top of page
Computer Keyboard

Game Art Design PBM

Welcome to CrystalCraft

CrystalCraft is a breathtaking adventure into the world of fantasy and adventure. Players are tasked with finding and bringing back crystals to their magical city. Each player will take a turn rolling the die, moving, encountering enemies, using loot, and following hazard cards. Players must work together to bring back all the crystals that are scattered across the board. This game includes hazards that can set players back or sometimes help them. This game also contains loot cards to help the player through tricky situations. Lastly, the game has enemies scattered throughout the game board who are determined to fail the players.

 

The player must venture outside the protective barrier of the city and visit the elemental strongholds where the crystals are rumored to be. The player will be granted a weapon, map, and other supplies to help on the journey. The player will need to use their problem-solving skills to work through different obstacles to obtain the crystals. Once the crystals are collected, the player must safely make it back to the Omalian city to save the city and all the Omalians living in it.

Section l: Target Audience

Anchor 2

This game is designed for young adults between ages 16 and 24. Particularly individuals who enjoy adventurous games. Younger audiences seem to react better to action and adventure-based games. Given the complex nature of my game, I decided to set the target audience at an age where the rule would be easily understood (age 16).

This game is designed for young adults between ages 16 and 24. Particularly individuals who enjoy adventurous games. Younger audiences seem to react better to action and adventure-based games. Given the complex nature of my game, I decided to set the target audience at an age where the rule would be easily understood (age 16).

This game is designed for young adults between ages 16 and 24. Particularly individuals who enjoy adventurous games. Younger audiences seem to react better to action and adventure-based games. Given the complex nature of my game, I decided to set the target audience at an age where the rule would be easily understood (age 16).

Crystalcraft is similar to the board game Subterra. In both games, players work together to navigate an unpredictable space and complete an objective. Cooperation-based board games are not too common, which means that audiences who prefer this type of gameplay are already likely to be interested in crystal craft. Unlike SUbterra the game provides a fantasy story based on another planet. This will interest people who like to let their imaginations run wild. That is why I believe people who enjoy adventure fantasy games will likely be interested in Crystal Craft.

Section ll: Game Design Document

This PDF contains my GDD. In my GDD, are all the components and mechanics that are in my game.

Section Ill: The Rules

Section lV: The Process

There were a lot of steps to creating these games. Firstly, I had to brainstorm ideas. Anything that came to mind was written down. Once I finished brainstorming, I took a look at my ideas to see which ones would get me the farthest. After deciding on on concept, I researched different aspects of my game. I created a mood board to show my inspirations for the game. After that, I created a game design document that outlined all the possible mechanics of my game. This included but was not limited to a target audience, game art, detailed descriptions, and different mechanics of the game. After creating my GDD, I then drafted a schedule of when things should get done. AKA: Plan of Work.

Once my pre-production stage was complete I then moved on to the actual game making. I first started with creating a game board. I used royalty-free and original graphics. Next, I created game cards to go along with my game. I print both the game board and game cards. I then found game pieces to represent crystals and enemies. Lastly, I made a box to package all game pieces.

Section V: Images

Cards

Game Board

Section Vl: Cost Breakdown

Pre-Production 

Planning Total: $0

Concept:$0

Game Document:$0

Basic Design:$0

 

Planning will not cost anything because I am the only individual that is planning. I do not have to worry about paying others. Additionally, all of my game components do not need licensing. If I were to hire other people to help me plan the game, the cost of planning would significantly increase, however considering the game I want to make, it would be more efficient to work independently and save money.

 

Production

Labor cost: $0

Materials cost (per game): $9.50

Player Pieces: $0.50

Enemy Pieces: $1.00

Crystals: $0.50

Cards: $2.00

Board: $5.00

Instructions: $0.50

 

Again, since I am working independently, I do not have to worry about paying people to assemble my game. If I am planning to mass-produce this game I will have to consider labor costs and advertising costs. The materials used to make the game are relatively cheap. This keeps the game affordable. The combined material cost and labor cost for this game is $9.50. If I want to make a profit off the game, I would need to sell the game at $12. Of course, these prices are only estimates and can vary from the actual cost if I were to professionally make this game.

Section Vll: Plan of Work & Copyright Checklist

Plan of Work

Plan of Work.JPG

Copyright Form

Section Vlll: References and Resources

My game concept is original. My game's materials are original. All graphics came from Pixabay: an online royalty-free library. 

bottom of page