Friday, May 3, 2024

Design Docs Crafting a GDD

game design document layout

You might find your ideas fall into groups like story, gameplay, character, or levels but there are no rules about how you do it. This section could also mention any third-party software, plugins, or middleware that your game will use. Examples might include physics engines, AI systems, UI systems, or audio tools. This will help your team get started obtaining and (if necessary) learning the tools, and will help your producer start to understand licensing requirements and costs. Like the Story section, the Art and Sound section is usually an overview or summary of the general direction. If your project has artists, game music composers, and sound designers, then those groups will do most of the heavy lifting by writing more detailed, specialized documents for their own areas.

game design document layout

How to Write a Game Design Document (Examples and Template)

In the User Interface section, sketch out and describe the menus, heads-up display (HUD), and other on-screen elements that players will need to interact with. You should also explain how players will navigate menus, which options might be available, and how players will manage inventories or other game systems. A simple example here is to create a chart showing a menu screen, intro screen, the HUD during a level of play, and an ending screen. A character web that shows characters' relationships can be very helpful (again, as long as it is clear and easy to parse) for projects with multiple characters and interpersonal dynamics. This should be a brief introduction to the project itself, often with a very clear vision statement outlining the high-level pitch for the game and what makes it special.

The Ultimate Importance of Game Design Documentation

All team members are actively encouraged to review and add to the queue (and all other sections of the GDD). This helps designers track any issues that occur as the document grows and keep data clear and consistent. Additionally, it provides the designer with a place to review commentary on the game design prior to group meetings and preemptively look for solutions. The Guide to Great Video Game Design states that "... even though writing a GDD takes lots of time and effort, no one on your team wants to read it" (Rogers 85). Rogers' suggests using diagrams, storyboards, or drawings to communicate ideas and spark interest which are all great options.

Character profile

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Postmortem: Bungie's Myth: The Fallen Lords.

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Also, if your game is going to have Custom HW built around it, then this list will allow you to figure out what components you’ll need to make it work. A summary of what this game is about, without going into much detail about game mechanics or anything else. After reading the Project Description, it should be clear what type of game you are trying to make (Social, Casual, Hardcore, etc.) and the genre (Puzzle, RPG, FPS, etc.). Of course, you can add more information that feels relevant to your game. After going through a few Game Design books (I highly recommend Jesse Schell's Book of Lenses), and reading all I could online, it was time to create my first GDD.

This overview offers a concise summary of the game’s essence, while refraining from delving into intricate specifics of game mechanics. These components frequently incorporate concept art and references. Concept art plays a crucial role in providing readers with an understanding of the overarching art direction for the game.

Game Design Document Template and Examples

GDDs can be presented in traditional written documents or game design wikis, depending on the project’s requirements and team preferences. Both formats offer their own advantages, catering to different needs and work styles. Typically, the lead game designer drafts the initial versions of a GDD.

Nuclino can serve as a lightweight game documentation tool, a game development planner, an internal wiki, and more. You can create real-time collaborative docs, allowing you to document, share, and collaborate on anything, from game proposals and storyboards to character profiles and concept art. Fortunately, many game developers have shared their game design documents online. Even though your game might not be as big or complex as these ones, just having a look at a commercial GDD can be inspiring. Here are a few professional GDD examples that you can download and read.

Now that your Game Design Document is complete you (and your team) have a fully fleshed-out plan for your game. Remember, creativity and inspiration are constantly evolving so come back and add to it when inspiration strikes. These GDDs are curated, compiled, and re-organized from /r/gamedesign, Mikael Segedi’s collection, and gamedocs.org. And remember the doc is just a structure, you have to be able to clearly articulate and demonstrate you designs decisions, which is a result of having a clear field tested design methodology.

Game Design Document Outline

A set of well-defined objectives anchors every successful game project, and a game design document is pivotal in outlining these. Within this critical document, one finds the game's description and classification, articulating the central theme and firmly establishing the game's genre and market niche. This section of the game design document is crucial as it lays the foundation for what the game aims to achieve and how it differentiates itself within a competitive landscape. Furthermore, game design documentation can be shared with stakeholders, such as investors, publishers, or potential collaborators, to communicate the game’s concept and demonstrate its potential value. A game design document is the single point of reference for your video game project.

If you find too many ideas creeping into your game, you can go back to the game design document and refocus. A game design document can be a lot of work to iron out, but you’ll find that the upfront effort can be worth it in the long run, especially for complicated concepts. This exposes one of the primary functions of a game design document–it acts like a guide to keeping everyone on your team on the same page. A game design document that’s marketing focussed might include information that a potential investor or publisher might want to know before considering your project for investment. However, while the general idea of a game design document is fairly straightforward, actually writing one can be tricky and time-consuming.

Not only can referencing other games help create common terminology (or overcome the lack of it), but teammates can point to them to reference art style, music, mood, or scope. All of these things become more concrete when there's a common reference point. Our guide on game art outsourcing offers further insights and strategies for this process.

Creators of Social Games in which a group of players form a micro-community where members play together as a tribe to accomplish goals. So, since you already know how to develop a GDD over different life cycles of your title, we can now talk about the structure of a game doc. No need to explain why it’s essential to make sure that you have a shared vision regarding every development stage with your client. To help you structurize your workflow better, take a look at the product’s lifecycle. I’ve filtered out all the broken links and other tangential docs that are not specifically GDDs. Concept art makes this complicated weapon feature much easier to understand at a glance.

If someone else can easily understand your game by reading your GDD then, even if you’re working alone, your design document will be much easier to work with and much more helpful to you as you build your project. A basic example of a simple game design document (click for the full-size version). When you write your game design document, it can help to think about why you actually need one in the first place. Even if it’s just you, a GDD can act as a place where the main concepts, ideas, features and the specific mechanics of your project are written out in detail. For use throughout the entire GDD, from change log down to individual mechanics, decide on some icons that your team can use to quickly communicate information. They also help diversify the document and break up the blocks of text.

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