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Printout prepared for: Azriel Bowles

Printout prepared on: 2/06/2016


Current status of your entry: Unsubmitted
Application ID: 10866

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Young Game Designers 2016 - Game Concept

Reckon you've got a brilliant game idea up your sleeve? Spend hours lost in the world of
your imagination? Love to draw or are simply brimming with story ideas? The YGD Game
Concept Award is for you!
Entries will be judged on gameplay design, creativity and suitability for chosen games
platform.
It is not required to have good drawing skills to enter the competition, as the entry will be
judged on the ideas.
For full terms and conditions and FAQs please click here.
Full Name
Contact Email
What town do you
live in?
I identify as:

Copy of Azriel Bowles


azrielbowles.burgerking@gmail.com
Teignmouth
Male

What is your date of


birth?

14/07/2001

How old will you be


on 31 August 2016?

10 - 14
15
16 - 18

Are you entering the


competition from a

No
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competition from a
school or youth
organisation
Are you applying as
a team?

No

About Your Game Concept

Name of Game
What platform will
your game be
played on?

The Fitz Incident: Dance of the White Kitten

Mobile and Tablet


PC
Xbox/Playstation

What happens in your game?

Up to 500 words:

The genre of my game is a mystery/Animation. You pose as the main character


trying to solve the disappearance of fellow classmate Naganami Shiina, a 16
year old prodigy artist. By using various methods through hacking into
computer systems, or piecing together the clue one by one, old school, you
must succeed in finding her, as much more is at stake than first seems.
As the game is a mystery, it's core will be focused on intellect and logic on the
players behalf. The main story lines will include all clues in-game, but I am
hoping to make it so that off game research will be able to unlock other routes
previously unavailable. The two main ways of completing the game are
physical, and computing. The physical path includes sneaking around,
catching snippets of conversation and gluing the facts together to come to a
conclusion. On the other hand, the computing route is a little harder, if not a
tad more rewarding. It will require players to solve passwords, secret codes,
and explore computers in stressful and timed conditions to find a more
technical solution to the hero's problems. These paths will not be set, the player
will be free to choose whatever amount of any they want to. Despite this, the
concept of time is a large factor in a game such as this. As a result, whenever
they find a significant clue, certain conversations will be unavailable, as the
player would have effectively "missed" it.
The other half of this game genre is of course the Animation. (By this, I mean
extended animated cutscenes) This, I believe is the most important aspect of
the game. At key scenes, emotion and suspense can be set easily, as well as to
a better effect. The story is key in this game, and nothing tells that better a
motion picture. The story that is embedded into this game requires something
more sophisticated than running around as an avatar listening to an NPC
speak.
Overall, the game I am proposing will be everything a good mystery needs,
and everything a good story is.

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Story

Does your game


have a story?
Describe your
games' story up to
500 words:

Yes

16 year old Leopold Nash, a boy one would say is fairly ordinary. Also 16
Naganami Shiina, a girl one would say is rather extraordinary. One is a simple
school boy, perhaps notable for his computing and history skills, whereas the
latter is a prodigy artist, famous for her drawings all across the globe. They meet
for the first time when Shiina transfers to England from Japan, a move that
changes both their lives forever. And then one day, she goes missing without a
single trace. At least that's what the police thought, after a week of
investigation. Leopold knew better, and so he embarks upon a journey across
the world, eventually discovering a link between Shiina's affinity for art, and an
old friend bent on revenge. This story recounts the events caused as a result of
his mother's death five years ago, and a certain puppy found under a bench in
the middle of the rain, by a lonely 11 year old Leopold. This dog, is Fitz.

Where is your game set?

Up to 500 words:

My game starts in the fictional seaside town of Teigneire, It is fairly similar to my


current town of residence, Teignmouth, with the exception of a sea wall that
runs straight up a massive cliff where Dawlish would normally be. Obviously, it is
England, and is around a timezone of 2012.
Other settings are the British Museum, the Louvre and Santa Maria delle Grazie,
along with maybe a few others.

Characters

Are there characters


in your game?
Tell us more about
your characters:

Yes

Naganami Shiina: 16 year old Japanese prodigy artist. She has long brown hair,
with deep brown eyes and pale skin, a result of staying indoors drawing most of
the time. Having drawn since she was younger, it was all she really knew
about. By the time she was 10, Shiina quit school to follow art and ended up
drawing several masterpieces that gave her the name "The modern female Da
Vinci". Her art club was formed as an escape from the press, and for a while
she was the only member. Then Kayu joined, but Shiina sensed something
wasn't right. Because she knew nothing abut people and the outside world,
she instead drew a set of five pictures acting as complex clues. Her manager
transferred her to England, where he hopes she'll be happier.
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Leopold Nash: A typical British teenager, 16 years old with a somewhat less
typical British name. The main protagonist of this story, Leopold is fairly average,
Scruffy, bouncy hair, grey-ish blue eyes, and fairly ok grades in pretty much
every subject. That is, baring history and computing, he keeps his genius in
these fields a secret. He looks after his dog, a chocolate retriever he found lying
in a park as it was raining when he was 11. Around that time, his mother had
died, the circumstances of which Leopold still debated to this day. This
mentality causes him to look into Naganami's case, and what leads him to a
truth more darker than he could have ever imagined.
Kayu Houtado: The Villain. 17, brown hair and green eyes, with an air of
swagger around him. An old acquaintance of Naganami's. He grew up in a
fairly poor family, and without all devices today, he resorted to drawing. While
not being amazing at it, at 12 he was invited into Naganami's club. Whilst
there, he develops a crush on her, but, undermined by her incredible talent he
begins to loathe her, and her transfer to England was the last straw.

Describe how you play through ONE level in your


game.

Up to 500 words:

Level zero, AKA the prologue starts with the first cutscene of the game, a brief
montage of Leopold's life before he was 11, and a summary of him being told
about his mother's death. On this night, he runs out of the house into the rain,
upset and angry. Game-play starts here, with the first part being tutorial-esque.
The player learns the basics, moving, rolling, jumping etc. This ends when the
player reaches the park, and a short cut-scene shows the young puppy Fitz
cowering under a bench. The player picks him up, and walks back to the
house, exploring alternate routes around the town, this helps the player learn
more about the map mechanics. When the player reaches the house, another
cut-scene shows Leopold convincing his father to keep the dog, and he names
him Fitz. The next day, Leopold decides to discover where Fitz came from. This
half of level zero acts as the rest of the tutorial, and the player learns how the
Journal, Camera, Voice recorder and skill tree works. The clues lead as follows:
Dog prints end at car park, only one car (Expensive) there, Leopold reckons Fitz
must come from an expensive house, and sees one nearby. When walking past
the front, the last cut-scene of the level begins. Leopold tries to return Fitz after
hearing how he ran off from them, but Fitz tries to stay with Leopold. The original
owners decide to gift the dog to Fitz, saying "He seems like a nice lad". Then,
the camera will zoom out on Leopold and Fitz strolling back to their house, and
then speed up to symbolize the passage of time, stopping 5 years later when
Leopold is 16.

Which controls do you use to play your game?

Up to 500 words:

Avatar Movement:
Walk Forwards - W
Walk Backwards - S
Strafe Left - A
Strafe Right - D
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Jump - Space
Move Camera - Mouse
Strike (Weapon) - Left Click
Use Object/item - Right Click
Toggle Crouch - C
Run - Left Shift
Slide - Left Shift + Hold C
Avatar key Items/Menu's:
Pause - Escape
Interact/Obtain - V
Inventory - I
Voice Recorder - O (On/Off)
Camera - P {
Zoom - Mouse Scroll
Take Photo - Left Click
Record Video - Right Click
}
Laptop - L.

What type of person would play your game?

Up to 100 words:

My target audience is the general PC gamer, one that is willing to play games
that require some form of brain power and imagination. Also, they should be
open to new and original ideas for games. This target normally falls around
most gamers aged 18 to 25.

How is your game different?

Give up to three reasons why your game is different from games available at the moment.
Reason 1:

The game focuses a lot on art. That is not specifically the game visual, but
literally art. Paintings, drawings and establishments that display art. This is not a
topic that many, if any games before this have bothered to cover, and should
hopefully provide an interesting insight into how it can means and portray so
much.

Reason 2:

The game offers extra routes and secrets to any players willing to go beyond
the game and research clues given that reference the real world.

Reason 3:

The storyline focuses on character development and their emotions, really


getting you involved with how they're feeling, almost as if they were real
people.

Sum up your game in


one sentence:

an immersive RPG with technical gameplay and cut-scenes with stunning


visuals, Art and music, to add the emotion many games today lack.

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Supporting Materials

Please upload an image of what your game will look like. What will players see on the
screen?
If you would like to include any additional artwork then please also upload them here; this
is optional.
Required Upload

Uploaded file:
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recheck your entry.

Additional Upload

Uploaded file:

Additional Upload

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Parental Consent

As you are under 16 you need your parent or guardian's permission to enter Young Game's
Designers 2016.
Please fill in the boxes below and ask your parent or guardian to complete the consent
form which can be downloaded here. We need to see their signature on the form so
please ask them to scan or take a photo when they've completed it and upload it below.
Parent/Guardian
Name

Karen Huxham

Parent/Guardian
Contact Number

01626 870600

Parent/Guardian
Email

kkelley41@icloud.com

Upload of signed
consent form:

Uploaded file:
You must upload a file for this question. Please upload a file and
recheck your entry.

Additional Parental Consent(s)

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Each team member must provide evidence of parental consent if they are under 16 and
you can download the form here. Please ensure that they have also filled in the relevant
sections below. Remember, you can always save this application form and come back to
it if you need to.
Teammate Name

Azriel Bowles

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