Saturday, May 4, 2024

Game Design Document Template

game design document layout

If you described a game as being an open-world game all about performing illegal and daring actions in superpowered cars, you could be describing either Grand Theft Auto or Need For Speed. If your game is a specific genre, or a hybrid of genres, lay it out clearly. The first section of a GDD should quickly and succinctly describe your game as a whole. This ensures anyone going deeper into your GDD has all the necessary directional context about what your game is. Genre classification in a GDD involves defining the game genre and flavor by categorizing the game into specific genres such as action, adventure, simulation, shooter, etc. This is the section that is most likely to be exposed to external stakeholders so try to include images and visual aids.

Agile game design documentation

Whereas game levels are usually clearest when using a map, as this provides a high-level understanding of how the layout is going to work, even though it’s from a point of view that the player will probably never see. So while one-page documents are helpful because of their often visual focus, their one-page limit generally encourages a more useful and more efficient design process as well. And while you might assume that all you need to do to communicate the design of your game is to write it all down in one place, the reality is that most people, yourself included, probably won’t read it. Instead, it can sometimes be better to use different length design documents at different stages of your project. Or maybe you want to use the GDD as a kind of concept document, where the general style and feel of each level is set out, but isn’t specifically described. Typically, someone who’s willing to consider funding part of your game’s development will probably want to be able to understand how much of a risk investing in that project will be.

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Whenever you need input or feedback from your colleagues, mention them in the document or leave a comment within your GDD in Nuclino to send them an instant notification. Sidekick also allows you to instantly generate unique concept art, storyboards, and other images in a variety of styles – 2D and 3D, abstract and photorealistic, detailed and simple. A great game level can make your players feel immensely excited and fully engaged in your game. From the level map, milestones, powerups, and obstacles they encounter along the way, every detail is planned during level design. A crucial step in any game pre-production is deciding what the world or environment will be like.

game design document layout

Professional game design document examples

Through the years and iterations it has evolved into the following template, which we use every time we start a new game here at Trick. 1.- Like every other industry, the game industry evolves, and the techniques that are used one day quickly become a thing of the past. Specially on a young industry that is still developing it's processes, metrics, etc.... Whatever you like to call it (GDD, Wiki, Board,...), the important thing is to have something that describes your game project (or any other project for that matter) before jumping into production. This is the portion of the GDD most focused on executing the game concept you've so been describing.

Written game design documents

Once the project is approved, the document is then expanded by the developer into a detailed guide for the development team. And because the game development is so dynamic, sometimes a GDD is revised and changed multiple times during the development phase. A game design document or “GDD” is the master document which lists all of the features, concepts and ideas which are supposed to gel together to create the final game experience. How about checking out some classical game design document examples? Here are some of my favorite historic game design documents for famous games for you to get inspired by.

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Nuclino also comes with an AI-powered assistant called Sidekick that can help game designers with various aspects of the creative process. Let's face it – documentation is usually seen as the least fun part of the game development process. "No one reads GDDs anyway." "They become outdated the minute you finish writing them."

Already in 2001 a group of people with lots of team project experience published their famous agile manifesto which went on to change how we think about software and game development today. In the storyline section, it is advisable to outline the game’s narrative, characters, and settings. Begin with a brief plot summary, highlighting the main story beats, and then offer more comprehensive details about the characters and settings. The mechanics overview in a GDD encompasses the fundamental gameplay elements, providing detailed information on the controls, player interactions, and unique gameplay experiences that players will encounter.

A wiki is, essentially, an online collaborative tool, that allows multiple people to access and edit the same information. For example, in the early stages of your project, you probably won’t know exactly how each mechanic is going to work or what everything will look like or what the name of the level 2 shopkeeper’s dog will be. Which can be useful, as it allows you to keep every detail of your game in a single location. Instead, it can help to focus on the most important elements of the game that you want to get across without worrying too much about the detail. Or even just to your future self, so that you can keep track of what it is you’re making.

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Their unique visual elements were equally responsible for the success of these games. Their creative blend of colors, design, theme along with innovative characters makes these games highly popular among masses and increase the natural/free marketing channels. In the modern era, most of your work in game design won’t be in the game design doc. Usually, the framework is set up early and then left in place with only lead game designers making changes to them. If you’ve ever worked on a game before, you’ll realize how little game design documents matter compare to your ability to rapid prototype and iterate. Thankfully publishers have embraced modern game production planning and the days when publishers would demand a full all-including GDD to be part of the contract sheet are mostly over.

game design document layout

Flesh out the game world by describing the game’s setting, key locations, history, and lore. 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.

Word is a great tool that has its applications but documenting a game design process is not one of them. Its rigid and closed nature will guarantee that no matter how great the content is, it will end up locked away on someone's hard drive, without ever being updated or likely even opened. A GDD is meant to be a constantly evolving, living document, and the tool you choose needs to accommodate that. Yet as distributed teams and multi-studio development are becoming increasingly common, the need for centralized game documentation is not going away. Rather than doing away with GDDs altogether, the documentation process can be adapted to support the creative, iterative, and collaborative process of game development.

Remember, you can create multiple moodboards to explore different directions at any time. Don't worry about evaluating your ideas yet, that will come later. Setting a timer for 5 minutes is a great way to create a sense of urgency and prevent people from judging their thoughts. Your initial idea doesn't need to be something groundbreaking, you'll transform it over time.

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