GAME DESIGN BRAINSTORM

Game Design Blueprint MindMap

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GAME DESIGN BRAINSTORM by Mind Map: GAME DESIGN BRAINSTORM

1. As You progress, Gain Powers

1.1. Powers: Insight, Intellect, Create an AI aspect

2. Story/Narrative

2.1. Goes on adventures/ Choose on adventure to repatriate stolen/robbed treasures/artifacts

2.1.1. Educational

2.1.1.1. Learn about Museums/Spaces

2.1.1.1.1. Disruptive

2.1.1.2. Links into historical re-enactments/ re-imaginations

2.1.1.2.1. Chamber that takes you into different epochs and eras (EXHILARATION)

3. Antiques, Repatriation (Lara Croft, Nzinga, Relic Hunter)

3.1. New/Forgotten/In Plain Sight Worlds/Imagination

3.2. Aesthetic- Imagination

3.3. 1.Characters are both male and female- Based on Deities that come from earth 2.African women and men from history

4. Entertainment

4.1. Shape shifting worlds

4.2. Production design elements that meld & pop

4.2.1. The draft of world will shift in costume, weapons-a catalog of enactment Pre-Historic/contemporary...................

4.3. Adventure/Journey

4.4. Physically involving

4.4.1. Jumps, Lifts, Crawl, Fight Scenes

4.4.2. Mash up of martial arts before guns- Sword play will be involved. Tapping into hand to hand combat/Physical engagement Building/altering to.........................

4.5. Villains

4.5.1. Drawn from archaeologists and paleontology Europeans- "Discoverers" Drawn from those involved in the trade of acquisition - Can there be redemption?

4.6. Building Alliances

4.6.1. 1.Multiplayer opportunities across the globe 2.The African ...............

4.7. The GODVERSE

4.7.1. 1. Spiritual realm 2. Cosmology 3. Part of the greater universe where there VR Game exists with a trap door 4. A spiritual experience 5. A reward experience for the user

4.8. Immersive Sound Scape

5. MODE

5.1. VR/AR

5.1.1. Strapped in, Multiplayer Opportunities(Shared Immersive aspect)

6. Feel

6.1. Curiosity- anticipating new adventures/ shifts

6.2. Learning/Mental & Intellectual expansion

6.3. Rush of blood/Heart pumping solutions & Physicality

6.4. Exhilaration & Struggle paid off at each success

6.5. Visual pleasure/ Stimulation

6.6. An escape into a world the user is the hero or heroine of

7. Experiences

7.1. Tactility

7.2. Shoves, Pushes, Jumps

7.3. Quick uptake of info (AR)