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DomainsGame Development

A game, built and tested until it's ready.

Game Development in Scripveil follows a project from concept to release, and keeps mechanics, systems, characters, levels, narrative and assets connected through the loop of building, testing and iterating.

Develop games through design, mechanics, systems, characters, levels, narrative, assets, production and development workflows.

Build, test, iterateExample game
  1. 01

    Build

    Build 0.4

  2. 02

    Test

    Playtest, Level 2

  3. 03

    Issues

    2 found

  4. 04

    Iterate

    Fix and rebalance

Each pass returns a better build, until it is ready to release.

MechanicsSystemsLevelsNarrativeAssets
How the parts of a game connect

A game is a set of systems that have to work together.

A game is designed as rules, built, played and changed. In Scripveil a mechanic keeps its specification and tuning, the systems, levels, characters and assets it touches, and the builds, playtests and issues that shaped it, so a design change shows what else it affects and why it was made.

Illustrative example

Tide clock, Mechanic. Development stage: Test. 2 open issues.

Mechanic · Core loop

Tide clock

The water rises and falls on a timer, and the timer decides what the player can reach.

  1. Design
  2. Prototype
  3. Implement
  4. Test (current)
  5. Iterate

Specification

Player input

None directly: the player reads the water and plans a route

Rule

The water level cycles on a fixed timer, level by level

Outcome

Low tide opens routes and surfaces salvage

Failure

Caught by the tide: back to the last bell

Tuning

  • Cycle, Level 1120s

    was 90s; slowed after playtest 3

  • Cycle, Levels 2 to 890s
  • Warning before high tide10s

System map · what it touches

Tide clock
  1. Systems

    • Lantern light · fades under water
    • Salvage · surfaces at low tide
  2. Levels

    • The Drowned Market · introduced
    • The Bell Tower · timing puzzle
  3. Characters

    • The Ferrywoman · warns the player
  4. Assets

    • Water surface · shader reads the timer
    • Tide bells · audio cue

Iteration log

  1. 0.3

    Timer prototyped; one cycle per level

  2. 0.4

    Warning bell added before high tide

    playtest: players felt rushed in Level 1

  3. 0.5

    Level 1 slowed to 120s

    playtest: rushing gone; timer resets after a fall

Issues

  • #41Timer resets after the player fallsseverity: HighIn progress
  • #44Bell cue inaudible over rainseverity: MediumTo do

Used in levels

Used in 6 of 8 levels

Worked on by

  • Theo LindqvistGame Designer
  • Amara NwosuComposer

Try a change. See what else in the project responds.

An illustration, drawn for this page, of how a game is designed and iterated in Scripveil: the rule, what it touches, and the builds, playtests and issues that shape it. The game and its people are fictional, and this is not a screenshot of the application.
Stage by stage

What a game project brings forward, stage by stage.

Concept and pre-production are about systems, mechanics and narrative. Production is about levels, assets and builds. Testing and iteration turn to tests, issues, reviews and decisions, and release to builds and milestones.

Game Development workflowIllustrative

Select a stage

In focus now Still in the project
  • Characters
  • Levels
  • Assets
  • Tasks
  • Builds
  • Milestones
  • Game Systems
  • Mechanics
  • Narrative
  • Issues
  • Reviews
  • Decisions
  • Tests
  • Releases

In Production, a Game Development project brings forward Levels, Assets, Tasks, Builds, Characters, Milestones. Everything else stays in the project, just out of the way.

Testing and iteration

A game is finished by testing it, not by declaring it done.

Game production moves in loops. A build is tested, issues are found and reviewed, decisions are made, and the next build carries them forward. Milestones and releases mark the progress through those loops.

Illustrative
  1. 01 · Build

    Build 0.4

    The Drowned Market is playable end to end.

  2. 02 · Tests

    Playtest of the Drowned Market

    Four players, one session each.

  3. 03 · Issues

    Two found

    The tide timer resets after a fall. The lantern hides the exit.

  4. 04 · Review

    Design review

    Is the market's pacing right for a first level?

  5. 05 · Decision

    Slow the tide

    Slow it during the first level, then restore it.

  6. 06 · Next build

    Build 0.5

    Carries the change forward.

Milestones and releases

  • Vertical sliceDone
  • Playable alphaIn progress
  • Release candidateUpcoming
  • ReleaseUpcoming
Game Development

Bring a game project to Scripveil.

Keep every system, level and build connected as the game takes shape.