
summary
game concept
First slide:
Why do I want to make this ?

Second slide: What it is concretely. With a very visual overview that helps understanding the USP, the game genre and the goal of the game.

How to play: overview of the 3C, what your character can do in the game

USPs list + explaination of some important mechanics of game:
• The player have to choose wisely between gamechangers abilities, like a jump or a pickaxe (you can't jump in the game otherwise)

Some examples of the rich system and more details about the dungeon's layout.
Several playable characters with different stats.

Graphical moodboard and artistic choices

Intentions about the art direction and why

documentation workflow on jungle dunk
The documentation on Jungle Dunk is interesting because we completely changed our way of thinking it during the preproduction.
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When we started, the idea was to make a wiki for the game and to have every detailed aspects of the game in it as a GDD. But this was not efficient. This way of processing was very time consumming and as the game changed more and more, a lot of sections were quickly obsolete.
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Instead of that fixed GDD carved in marble, we opted for an approach based on "The next things to implement" we called "Gameplay Blocks".
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Each Block of Gameplay is a thing to implement, either a feature to add, to update or to remove. With this way of doing, people in the team knows precisely what to do next without having to scan a big document that they don't want to read and where the obsolescence of information can be ambiguous.
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At least for this project, this workflow of documentation is fluid and works perfectly well.
