In the second section the idea is making a more exhaustive description on a video game's main things. It's based on what we've already said in the game concept to insist on the key elements such as genre and mechanics, and also to increase the information in some points such as the character, the story, the setting and the artistic style. It is also important to explain the game development, that is, how games are structured, either in levels or missions, and we must describe a bit the experience we want to offer and mention our target audience. Finally we must specify the platform for which the game will be developed and put other reference and rival games. We insist that we don't have to explain everything here, or extending exaggeratedly, later we will see sections for more detailed descriptions. The first two sections are an introduction especially made to transmit the general idea in a fast, brief and concise way. Here we will put an example of a real game, on how we would make its description more extent, in this case the game GTA 4. I know the slide is too expanded, but I wanted to see this section's redaction. This game involves driving, shooting, stealthing and exploring, so we are somehow expanding the genre. It is placed in Liberty City, in the 1990s. This city is very similar to New York, and it has realistic graphics. However the characters and animations design are exaggerated to show a comic and sarcastic tone. With these phrases we expand the setting and the artistic style. Let's go on, Niko Bellic is a Slavonic immigrant who arrives to the city to live with his cousin and he has to progress social and economically, especially making works related to the organized crime, fighting other existent mafias and finally having to face and beat a mafia boss called Dimitri. The story tone is exaggerated, with the intention of illustrating stereotypes of the organized crime in the USA during the 1990s. In this last section what we do is introducing the story a bit, saying the treatment we want to give it and we also explain a bit the game's development and the final objectives. The fight with the final boss and the fact that he has to advance and beat the different mafias. The game development is based on passing missions which different characters around the city give us. To get to the missions Niko has to go over the city freely either by feet or by car, and interacting with citizens and passer-byes. Missions can be solved in many ways, letting the player decide the resolution strategy, with more action or more stealth. Niko can manage all kinds of vehicles and a lot of weapons, which he purchases or takes from enemies. In this last part what we've done is explaining the development, that is, if the game is divided in missions or in levels. In this case it is divided in missions and also talking on the most important mechanics, such as the fact that he can use weapons and vehicles. We remark a special characteristic in this video game, which is the fact that you can move freely around the map. Let's go on with the extended description, with the GTA 4 example, with this game we want to provoke a strong emotional experience, which consists on impacting the player with high action sequences which provoke him anxiety and tension. Also the player's transgression capacity on the game is fed, giving him freedom to have any behavior he wants, such as bringing mayhem to the city. We also want to motivate him hooking him with the challenges and the story, and we want to provoke immersion through a realistic setting. This video game is focused to a young adult audience limited by the presence of explicit violence and with adult topics stories in which violent situations, sex, discrimination, drugs, etc. predominate, especially for masculine gender. When proceeding in this section what we do is commenting a bit on the experience and also on the target we are focusing. And to finish we explain a bit the platform for which we are developing the game, competence games and reference games. It is a game meant for multi-platform, which has the previous GTA games as referents, sages Saints Row, The Godfather Mafia, etc. Well, let's go to a different section, in this case, inside the game and mechanics system. Inside this section there are many points to take into account, the first one is the camera and the point of view. It is very important to concrete which will be the video game's camera, defining its behavior with precision. This involves specifying the distance and position regarding the player, as well as if there are changes in the camera at some point of the game. In example there are games which have two or three different cameras. The main character control and the camera are very close, as usually direction changes to where the camera is facing, so we must think of the camera taking in mind how it will affect control, the decision of which camera will we use also influences a lot on the experience and it also conditions technological aspects related to the graphics engine and the performance. As an example, in a game such as Assassin Creed 4, it isn't enough by saying the camera is in third person, we must add that it is placed at the character's back creating a plain large full body plane. Also the camera can be controlled with the right joystick, so we can rotate it. It is important to mention the fact that when using the left joystick that moves the character left or right, the camera stays static and the character rotates on the camera's position. To finish we should comment on the moments in which the camera changes, such as when it approaches to a closed middle plan, when using a weapon or an object which requires aiming. The next point on the game system section on mechanics takes us to describe the game's development, the challenges and the objectives. The first thing is describing the different game modes: single player, multiplayer, arcade, time trial, fast game, training, story mode, etc. In each mode we must specify how the game is structured: Does it have levels? Missions? Just assignments? It is also necessary to talk on the levels or missions linearity, that is, if we have to pass them in a complete order or if the order can be different depending on the player. Also we must concrete how we can pass levels at a general level, in example getting to a final point or defeating all enemies. Also we can access new levels, either directly passing the previous ones or by accomplishing other objectives such as talking to certain characters. Anyways it is necessary to mention if there are secondary objectives or challenges, which aren't necessary to get to the end of the game, but which complement the playable experience. Finally we must talk on how many difficulty levels are there, if existent. ]