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<Tale of Dang Baek Design Document>

Tale of Dang Baek is an original digital action-adventure rpg of my creation. The game is based on a famous Korean novel called 'Hong Gil Dong Jeon.' Hong Gil Dong is Korean Robin Hood.
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This design document contains the information needed to create the game, including an overview of the game, system, characters, scenario, and more. 

My role at Tale of Dang Baek is a game designer and narrative designer. My duties include the following:
- Making the design document
- Setting up a plan for the development 

Word was used for making the document.




 










For the reference of art, I used projects that are made by others (only for the reference!) I also used an ai called Adobe Firefly because although I know how characters will look like since I designed the document, I cannot draw.  

This design document includes the following information:
- Game Overview

- Game System Design
- Characters & Scenario

- Level Design
- Art
- Sound Design
- Playtesting Plan
- Game Release & Marketing

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<How I Made Art References>

<Tale of Dang Baek Script>

This is a narrative script for the game development in the screenplay format. Since the script has to include detailed information as much as it can, I wrote the script considering a number of factors, including what the camera composition would look like, when the player could actually start playing the game.

This script includes the following:
- Name of levels
- Characters in each level
- Gameplay & cinematic scene of each level

Word was used for making the script. 

<Levels & Characters>

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Screenshot 2024-12-17 at 7.26.20 PM.png

As shown in the pictures above, you can see which characters appear in which level. The beginning of the script always begins in this format and briefly describes which characters appear at which level.

<Cinematic Scene>

DangBaek1.png
DangBaek2.png

As shown in the picture above, the protagonist of the game, Dang Baek, lost his family by a criminal; however, the criminal was released a day after he was arrested, let alone imprisoned. Dang Baek became upset and decided to punish the criminal himself.

At the same time, the information needed for players to play the game was shown in a cinematic scene, allowing them to acquire the information needed for gameplay. The second picture shows a scene of Dang Baek seeing pictures of police officers related to the criminal, allowing players to gain information.

<Gameplay Scene>

DangBaek3.png

Scripts are, of course, responsible for showing the interactions and stories between characters, but what I wrote down was a game script, so I thought:

How do I naturally switch from cinematic scene to the gameplay scene?

So the method I've adopted is a quest window. I've made it quick and easy for players to play the game by showing them what they need to do, in a way that gives them quests.

The picture above shows a quote saying 'The quest window appears in the upper middle screen.' The quote shows players what their mission is going to be. After showing the quest, the window disappears automatically so it does not block the screen, since the blocking the screen with the quest window may distract players to play the game. After the gameplay, the scene transitions to cinematic scene. 

<Level Outline>

I scripted the levels that came out of the game, so what I did next was level design. I wrote down a script of explaining what the story was about at each level, so the level design was about placing the background and characters that appear at each level. The level layout was briefly drawn on paper with a pen and attached as a photo.

Each level outline includes the following information:
- Purpose
- Description
- Interactive elements

 

 

Purpose explains about how players play a certain level and what information they can obtain.

Description gives a brief idea of the art direction for each level.

Interactive elements allow you to know the objects the player can interact with and how to interact with them at each level. 

The outline was made using PowerPoint.

<Finalized Item Enhancement System Design Document>

After finishing the level design, I made an item enhancement system design document that cannot be missed in the game. I briefly explained how you can strengthen the items you get through the game.

This item enhancement system document is a more advanced version of the item enhancement system document I created initially, and delivers more information in detail and concisely.

The document includes the following information:
- Overview
- Item Enhancement Progress
- Data
- Item Status
- Rules
- Enhancement Materials
- Enhancement Effect
- Enhancement UI/UX
- Conclusion

This document was made using Word.


You can find the initial item enhancement system document below.

<Previous Item Enhancement System Design Document>

This is an item enhancement system design document that was created in the beginning. 

The document includes the following information:
- Overview
- Flowchart
- Item Status
- Enhancement Rules
- Enhancement Materials
- Enhancement UI/UX
- Conclusion

This document was created using PowerPoint.

Huiyong's Game Design

© Peter Lim

All of these files are not commercially available. In addition, it is prohibited to change the work or make new work (secondary work) using the files.

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