Looks like American football, tastes like medieval brawl.

TABLE OF CONTENTS
GAME OVERVIEW
High concept
Genres
References
Target audience
Game flow summary
Look and feel
Requirements
Development timeline
Previous prototypes
CONCEPT
Core loop
Experience progression
Experience duration
Flow & transitions
GAMEPLAY
Technical lexicon
User experience
A game’s process
Players & stats
Players states
Fight mechanics
Ball mechanics
Interactions
Management phase
AI & difficulty
Levels & bosses
Controls
Juice & feedback
Music
Visual effects & readability
WORLD BUILDING
World backstory
Factions
Characters design
Feel the wasteland
MENUS NAVIGATION
CONCLUSION

PREFACE
This document reflects an iterative and evolving creative process. Initially, it was designed as a collection of preparatory documents forming the foundation for Rough Rivals. However, throughout the project, it underwent constant reassessment, enriched with analysis, adjustments, and feedback.
Rather than being a purely theoretical plan established before production, this Game Design Document also serves as a form of reverse engineering: it synthesizes the decisions made throughout development and highlights the refinements applied to enhance the gameplay experience. This approach allowed me to confront initial intentions with the realities of development, adapting mechanics, systems, and balancing accordingly.
Therefore, this document is more than just a collection of conceptual ideas; it is enriched with illustrations and in-game screenshots, showcasing the progression from early design thoughts to the final execution. It aims to document Rough Rivals from both an analytical and practical perspective, providing a comprehensive view of the project, from its initial ambitions to its final implementation.
I hope you enjoy reading through this journey as much as I enjoyed bringing this game to life.
- Lexicon: As we are talking about a sports game, the human playing the game will be called “User” instead of “Player.” The characters on the field will be referred to as “Players” or “Characters,” depending on the context. A “Game” will not refer to the software project as a whole but rather to an encounter or a match of the sport.
GAME OVERVIEW

High concept
- Pitch : Rough Rivals is a top-down 3D sport game where you engage in brutal and chaotic fights to drive the ball into the opposing end zone and score touchdowns. Throughout the match, you can upgrade your players with a wide range of skills, obtained in a randomized shop.
- Storyline : You play as a hopeful recruit, trained as a team captain for a journey through the desert wasteland. Your goal? To reach the central point of the world and face the queen of the Arid Wastes. Along the way, you must "convince" (violently beat) various factions, from shady humans who fancy themselves as medieval knights to dim-witted mutant pigs, and gather their support for your quest.
- Anchor & Hook : It looks like American football, but there are no rules. It feels more like a medieval battle. There is definitely a ball that you should consider.