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Gaming Industry Documents for Every Game Genre

Mayadem Technology has opened its documentation library for the industry. These template concept documents depict genres’ outlines and may become a useful source for new developers.

Template Concept Document for Hyper-Casual Games

3 min readFeb 14, 2025

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Prepared for Mayadem Technology library by Can Mehmet Uyanık.

Overview:

Hyper-casual games are simple, accessible games designed for quick play sessions, typically on mobile devices. Inspired by titles like Helix Jump, Rise Up, Fun Race 3D, and Crossy Road, these games often feature straightforward mechanics, minimalistic aesthetics, and short, engaging levels.

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These games primarily utilize a vertical screen orientation for one-handed play and focus on reflexes and skill rather than complex strategy. Revenue is generated through ads and in-app purchases (IAP), influencing their design and popularity.

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Crossy Road

Core Gameplay Mechanics:

Simplified Controls:

  • Designed for intuitive single-tap, drag, or swipe gestures.
  • Players perform one primary action, such as jumping, dodging, slicing, painting, or shooting.

Level Structure:

  • Consists of short levels or endless gameplay loops.
  • Levels become progressively more challenging but remain accessible.

Game Modes:

  • Procedural (infinite) or pre-designed (finite) levels.
  • Options for single-player or multiplayer modes.

Fast Consumption:

  • Easy-to-learn mechanics, suitable for short play sessions.
  • Quick to develop, leveraging simple art, animations, and visual effects.

Character Design:

Flexibility in Representation:

  • The “character” may be anything: a person, animal, vehicle, plant, geometric shape, or even an abstract element (e.g., a bouncing ball or atom).

Actions and Abilities:

  • Movement: Horizontal, vertical, forward/backward.
  • Interactions: Jumping, shielding, shooting, growing/shrinking, or attaching to objects.
  • Minimal but impactful abilities to maintain simplicity.

Visual Adaptation:

  • The character’s appearance may evolve based on gameplay mechanics, such as gaining upgrades or changing forms.

Level Design:

Structure and Flow:

  • Levels are built on grids or coordinate systems, with elements dynamically placed.
  • Gameplay elements may move in different directions, creating dynamic obstacles.

Themes and Aesthetics:

  • Environments may include forests, deserts, oceans, space, cities, or abstract visuals.
  • Use of vibrant color palettes and simple textures to maintain clarity.

Accessibility:

  • Starts with an easy difficulty curve.
  • Levels may not always follow a progressively harder pattern, focusing instead on variety and novelty.

Obstacles and Enemies:

Obstacles:

  • Fixed or moving barriers that challenge the player’s reflexes and timing.
  • Can reduce health, end the game, or create other disadvantages upon collision.

Enemies:

  • Behavior ranges from stationary to AI-driven (e.g., chasing, shooting, or blocking).
  • Themes and appearances align with the game’s aesthetic (e.g., spaceships, animals, abstract shapes).

Objectives and Achievements:

Primary Goals:

  • Complete levels, survive as long as possible, or achieve high scores.
  • Distance traveled, objects collected, or enemies defeated may define success.

Secondary Objectives:

  • Hidden rewards, time-based challenges, or skill-based tasks.

Achievements and Rewards:

  • Players earn medals, badges, or trophies for completing tasks or milestones.

Rewards and Bonuses:

Bonuses:

  • Temporary boosts, shields, or power-ups.
  • Examples include speed enhancements, invincibility, or magnet-like item attraction.

Incentives:

  • Rewards for watching ads, such as extra lives, bonus items, or exclusive cosmetics.
  • Progression rewards for completing levels or achieving specific goals.

Items and Tools:

Minimal Inventory:

  • Limited item variety to maintain simplicity.
  • Items may enhance movement, provide temporary advantages, or unlock new features.

Unlockable Content:

  • New characters, skins, or tools can be earned or purchased.

Visuals and User Interface:

Aesthetic Choices:

  • Clean, colorful designs with minimal distractions.
  • Simple animations to reinforce the game’s lightweight appeal.

HUD and Indicators:

  • Display essential information, such as:
  • Progress in the level or distance traveled.
  • Collected items or bonuses.
  • Remaining lives or health.

Monetization Strategies:

Advertisements:

  • Interstitial or rewarded ads for bonuses and second chances.

In-App Purchases (IAP):

  • Purchase cosmetics, power-ups, or additional levels.

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