The High Concept Document(高概念文档).pdf

The High Concept Document(高概念文档).pdf

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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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