we can see the shield takes up around 40% of the characters front when active. when inactive it is non-existent. The gun is also rather large both in length and width, so that a player can see the direction another player’s gun is facing. Of course it also has a red glowing tip to ensure someone can see if it is pointing at them.

Character Ink
‘s model of a “speedball player” is almost exactly what I am looking for. If not something I would pursue using in the final game. It is sleek, simple, and keeps focus points on the feet, hands and face. face for headshots, hands for weapon aiming, and feet for motion. The metallic plates also leave room for reflections, and the blank canvas character saves the trouble of making faces.



laser gun details are a must here! I want it to feel powerful I want it to be visually noisy, and I want the bullet to be easily spotted.



Here is an example of an ideal muzzle flash.


burst closeup.gif



Here an example of the total level of visual noise I would want upon firing.



dasdasd.jpgHowever also important is the lighting effects that I would want to see from within the level. the environments I want to be closed spaces so they will need vibrant internal lighting that specifically shows the angle of surfaces so the player will know or guess how their projectile would bounce.

Colour Palette



A wider range than the player and both muted and bright shades of colours. The environment  is something that I want to be the source of most of the games light. While the player acts as a receiver/reflector.


I want the player to follow the colour scheme of the speedball model but with the opportunity for wild highlights that distinguish them from the map.


Monday night combat is a good example of the atmosphere I am looking for.

While LKDS is an enclosed space, I believe I can still achieve the lighthearted and detailed atmosphere without immense detail. Some small things like team logos and sponsor stickers are a great example of the type of small things I want to add to generate my desired setting.



Bright neon colours and simple crisp designs. I want the UI to show the brazen commercial status of LKDS in an almost satirical light. As seen in this concept mockup.




menu layout.jpg


For the menu I would like to envision something rotating around a logo or sponsor ,as well as featuring a square button layout as opposed to a line. I want the menu to feel invigorating and actually get people into the lighthearted and kind of ridiculous spirit of the game.


End of Document.

So here we are back again. It’s okay there isnt anything more in this post you can relax now! But one of the reasons this is here is because I want to go through this process with you and hear what you have to say, so leave a comment here telling me what you think about LKDS. For anyone out there wanting to start making a game, an Art bible or HCD is a good place to start. for some easy guides and idea starters check out these links:

High concept documents

Art bible creation


next time ill talk about making a test map, and making a TDD (technical design document) which basically details the mechanical actions of all elements within the game.

until then… @AJJMcClenaghan




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