What is a GDD?
A GDD, or Game Design Document, serves as a centralised and cohesive guide of “design rules” to ensure consistency across multidisciplinary teams, i.e. programmers, sound designers, concept artists etc.
It outlines plans for various game elements, including characters, environments, gameplay mechanics, levels, visual style, and more. This document acts as a reference for team members, helping them find answers to questions about the game’s design. Typically created during pre-production, the GDD remains a living document that can be updated as the game progresses through development.
The Goal of a GDD
By combining text, diagrams, mockups, and/or prototypes, your design documentation provides enough information for anyone concerned to understand :
• what the game is
• what the player’s experience is – why they will play it
• what your goals are for it – why you are making it
• what its current status is
• how, in precise detail, to build it
Elements of a GDD
- Game overview & concepts
- Game mechanics
- Art – (character, objects, environments, UI, perspective)
- Major & Minor focus
- Sound
- Narratives
Basic Structure/Segments of a GDD
- Overview
- Gameplay
- Story
- Art
- Mechanics
- Levels
- Sound
- Platform specification and control mapping
- Market

I focused on observing different ways to present a good and industry standard GDD. This included being on the search for one that has a format that would suit my game best. The next step was choosing and analysing complete GDDs – for my project I chose the GDD for Silent Hill 2 (2001) (albeit unofficial, but still relevant and useful).
Not only do I believe the Documentation was well-organised and well-written but I also appreciate how visually appealing the GDD itself is, keeping the aestheti of the game true throughout.
So what do I think makes this GDD successful and how should I apply the following points to my GDD?
1. Story and Narrative Outline
- Silent Hill 2’s documentation includes a detailed narrative outline, focusing on the protagonist’s psychological journey and how his backstory affects gameplay. This is a great example of integrating storytelling with game mechanics, which can help guide a team in creating immersive experiences.
- Application: provide a clear summary of the story’s core themes and how they influence gameplay and player emotions. Include major plot points, character motivations, and any unique narrative mechanics.
2. Character Profiles and Psychology

- The Silent Hill 2 GDD includes concise profiles of characters, detailing not just their backstories but also their psychological profiles and how they impact the game world and gameplay. For example, it explains how each monster is tied to the protagonist’s psyche, which directly shapes their design and behavior.
- Application: Include detailed character descriptions that go beyond appearance and delve into motivations, fears, and how these traits impact gameplay. This will provide clarity to artists and developers on why characters are designed a certain way.
3. Environmental Design and Atmosphere
- Silent Hill 2 has an atmospheric design section that discusses the setting, including fog effects, lighting, and sound, all intended to evoke specific emotions. The GDD addresses how these elements affect gameplay and player immersion.
- Application: Describe how the environment contributes to the overall player experience. Outline specific design choices—like colour schemes, lighting, and textures—and explain how these elements align with the game’s themes and tone.
4. Gameplay Mechanics and Controls
- The GDD covers essential gameplay mechanics, such as combat, puzzles, and exploration. It discusses how these mechanics are meant to feel (e.g., slightly awkward controls to heighten vulnerability) and how they contribute to the horror experience.
- Application: Detail each gameplay mechanic, including its purpose, controls, and intended player experience. Also, provide visual references or flowcharts if applicable, to illustrate how mechanics interact within the game.
5. Level Design and Layout
- Silent Hill 2’s level design documentation includes annotated maps and descriptions of each area, explaining how layout choices guide player movement and tension.
- Application: Include level layout diagrams and provide notes on how each area should feel. Consider pacing, player guidance, and points of interest, and explain how these elements fit within the larger game experience.
6. Visual Style and Sound Design
- Silent Hill 2’s documentation includes guidance on the visual aesthetic, such as the muted color palette and distressed textures. This section also covers how the visuals support the story‘s psychological themes.
- The GDD outlines how sound and music are crucial, specifically how it is used to reinforce atmosphere and foreshadow events. It specifies the use of ambient sounds, creature noises, and silence to create a tense atmosphere.
- Application: Clearly outline the art style, detailing the colour palette, textures, and any stylistic choices that reinforce the game’s atmosphere. Visual references are immensely helpful here to maintain consistency across assets. Describe the intended role of audio in enhancing the game. Provide direction on music style, sound effects, and the overall mood. Specify any dynamic audio elements that react to player actions.
Another good example GDD worth mentioning is Christ Bateman’s for the game Play With Fire https://www.gamedeveloper.com/design/design-document-play-with-fire.
By including clear sections on these elements, a GDD becomes one of, if not the most, valuable reference for a team throughout development. This approach not only provides direction but also ensures that core themes and experiences remain consistent and organised across different aspects of the design, subsequently it can be easily understood by any reader.
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