What is a Game Design Document?
- A centralized, coherent set of ‘design rules’ to ensure a consistency across multidisciplinary teams. A living document created in pre-production but updated throughout production.
- Think of it as a dictionary/glossary / set of guidelines (or some will say it’s a set of design pillars) that teams can refer to when they have questions.
- A living document created in pre-production but updated throughout production
Sections in a GDD :
- Overview (high concept, genre, purpose, niche, message / impact, vibez)
- Gameplay (what kind of experience are you scaffolding for players?)
- Story (gameworld, lore, narrative, writing samples)
- Art (character, objects, environments, UI, perspective)
- Mechanics (verbs, rules, win and fail states, inventory / economic / combat systems, physics)
- Levels (skill trees, maps, puzzle evolutions)
- Sound (music, extradiegetic sounds, intradiegetic sounds, voice)
- Platform specification and control mapping (gamefeel, engine, player demographics)
- Market (player communities, monetization strategies, marketplace positioning)
The essential experience
“You don’t need to perfectly replicate real experiences tomake a good game. What you need to do is to capture the essenceof those experiences for your game”
- What experience do I want the player to have?
- What is essential to that experience?
- How can my game capture that essence?
What is a major?
An area you excel at or have a sharp
interest in continuing to develop.
What is a minor?
An area that you are less comfortable
with and want to start working in
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