Friday, May 3, 2024

Writing Modern Game Design Documents +Examples

game design document example

It acts as a central repository of information, fostering collaboration, understanding, and consistency throughout the game development stages. Maintaining detailed internal documentation is a must for effective game development process management. For decades, the GDD has been an industry standard, intended to provide everyone involved in the game design process with a singular vision. It's a highly descriptive, living document, created through the collaboration of designers, developers, and artists.

Thief: tense narrative through level design and mechanics - Game Developer

Thief: tense narrative through level design and mechanics.

Posted: Sat, 28 Aug 2021 15:26:17 GMT [source]

Now it’s your turn

Also, a few key examples of easy, medium, and difficult levels need to clearly be diagrammed. When it comes to the game economy or systems, the more numbers the better. Excel / Google Sheets is ideal, so we can ‘play with’ all the key variables in the game and understand the data structures that need to be created. Ultimately what we (or any competing work-for-hire studio) need is to communicate the full vision of the game to our producers, software engineers, artists, and QA testers. Each member of the team needs to understand the aspect he or she is responsible for and be able to visualize the title in action before a single pixel is programmed on screen. The game’s narrative follows Arion’s journey to collect ancient artifacts that can stop Malador’s dark ritual.

Example outline for a GDD

Depending on the scope of your game development project, your design document may end up being very brief or fairly long and complex. A game design document (GDD) is a software design document that serves as a blueprint from which your game is to be built. It helps you define the scope of your game and sets the general direction for the project, keeping the entire team on the same page.

Art and Sound

A publisher or an investor of any kind may have similar questions about your project, what they feel they can bring to it and how much of a risk it’s likely to be for them. And, when considering if I can invest my time into the project or not, I usually have the same questions about what the project is like or if I think it’s going to be successful. While I’m not an expert on investing in a project, as a games composer I have occassionally been offered royalty-share opportunities in return for working on a game in the past.

Story Progression

The gameplay mechanics section should offer a comprehensive analysis of the game’s mechanics, controls, and user interface. It should elucidate the player-game interaction and the anticipated user experience. The GDD offers a clear and comprehensive overview of the game’s design and development, ensuring that all team members share a common understanding of the game’s vision, mechanics, and goals. This shared understanding is vital for aligned decision-making and clear communication throughout the game design project. Programmers find it helpful in organizing development tasks, monitoring progress, establishing milestones, and managing resources efficiently. A game design document is the single point of reference for your video game project.

Rule #2: Start with one concise sentence

Game Design Tools for Collaboration - Game Developer

Game Design Tools for Collaboration.

Posted: Mon, 04 Mar 2013 08:00:00 GMT [source]

The objectives section should encompass both short-term goals within each level and overarching goals that span the entire game, along with the core gameplay loop that players will engage with repeatedly. Details about the platforms on which the game will be available are also important to include as this information can have implications for design, development, and marketing strategies. Reference examples are included to provide the development team with a comprehensive understanding of the game’s style, gameplay, and mechanics, and to establish a standard for quality and design decisions. With that in mind, start with the basics – or use this 1-pager game design document template to save time. Let's face it – documentation is usually seen as the least fun part of the game development process.

game design document example

Over time and many updates we were able to add a new combat mechanic which was more in line with our overall vision. The reasoning for this comes from the very relatable idea that fixing issues is cheaper the earlier you encounter them in production. For example, in a role-playing game (RPG), the core gameplay loop might involve exploring environments, battling enemies, gaining experience and loot, and leveling up a character.

Because when team members understand your game’s purpose and goals, they’re more likely to be more invested in its success. Invested team members are more creative, more productive, and usually have a better feeling of ownership. Team members can check the GDD whenever they have questions about the design, instead of having to ask the game designer. That helps them make sure the work they’re doing aligns well with the overall concept. Danielle is the editor-in-chief of Game Developer, with previous editorial posts at Fanbyte, VICE, and Polygon. She’s also a lecturer in game design at the Berklee College of Music, and a hobbyist game developer in her spare time.

What should be in your GDD template?

Do you want them to feel like a nimble creature in a series of increasingly dazzling platformer challenges? Be very specific about your player experience goals and note how you will design for them. Game Design Documents can be thought of as the "blueprints" for putting together a game. First and foremost, they should very clearly communicate the designer's vision for a game, and do so in a way that is useful and readable for every team member or stakeholder, no matter their discipline. Having pointed out these advantages, let’s talk about issues with GDDs.

Say you’re building everything around a game mechanic or concept that doesn’t work out. If you explained Halo–using that line–to ten different people and told them to build the game, you’d end up with ten different games. The simplified version of the game is easy to understand, but hardly covers everything a game developer would need to know about the game. If you and your team are building a simple game, you could probably get away with storing the concept in your head.

Untested ideas, unless you really know that they’re going to work in the way that you expect, will often change as soon as you start to build them or as soon as people try them for the first time. 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. For example, if you need to keep track of the game’s narrative, keeping a reference to your game’s characters and how the story will unfold can be useful as you develop it.

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