Reflection
As the semester has come to a close and the deadline is now here, I’ve had the opportunity to work on a Game Design Document that’s not only allowed me to deepen my understanding of game development (and the importance of thorough planning), it’s also let me know that game design is absolutely the path I want to take in games. It’s been both a challenge and an exciting learning experience. If spending the last 13 weeks juggling every section of a GDD and research alongside endless applications to internships doesn’t give me a good insight into the world of game design, then I’m scared to know what will. I’ve over-worked, I’ve under-worked and if one thing’s for certain – I have absolutely played games.
Initial Expectations vs. Reality
At the start of the semester, I had an initial vision of creating a game that was innovative, engaging, and technically complex. I envisioned a game with enjoyable mechanics and a compelling narrative. However, as the project progressed, I quickly realised that while creativity is essential, practicality and clear documentation were paramount. The GDD, which initially seemed like a simple outline, turned out to be a critical tool for organising my ideas and ensuring that my vision was communicated effectively. The importance of balancing ambition with feasibility became clear early on, especially as I worked through iterative feedback and revisions. Just as I thought one thing was finally worked out and sorted, there was another little detail to think about. A good game doesn’t just rely on creativity – it needs to align with player expectations, technical capabilities, and current trends too.
Collaboration and Feedback
While this project was largely independent, one of the most important realisations I had was how valuable it was to talk to friends and peers for outside opinions. Although I was responsible for the bulk of the work, discussing my ideas with others helped me identify blind spots, refine my mechanics, and ensure that my design would resonate with players. I had several conversations with friends who weren’t directly involved in game design, and their feedback was invaluable. They were able to point out things I might not have considered, from user experience issues to plot holes in the narrative. These discussions were a reminder that, even when working on a solo project, it’s essential to step outside your own bubble and gather fresh perspectives.
The more I reflected on these conversations, the more I realised that game design, despite the technical and creative efforts involved, is ultimately a collaborative art form. Games are meant to be experienced by others, and they are shaped not only by the designer but also by the input of various team members and the players themselves. This project taught me that collaboration is integral to creating a truly engaging and successful game, especially one with a story that reaches out to a vast amount of players. Even if the project is executed independently, feedback and collaboration with others – whether in the form of external opinions or future development teams – are critical in refining the product.
Final Thoughts and Key Takeaways
In hindsight, I’m proud of how far the design evolved. The process of creating a GDD wasn’t just about the final document; it was about the journey of exploring different ideas, receiving feedback, and refining a concept until it became a comprehensive and coherent plan for a game. Looking back now, I wish I had incorporated elements to my game that could’ve made it even more personal, such as more explicitly detailing my own experiene with loss. Even if it was just a small “dedicated to” section. To let people know I miss my grandma; to let people know it’s okay to be grieving even if years have passed.
I’ve gained a greater appreciation for the amount of work that goes into developing a game, especially in terms of documentation and planning. Moving forward, I’ll carry the lessons learned from this project into future game development endeavors, focusing on both creativity and practicality, as well as not being so hard on myself for getting things wrong or not knowing what to do or what I’m doing.
Overall, this GDD has been a crucial experience that has significantly shaped my understanding of the game design process. I hope to produce a great game next semester carrying all of this new found knowledge with me.


Tenho muita saudade. Te amo, vóvó
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