Game mindmap

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Game mindmap by Mind Map: Game mindmap

1. Introduction screen

1.1. Visuals

1.1.1. When studio logo animation exceeds 5 seconds, skip to title screen

1.1.2. Skip studio animation button

1.1.2.1. After 2 seconds of studio logo animation, skip studio animation button appears in neutral state

1.1.2.2. If mouse is over button, button glows

1.2. Usability

1.2.1. The color of background should contrast well with the colour of the logo

1.3. Functionality

1.3.1. If skip studio button is clicked, skip to title screen

2. Title screen

2.1. Visuals

2.1.1. Enter screen transition animation

2.1.2. Game logo graphics (not font)

2.1.3. Start game button

2.1.3.1. Neutral state

2.1.3.2. When moused over, button glows

2.1.3.3. When hit,  animation of button starts

2.1.4. Options button (if applicable)

2.1.4.1. Neutral state

2.1.4.2. When moused over, button glows

2.1.4.3. When hit, animation of button starts

2.1.5. Credits button (if applicable)

2.1.5.1. Neutral state

2.1.5.2. When moused over, button glows

2.1.5.3. When hit, animation of button starts

2.1.6. Copyright statement

2.1.7. Background grahpics

2.1.8. Exit screen transition animation

2.2. Sound

2.2.1. BGM

2.2.2. Start game button

2.2.2.1. Mouse over sound fx

2.2.2.2. Hit sound fx

2.2.3. Option button (if applicable)

2.2.3.1. Mouse over sound fx

2.2.3.2. Hit sound fx

2.2.4. Credits button (if applicable)

2.2.4.1. Mouse over sound fx

2.2.4.2. Hit sound fx

2.3. Usability

2.3.1. Buttons can be clearly seen

2.3.2. Logo is position at a point of focus, for example, using the rule of thirds

2.3.3. Logo size occupies at least 1/4 of screen

2.3.4. The background colour scheme should contrasts with the logo

2.4. Functionality

2.4.1. Start game button, if clicked, starts game

2.4.2. Options button, if clicked, open option settings (if applicable)

2.4.3. Credits button, if clicked, move to credits screen (if applicable)

3. Credit Screen

3.1. Visuals

3.1.1. Enter screen transition animation

3.1.2. Name and roles display

3.1.3. Source credit display

3.1.4. Back button

3.1.4.1. Neutral state

3.1.4.2. When moused over, it glows

3.1.4.3. When hit, button animation plays

3.1.5. Background graphics

3.1.6. Exit screen transition animation

3.2. Sound

3.2.1. BGM

3.2.2. Back Button

3.2.2.1. Mouse over sound fx

3.2.2.2. Hit sound fx

3.3. Usability

3.3.1. Back button can be clearly seen

3.3.2. Back button position at lower right/left of screen

3.4. Functionality

3.4.1. Back button, When hit, move to title screen

4. Gameplay screen

4.1. Visuals

4.1.1. Non-diegetic UI

4.1.1.1. Hp bar / icons

4.1.1.1.1. decrease feedback animation

4.1.1.1.2. increase feedback animation

4.1.1.2. Skill / MP bar

4.1.1.2.1. decrease feedback animation

4.1.1.2.2. increase feedback animation

4.1.1.3. Switch skill icons

4.1.1.4. Score display

4.1.1.5. Money credits display + icon

4.1.1.6. Collectables display + icon

4.1.1.7. obtain collectables feedback animation

4.1.2. Spatial UI

4.1.2.1. Character damage number display + animation

4.1.2.2. Enemy damage number display + animation

4.1.2.3. Character emotions icons

4.2. Usability

4.2.1. HP bar / icons contrast from all types of background

4.2.2. Skill / MP bar contrast from all types of background

4.2.3. HP bar/ icons + Skill / MP bar

4.2.3.1. height is about 1/5 of screen

4.2.3.2. Width is about 1/3 of screen

4.2.4. Switch skill icons contrast from all types of background

4.2.5. Score display contrast from all types of background

4.2.6. Money credits display + icons contrast from all types of background

4.2.7. Collectables display + icons contrast from all types of background

4.2.8. UI is layout with reference to rule of thirds/ golden ratio

4.2.9. UI is layout with consideration to user reading order

4.2.10. Damage number display contrasts from all types of background

4.3. Functionality

4.3.1. HP bar/icon will increase/decrease with gameplay

4.3.2. Skill/MP bar will increase/decrease with gameplay

4.3.3. Skill icons can be switched/toggled

4.3.4. Money credits display updates with gameplay

4.3.5. Collectables display updates with gameplay

4.4. Ingame general

4.4.1. Design

4.4.1.1. Level 1 layout

4.4.1.2. Level 2 layout

4.4.1.3. Level 3 layout

4.4.1.4. Level 1 enemies placement

4.4.1.5. Level 2 enemies placement

4.4.1.6. Level 3 enemies placement

4.4.2. Visuals - ingame

4.4.2.1. Character asset

4.4.2.1.1. Start stage animation

4.4.2.1.2. Idle state + animation

4.4.2.1.3. Walk state + animation

4.4.2.1.4. jump state + animation

4.4.2.1.5. Fall state + animation

4.4.2.1.6. Damage state + animation

4.4.2.1.7. Dying state + animation

4.4.2.1.8. Status effect state(s) + animation(s)

4.4.2.1.9. Attack state(s) + animation(s)

4.4.2.1.10. Air attack state(s) + animation(s)

4.4.2.1.11. Damage special fx feedback animation

4.4.2.1.12. Walk special fx feedback animation

4.4.2.1.13. Attack special feedback animation

4.4.2.1.14. Fall special feedback animation

4.4.2.1.15. Invincibility animation

4.4.2.2. Collectable grahpics

4.4.2.3. Collectables state special fx animation (attractive)

4.4.2.4. Character collects collectables special fx animation

4.4.3. Usability

4.4.3.1. Character is centralised in the middle column

4.4.3.2. Character is positioned along the lower line in the rule of thirds

4.4.3.3. There is sufficient space on the side for player to see enemies/obstacles

4.4.3.4. Character invincibility last 3secs

4.4.4. Functionality

4.4.4.1. Movement and action correspond to correct keys

4.4.4.2. Character hp decreases according to damage figure when hit

4.4.5. Sound

4.4.5.1. BGM

4.4.5.2. Character attack sound fx

4.4.5.3. Character attack hit enemy sound fx

4.4.5.4. Character collects collectables sound fx

4.4.5.5. Character heals sound fx

5. Level one -Tutorial

5.1. Visuals

5.1.1. Non-diegetic UI

5.1.1.1. Movement instructions

5.1.1.2. Movement key icons

5.1.1.3. Action/attack instructions

5.1.1.4. Action/attack keys icon

5.1.1.5. Objectives instructions

5.1.2. Game

5.1.2.1. Enemy assest(s)

5.1.2.2. Character asset - attack special fx feedback animation

5.1.2.3. Obstacles assets

5.1.2.4. Background layer 1 graphics

5.1.2.5. Background layer 1 graphics

5.1.2.6. Gameplay level

5.1.2.6.1. ground graphics

5.1.2.6.2. Platform graphics

5.2. Usability

5.2.1. Movement instructions contrasts from all types of background

5.2.2. Movement keys icons contrasts from all types of background

5.2.3. Action/attack instructions contrasts from all types of background

5.2.4. Action/attack keys icons contrasts from all types of background

5.2.5. Objectives instructions contrasts from all types of background

5.2.6. Instructions are positioned to capture attention of player

5.2.7. Instructions are positioned to not obstruct gameplay

5.2.8. 2 types of fonts or less are used

5.3. Design

5.3.1. Level layout

5.3.2. Enemies placement in level

5.3.3. Collectables placement in level

5.3.4. Obstacles placement

5.3.5. Progressive difficulty

5.3.6. Placement balance

5.3.7. Introduction on new mechanics

5.3.8. Theme consistency

5.4. Sound

5.4.1. BGM

5.4.2. Enemy attack sound fx

5.4.3. Enemy attack hit character sound fx

5.4.4. Character collects collectables sound fx

5.5. Functionality

5.5.1. Background layer 1 scrolling is slow

5.5.2. Background layer 2 scrolling is in time with character movement

5.5.3. Gameplay level

5.5.3.1. Ground scrolling

5.5.3.2. Platform scrolling

5.5.4. Enemy A.I. movement is present

5.5.5. Enemy A.I. attack present

5.5.6. Enemy A.I. action is present

6. Level two

6.1. Visuals

6.1.1. Non-diegetic UI

6.1.1.1. New mechanics instructions

6.1.1.2. Objectives instructions

6.1.2. Game

6.1.2.1. enemy asset(s)

6.1.2.1.1. Idle state + animation

6.1.2.1.2. Walk state + animation

6.1.2.1.3. Jump state + animation

6.1.2.1.4. Fall state + animation

6.1.2.1.5. Damage state + animation

6.1.2.1.6. Dying state + animation

6.1.2.1.7. Status effect state(s) + animation(s)

6.1.2.1.8. Damage special fx feedback animation

6.1.2.1.9. Attack special fx feedback animation

6.1.2.2. Character asset - attack special fx feedback animation

6.1.2.3. Obstacles assets

6.1.2.4. Background layer 1 graphics

6.1.2.5. Background layer 2 graphics

6.1.2.6. Gameplay level

6.1.2.6.1. Ground graphics

6.1.2.6.2. Platform graphics

6.2. Usability

6.2.1. New mechanics instructions contrasts from all types of background

6.2.2. Objectives instructions contrasts from all types of background

6.2.3. Instructions are positioned to capture attention of player

6.2.4. Instructions are positioned to not obstruct gameplay

6.2.5. 2 types of fonts or less are used

6.3. Design

6.3.1. Level layout

6.3.2. Enemies placement in level

6.3.3. Collectables placement in level

6.3.4. Obstacles placement

6.3.5. Progressive difficulty

6.3.6. Placement balance

6.3.7. Introduction on mechanics extension/ new mechanics

6.3.8. Theme consistency

6.4. Sound

6.4.1. BGM

6.4.2. Enemy attack sound fx

6.4.3. Enemy attack hit character sound fx

6.4.4. Character collects collectables sound fx

6.5. Functionality

6.5.1. Background layer 1 scrolling

6.5.2. Background layer 2 scrolling

6.5.3. Gameplay level

6.5.3.1. Ground scrolling

6.5.3.2. Platform scrolling

6.5.4. Enemy A.I. movement is present

6.5.5. Enemy A.I. attack is present

6.5.6. Enemy A.I. action is present

7. Level three

7.1. Visuals

7.1.1. Non-diegetic UI

7.1.1.1. New mechanics instructions

7.1.1.2. Objectives instructions

7.1.2. Game

7.1.2.1. Enemy asset(s)

7.1.2.1.1. Idle state + animation

7.1.2.1.2. Walk state + animation

7.1.2.1.3. Jump state + animation

7.1.2.1.4. Fall state + animation

7.1.2.1.5. Damage state + animation

7.1.2.1.6. Dying state + animation

7.1.2.1.7. Status effect state(s) + animation

7.1.2.1.8. Damage special fx feedback animation

7.1.2.2. Character asset - attack special fx feedback animation

7.1.2.3. Obstacles assets

7.1.2.4. Background layer 1 graphics

7.1.2.5. Background layer 2 graphics

7.1.2.6. Background layer 1 scrolling

7.1.2.7. Background layer 2 scrolling

7.1.2.8. gameplay level

7.1.2.8.1. ground graphics

7.1.2.8.2. Platform graphics

7.2. Usability

7.2.1. New mechanics instructions contrasts from all types of background

7.2.2. Objectives instructions contrasts from all types of background

7.2.3. Instructions are positioned to capture attention of player

7.2.4. Instructions are positioned to not obstruct gameplay

7.2.5. 2 types of font or less are used

7.3. Design

7.3.1. Level layout

7.3.2. Enemies placement in level

7.3.3. Collectables placement in level

7.3.4. Obstacles placement

7.3.5. Progressive difficulty

7.3.6. Placement balance

7.3.7. Introduction on mechanics extension

7.3.8. Theme consistency

7.4. Sound

7.4.1. BGM

7.4.2. Enemy attack sound fx

7.4.3. Enemy attack hit character sound fx

7.4.4. Character collects collectables sound fx

7.5. Functionality

7.5.1. Background layer 1 scrolling

7.5.2. Background layer 2 scrolling

7.5.3. Gameplay level

7.5.3.1. Ground scrolling

7.5.3.2. Platform scrolling

7.5.4. Enemy A.I. movement is present

7.5.5. Enemy A.I. attack is present

7.5.6. Enemy A.I. action is present

8. Pause screen

8.1. Visuals

8.1.1. UI

8.1.1.1. Darkens screen of gameplay

8.1.1.2. Pause caption

8.1.1.3. Instructions to unpause

8.2. Usability

8.2.1. Pause caption can be clearly seen

8.2.2. Instructions can be clearly seen

8.2.3. Pause caption is positioned at point of focus, the rule of thirds can be used to do so

8.2.4. Pause capton size occupies at least 1/6 of screen

8.2.5. Caption contrasts from background

8.3. Functionality

8.3.1. Unpause key, when hit, resumes gameplay and brightens screen

9. Gameover screen

9.1. Visuals

9.1.1. transition to screen animation

9.1.2. Game over caption

9.1.3. Restart level button

9.1.3.1. Neutral state

9.1.3.2. Mouse over state

9.1.3.3. Hit state + animation

9.1.4. Back to title screen button (if applicable)

9.1.4.1. Neutral state

9.1.4.2. When moused over, it glows

9.1.4.3. When hit, button animation plays

9.1.5. Background graphics

9.1.6. Exit screen transition animation

9.2. Sound

9.2.1. BGM does not loop

9.2.2. Restart level button

9.2.2.1. Mouse over sound fx

9.2.2.2. Hit sound fx

9.2.3. Back to title screen button (if applicable)

9.2.3.1. Mouse over sound fx

9.2.3.2. Hit sound fx

9.3. Usability

9.3.1. Buttons can be clearly seen

9.3.2. Gameover caption is positioned at point of focus, where the rule of thirds can be used to do so

9.3.3. Gameover caption size occupies at least 1/5 of screen

9.3.4. Caption contrasts from background

9.4. Functionality

9.4.1. Restart level button, when hit, restarts current level

9.4.2. Back to title button, when hit, moves to title screen

10. Victory Screen

10.1. Visuals

10.1.1. Transition to screen animation

10.1.2. Victory caption

10.1.3. Next level button

10.1.3.1. Neutral state

10.1.3.2. When moused over, button glows

10.1.3.3. When hit, button animation plays

10.1.4. background graphics

10.1.5. Exit screen transition animation

10.1.6. Score display (if applicable)

10.1.7. Collectables display + icon (if applicable)

10.2. Sound

10.2.1. BGM

10.2.2. Next level button

10.2.2.1. Mouse over sound fx

10.2.2.2. Hit sound fx

10.3. Usability

10.3.1. buttons can be clearly seen

10.3.2. Victory caption is positioned at point of focus, where the rule of thirds can be used to do so

10.3.3. Victory caption size occupies at least 1/5 of screen

10.3.4. Caption contrasts from background

10.3.5. Score display contrast from background (if applicable)

10.3.6. Collectables display + icon contrast from background (if applicable)

10.4. Functionality

10.4.1. Restart level button, when hit, restarts current level

10.4.2. Back to title button, when hit, moves to title screen