Bug

  • Rubi-blue Collins

For my second year of University studying Games design & art I created the GDD (game design document) for a came concept I came up with called ’BUG’ as a placeholder. I’ve always been inspired by the ways in which perception can be a tangtable ’thing’ and how perception changes could be explored through game mechanics.

Bug by Rubi-blue Collins
’In this 2D platformer you assume the role of Niamh in her everyday life, constantly being antagonised by her personified illness, Schizophrenia, entangled in an abusive and controlling relationship with it. As you interact with your distorted environment you will effect whether or not you begin the road to overcoming the illnesses abuse.’
Bug by Rubi-blue Collins
To support the GDD I created several concept art pieces of the protagonists, expressing the style and appropriate designs for the primary character.
Bug by Rubi-blue Collins
The purpose of these conceptual pieces was to convey an appropriate style starting point, colour pallet and tonality. The aim of the GDD is to express the essence of a game and it's concept, including research points and such that infer everything from design to marketing.
Bug by Rubi-blue Collins
As one of the games USPs (unique selling points) I created a fictitious collaboration with the fashion brand FENTY which would help to differentiate the game from typical gaming markets which frequently target the broad, atypical definition of ’gamers’ instead of marketing towards those who enjoy interesting visuals, strong narratives and interesting interactions as well as other outlets like the fashion industry.
Bug by Rubi-blue Collins
The whole design process can be viewed on my second year developmental blog, including the full GDD. https://iamblueblueblue.wordpress.com/2018/01/08/full-games-design-document/
Bug by Rubi-blue Collins
Rubi-blue Collins
E-comm Digital Content Assistant