Table Of Content

You won’t always be able to test everything before you decide to add it to the document. This is where you should be careful–if you have a game design document that’s based too much on untested ideas, you can run into trouble. If you constantly update the document as you progress, you’ll always understand the changes you’re making. Any changes to the game should be tracked through the game design document, which means you can revert back to earlier iterations if something doesn’t work or your idea creep took you too far. Since there’s no exact way of formatting your GDD game design document, you still have to clarify the project’s vision and provide details on its every development stage. It is a special type of documentation that shows your team the right direction to develop games on android.
The Queue and the Idea Dump
Even if it’s far from being final, it will give readers an idea of the overall art direction you have in mind. But if you’re starting fresh and aren’t yet sure what you need to include, here are some of the most common sections to write first. Feel free to pick and choose whichever sections make sense (or don’t make sense) for your unique game.
Level Design
Teammates can always return to this section to make sure the original vision of the game is being adhered to (which is also the purpose of the document as a whole). A design doc for a project manager, for example, can skip most technical details and focus more on target milestones for the feature and how it supports overall project goals. Rosa is a Lead Game Designer and far more capable TikTok skater than I ever will be. Her template has helped numerous designers get started with their ideas. Not only is it a terrible idea, modern tools allow us to outline and communicate far more effectively than a single doc ever would. A completely optional section, but write your ideas now so you don’t forget them later.
Ludo's New Game Concept Creator Makes Quickly Producing GDDs Possible - 80.lv
Ludo's New Game Concept Creator Makes Quickly Producing GDDs Possible.
Posted: Wed, 06 Apr 2022 07:00:00 GMT [source]
User Interface (UI) Details
A very short description of what your game is about that has to immediately grab the attention of the reader. Make it as short and as exciting as possible because you often have to pitch it to a manager or sponsor with a very tight schedule. “Mystic Quest” features a visually stunning world with high-quality 3D character models and environments.
Project Or Game Description
Making games for a living is an incredibly rewarding career, but it’s hard to break in unless you have insider knowledge. This section can be elaborated as you progress through the game or hire a sound developer to design specific sounds for your game. 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. Not every game has characters—but if your game does, it's useful to have notes and sketches here for who they are and how they'll feature in the project.
This helps in validating the product earlier and get feedback for the beta version. Changes to various sections of the GDD should be allowed throughout the process. Another way to keep ideas flowing is by encouraging your team members to put relevant thoughts to discussions, knowing fully well that most of them will not become a reality. They also offered feedback on what is not useful in a GDD, like telling your team to just copy a specific mechanic from other games or make very early reference art too elaborate.
How to write a game design document (with examples)
If there are no characters or a story, you can jump directly to the game play section. It’s always good idea to define characters that can help in understanding their personality and share references. While you can be sway away with the features and excitement, it always a good idea to keep budget and time expectations in mind as well. You can always add priority against the features and divide various features across milestones.
Start by describing the game’s unique selling points, and point out what might set it apart from other games in the market. Be sure to identify your target audience, because that will help guide many different design decisions. Your GDD will also be read by stakeholders — people who aren’t on the dev team, but care about the project’s success. Stakeholders include people like marketing managers, investors, advisors, publishers, and other groups involved with supporting and selling the game. In this article, we’ll dive into why a GDD is essential, who writes it and who reads it, the key sections in a GDD, and the steps you can take to get started writing the GDD for your game. Danielle is the editor-in-chief of Game Developer, with previous editorial posts at Fanbyte, VICE, and Polygon.

A game design document is made up of multiple, detailed sections and when your head is filled with ideas it's easy to get lost in it. Before moving onto backgrounds, introductions, and key descriptions, start by putting your idea into a single, clear sentence. In most cases, you should start your game design document “after” you have thought of core gameplay mechanics. In other words, you need to create the rest of your game around core mechanics. A Game Design Document (GDD) is a comprehensive and structured document that outlines the concept, design, and development details of a video game.
It helps in project management, enabling teams to set goals, track progress, and manage resources efficiently. Additionally, the GDD can be crucial when seeking funding or publisher support, as it provides a clear and detailed overview of the game’s potential, making it an essential part of the game development process. In this post, I’ll show you a much more efficient and practical way to put together a game design document that’s actually functional.
Make sure to communicate your ideas about how things are going thus far. You can even add some milestones for you and the team to complete to get an idea or roadmap of the project better. Your target audience is the main gamers that you are making this for. For example, The Witcher is geared mostly towards young to middle-aged males who enjoy story-driven RPGs.
But if you’re looking for ideas on how you might go about it, here are some steps to think about as you get started. Give a short project description without delving into the game mechanics intricacies. After going through the project description, the reader should have a basic idea regarding the game that is being developed like social or hardcore and the game genre like puzzles etc. Games are usually based on a storyline, so it’s a good idea to define the story line and context in detail. It helps in aligning all activities of the game development process based on the story line.
For the purposes of game design documentation and generalist game designers, lists and simple diagrams go a long way in communicating the needs of the project to UX designers. Writing a GDD is a collaborative effort, and it should involve input from game designers, artists, programmers, writers, and other relevant team members. The document should be well-organized, easy to understand, and regularly referenced throughout the game development process. In the early days of video games, GDDs would typically be huge physical documents, often hundreds of pages long and covered in scribbled notes from producers, developers and designers. As technology evolved, and bigger-budget games meant larger teams and agile work environments, video game design documents have become more flexible. It also needs to give anyone reading your GDD a quick and easy-to-understand overview of what your game is all about.
Begin with a brief plot summary, highlighting the main story beats, and then offer more comprehensive details about the characters and settings. In a GDD’s story section, it’s recommended to sketch out the game’s plot, characters, and settings. These tools offer streamlined organization within a development team, improved accessibility and comprehension for novice designers, and the rapid capture and sharing of ideas.
With a clear vision of how game development should work, I run Whimsy Games, being responsible for the marketing and sales of our products and services. Here, you’ll need to mention plot-related aspects that somehow affect the characters and their storyline. Think of each character’s lore, skills, strengths and weaknesses, and personality. Documentation is often seen as the most frustrating and tiresome aspect of game development but it doesn't need to be. When done right it can facilitate communication and collaboration within your team and become a testament to your hard work, a record of all your struggles and victories along the way. Traditional GDDs – those lengthy, rigid Word documents, attempting to needlessly explain every detail of the game only to never be updated or read by anyone – are obsolete.
If you’re an experienced game designer, you could predict the approximate time and budget that the project will require. These estimates should be made when all the other parts of GDD are detailed, as those details will affect the time and budget required. If you’re ready to level up your cloud hosted game development, get started with Assembla today and experience the benefits of streamlined project management and collaboration tools tailored for game development. While your goals are likely articulated throughout the document, it’s a good idea to have a succinct, well thought out list of specific goals listed up front. These can include player experience goals, sales goals, who you hope to reach with your game, or what you hope to accomplish in the larger world of art, education, or entertainment.
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