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The High Concept Document(高概念文档)
Detta dokument kan användas som inspiration för
Planerings- och reflektionsdokumentet till
Inlämningsuppgift 4 i GrIP-kursen vt 2008
Observera att bara vissa delar är relevanta!
The High Concept Document
Ernest W. Adams
A high concept document is primarily a sales tool, although you can write one for
yourself as well, just as a way of keeping a record of ideas you’ve had. Think of it as a
résumé for a video game. The point of a résumé is to quickly convey a job applicant’s
qualifications and try to get him an interview with the hiring manager. The point of a
high concept document is to try to get a meeting with a producer, the chance to “pitch”
the game. It should communicate rapidly and clearly the idea of the game—to whet her
appetite and make her want to hear more about it. It doesn’t matter that you haven’t
thought through all the details. You’ll almost certainly end up changing several of the
features during development anyway. The real point is to convey how much fun the game
is going to be.
A high concept document should be two to four pages long and should take no more than
10 minutes to read. The longer it is, the less likely it is that the producer will finish
reading it. It shouldn’t have a title page; the title and your name appear at the top of the
first page, and the text begins immediately. Its most important material must appear on
the first page.
In the sections that follow, we describe the key elements of a high concept document.
High Concept Statement
After the title and your name, the document should begin with no more than two lines
that state the idea of the game. In a commercial environment, it is imperative that the idea
be instantly comprehensible because everyone’s most precious commodity is time. If the
producer doesn’t get the idea in a sentence or two, he’s going to worry that the
publisher’s sales staff
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