Education logo

Section 0: Overview Summary, part 1

OoPS Master Course in Game Design & Development

By Sergio VanNessPublished 3 years ago 3 min read

This article is set to receive further refinement at a later date. This installment serves as one of many in a series dedicated to providing in-depth insights into the art of Game Design and Development. Within the scope of this educational endeavor, one will encounter comprehensive explanations of the fundamental principles and terminologies that underpin the field of Game Design and Development. This note will be removed upon completion of all necessary revisions and improvements to the article.

In this installment, we shall delve into an Overview Summary of the seminal tenets of Game Design and Development, which I like to refer to as the 10 Pillars of Gaming Creation. It is imperative to comprehend that a successful game or studio cannot be realized without each of these pillars. It is due to the intricate interplay of these ten elements that solo game development often proves to be a formidable challenge.

By fostering a cultural milieu that supports the contributions of individual artists, especially those operating independently, we can mitigate some of these difficulties. Nonetheless, it is crucial to resist the temptation of basing collaborations solely on short-term financial gain, as this approach often results in self-inflicted harm. Given that no one person can possess mastery in all ten areas, it is crucial to accord respect to others who excel in different aspects, recognizing that their skills & contributions are equally valuable.

Ultimately, it is the manner in which we interact with one another that determines our replaceability. Therefore, it is important to avoid developing an overbearing or egotistical demeanor, especially when working with others on projects that is not one's own.

As a responsible project leader, one must ensure that they provide guidance and direction, rather than simply delegating tasks and expecting others to "simply figure it out".


The 10 Pillars are:
1. Assets -
2. UX Design -
3. Creative Writing -
4. Coding -
5. Builds -
6. Company Infrastructure -
7. Marketing -
8. Legal Documentation -
9. Data collection & Analytics -
10. Third-Party -


Overview/10 page Slide Show Summary
Page 1
(Your Game Title & Logo goes Here)

(Your Name goes here)
(Your Contact Information goes here)

(Your Company Logo goes here)
(Company Name goes here)
(Company Contact Information goes here)

Revision: 0.0.0
The 1st digit of the revision signifies the Build Number, a numerical designation of the position of the game within its series. This value is typically incremented with each subsequent release or iteration of the game, regardless of the extent of changes made. The Build Number serves as a means of tracking the various versions of the game & ensuring the correct one is utilized by developers and testers, beginning with a value of 1 upon official release. If subsequent games are released, even if they are prequels, the Build Number will continue to increase by 1.

The 2nd digit represents the Major Version Number, a value that is usually incremented in the presence of significant alterations to the game's design or functionality, or as the game progresses from one stage of development to another (e.g. from alpha to beta).

The 3rd digit represents the Minor Version Number, a subcategory update which is typically incremented for smaller modifications or additions to the game, such as bug fixes, the implementation of new features, or minor enhancements.

Page 2
Theme / Setting / Genre
- (Example:) Competitive, Modern Day Fantasy, First Person Shooter
- Use Clip Art from games that is part of your inspiration on your choices to help draw a better idea visually on what your game might look like at first. Before your first pitch make sure you have replaced the Clip Art with assets from your game. The same goes for the art in the rest of the Overview Summary.

Page 3
Core Gameplay Mechanics Brief. Use concept art.
- (Gameplay Mechanic #1):
- (Gameplay Mechanic #2):
- (Gameplay Mechanic #3):
- (Gameplay Mechanic #4):

Page 4
Targeted platforms
- PC? (Yes/No)
- Consoles? (Yes/No)
- Mobile? (Yes/No)

Page 5
The elevator Pitch
(A one sentence pitch for your game. Pretend that your were pitching your game to a executive standing beside you in the elevator. You have less than 60 Seconds. GO!)

Page 6
What sets this project apart?
- (Reason #1)
- (Reason #2)
- (Reason #3)
- (Reason #4)
- (etc.)

Page 7
Monetization model (Brief/Document)
- Monetization Type? (Premium, Micro-transactions, crowd funding, sponsored, contracts.)
- Link to Monetization Document
(How do you plan to monetize the game?)

Page 8
Project Description (Brief):
(Two Paragraphs at least, three paragraphs max.)


Pages 9-10
Project Description (Detailed)
(Four Paragraphs or more If need be, No more than six paragraphs. This includes necessities list & Inspirations.)


courses

About the Creator

Sergio VanNess

Reader insights

Be the first to share your insights about this piece.

How does it work?

Add your insights

Comments

There are no comments for this story

Be the first to respond and start the conversation.

Sign in to comment

    Find us on social media

    Miscellaneous links

    • Explore
    • Contact
    • Privacy Policy
    • Terms of Use
    • Support

    © 2026 Creatd, Inc. All Rights Reserved.