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Play Space: Presentation Design

PROTECT STATUS: not protected
1982
Longread translated automatically

The demo version of the game space is a presentation uploaded to the deziiign.com system and includes the following sections:


  • Cover Page
  • Synopsis
  • Optional: Concept Art
  • At least three screenshots of the location blockout, created using primitives
  • A video recording of the final location playthrough, hosted on YouTube or Vimeo
  • At least five screenshots of the final location; animated GIFs are welcome

The presentation sections should be formatted according to the following guidelines.

Cover: may not be suitable

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  • Creating a 2D cover for a presentation that contains 3D content always introduces an additional risk. Sometimes it is justified, but generally, it is not.
  • Even if you create a 3D cover, continue to adhere to the subject matter. If the presentation features a location or space, there is no point in focusing on a character—the character is not what matters.
  • The same applies to objects placed in close-up on the cover. In most cases, this will not be justified, especially if the object itself is unremarkable or if it does not fully represent the entire location.

Cover: guaranteed to fit

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  • The cover should convey as much information about the space as possible—mood, style, technological solution—the more you can show on the cover, the better. Keep the composition in mind: this is a complex task, but if the composition works, that’s 80% of the cover’s success.
  • Strive for maximum detail and image density. The cover is the face of the project; show all its strengths. If you manage to hint at a gameplay scenario on the cover without losing focus on the space—that’s excellent.
  • Try to convey as many unique aspects of the project as possible in the cover: color, lighting, textures—combined with a strong composition, they will make an impact.

Remember that the cover’s impact on a project’s overall impression is colossal. A strong cover can salvage a debatable design, while a weak cover can destroy a successful piece of work.

Abstract: Not suitable

Before you is an RPG game with rogue-lite and gacha mechanics, available on PC and designed for men aged 18 to 35.


  • A play space is not yet a game. Positive self-suggestion is inappropriate in this case because you cannot disseminate it to the presentation audience.

Abstract: Suitable

The objective of the location presented below is to serve as an interactive space for a third-person, horror-parkour video game with survival elements.

or

This location is an expressive experiment—a kind of technological laboratory existing within the larger scope of the «I Will Not Fear Evil» game-research project, which aims to answer the question: what does a person believe that they deny, and what can the conflict between denial and faith lead to?


  • Strive to include in your abstract only elements directly related to the space—that define it or find their reflection within it. Anything unrelated to the space is irrelevant.
  • Remember that you are creating virtual worlds, not selling toothbrushes.

Abstract: gray zone

A city steeped in hate, sliced through with metal wreckage and interwoven with wires. The clattering jaws of the machinery chew you up and spit you out onto the city streets—desperate. Alone. Ready for anything, just to quell the ceaseless throbbing of anger in your temples.


  • Submitting an artistic excerpt instead of an abstract could result in failure, but it could also powerfully amplify the impression. This is a risk—but a warranted one.
  • If you choose this path, you must be certain that you are deeply immersed in the subject, as well as confident that your audience will perceive this distinct quality in your work.
  • More importantly, the content of your presentation must be virtually identical to the content of an abstract. Your artistic concept must be fully articulated through screenshots and video.
  • Furthermore, you must be certain that your screenshots and video are sufficiently informative on their own. You won’t have an abstract to support them.

Concept art: not suitable

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  • The primary goal of concept art in this presentation is to demonstrate the progression of your work—where you started and where you arrived.
  • Attention to detail, mood-setting, and light manipulation are crucial here. Quick, succinct sketches will not suffice for this.
  • The concept art must be engaging, even when detached from the final location. At the same time, the final location must be easily recognizable within the artwork.
  • Including concept art in the presentation is not mandatory. It is better to include nothing than something too simplistic.

Concept Art: Suitable

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Concept art must be polished, thoroughly thought out, and meticulously executed. It should organically complement your game space, revealing and explaining it.

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Blackout: not suitable

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Play Space: Presentation Design
1982
Project created at 02.10.2022