Saturday, May 4, 2024

How to write a game design document with examples and template

game design document example

But even a solo developer may find a GDD useful, as a later reference point for decisions they took early in the process, or in case they bring in a second developer to help share the work. Not only is it a terrible idea, modern tools allow us to outline and communicate far more effectively than a single doc ever would. Keep in mind, the video game industry is massive and diverse, with wildly different paths to success. AAA teams, indie developers, and solo developers have completely different needs from their documentation. The key recommendation here is to keep the intro page straightforward.

Improvisational Game Design - Game Developer

Improvisational Game Design.

Posted: Mon, 17 Apr 2017 07:00:00 GMT [source]

The Template

Your goal is to pique the reader’s interest and convey the game’s core promise without overwhelming them with excessive, minute details. While we adore games here at Double Coconut and would probably make 'em for nothing if we could, we need to charge a modest sum to cover our time. In order to give you an accurate idea of this cost we first need a full and clear understanding of the talent and effort involved. To figure that out, a High Level Game Design Document (HL-GDD) is essential. Here’s where you describe the platforms you’d be launching for and tools you’ll be using or are considering to use throughout your development. This should not be a detailed technical description, for that you have the Technical Design Document (TDD).

Modern GDD Template 1: The Master Doc

We want to bid on your game, of course, and we hope going with us is a no-brainer once you see our value proposition. But you're free to pass the document to other places for competing bids, as well. We prefer a few Google Slides or PowerPoint slides with Mood Boards - screen shots lifted from similar games or other art found online. And when it comes to system design and understanding how variables fit together, the value of spreadsheets is, well, incalculable.

Game Design Docs are Only a Starting Point!

A way for you to translate the ideas you have about your game for someone else in the best way possible. However, while a design wiki can be useful for managing a large database of information, separating data into categories and entries can hide the relationships between the different parts of your game. Which can be helpful if you want to build a database of information about items, weapons, pickups and locations in your game.

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. Compared to a written design document, a wiki is useful in that it’s easy to access, easy to update and provides information in smaller, bite-sized chunks. While writing down your game’s design can be useful, a written document can only really be understood in one way, word after word, chapter after chapter. And while large written design guides have, reportedly, fallen out of fashion in recent years, there’s a lot to be said for having all of your game’s information organised and stored in a single place. While it’s good to be flexible at some points during the creation of your game development guide, there comes a time where you need to “publish” it.

Include just enough information so everyone knows what is absolutely essential — and maybe a few ideas that you might want to try in the future. Jumping will be an essential part of the game, so we will need to standardize the height of all pipes and obstacles to 3 blocks high. Then finally crimes – a phase at the end of each mission where players compete to steal away a specific power-up they want from their allies. You’re here because you have a brilliant game idea and you want to bring it into existence. Creators of Social Games in which a group of players form a micro-community where members play together as a tribe to accomplish goals.

Communication with your team members is at the heart of being a great game designer. And today, your team is smarter, more technically capable and less patient than ever. Because iteration is a healthy, natural and required part of the game development process, things that hold back iteration are generally best skipped.

Common issues of Game Design Documents

In a puzzle game, it could revolve around solving increasingly complex puzzles, unlocking new mechanics, and progressing to the next level. Based on the design, we'll have a clear idea of how many people are needed to build the game you want. A 'team' may be as small as one engineer, with the art and audio purchased from ones of the many great online asset stores.

Open the moodboard template

From the level map, milestones, powerups, and obstacles they encounter along the way, every detail is planned during level design. Start by writing the central concept for your project in the middle of the board. Treating it as a rigid blueprint kills creativity in the team and builds a wall between the ideas and their implementation. Being afraid of deleting and trimming content is just as bad and will lead to your GDD becoming so bloated and outdated that it's impossible to navigate. I suggest you using Google Docs or a wiki (such as Notion) for your documentation makes it much easier to direct team members to more detailed feature docs relevant to their role and make collaboration more efficient. In fact, I think documentation and advanced planning are essential to communicate with your team members.

The Value of Game Design Docs - Game Developer

The Value of Game Design Docs.

Posted: Mon, 11 Oct 2021 14:22:26 GMT [source]

Which means that it can only be a useful tool if how you use it suits the type of information you want to explain and who you’re explaining it to. To avoid your page from becoming multiple pages in one place, it’s important to choose what the main focus will be. When you’re deciding on the best way to present your design, it can often help to think about what you will do with it once it’s finished.

game design document example

If you don’t know know what your design document is supposed to explain, it can be extremely difficult to make anything that’s actually useful. One of the most important parts of writing any kind of design document is making a decision about what its purpose is. As a result, using one-page designs can help you to communicate your ideas more easily, in a better way and, when you do, people are much more likely to actually read them. Instead of thinking of your design document as a database, it can be better to think of it as a communication tool. However, you will probably have a working title, you’ll know what the gameplay or the story might involve and you’ll know what your design pillars, the cornerstones of how your game feels to play, will be. It might also include a couple of the game’s main mechanics or controls, so that someone could easily understand what the game is going to be like to play.

The best game designers don’t think of themselves as “auteurs” — they think of themselves as the person on the team who synthesizes, organizes, and filters ideas into something cohesive that aligns with the project’s vision. 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. Just keep in mind that most of these are a bit older and not representative of everything we learned about team productions in recent years. The Game Design Document is of paramount importance in game development for several reasons. It serves as a comprehensive roadmap for the game, ensuring that everyone on the development team understands the game’s concept, mechanics, and overall vision.

We don't use a monolithic GDD that evolves during development, but rather a document that can be used by the team to get up to speed. Then, a few corrections are made to reflect the feedback or ideas of the team during the Game Design phase. Detailed notes and sketches are essential to establish the identities and roles of the characters in the game.

The more your team is involved in the game design process the closer they'll feel to the game and the better the final product will be. Unless you are an indie game developer working solo, collaboration with your team and making sure everyone is on the same page is critical. Instead of trying to control the design process by giving your teammates selective access to your GDD, keep it as open as possible and work to discover and solve issues together. 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. Of course, not every game has a huge development team — some titles are created entirely by solo developers.

The simple process of filling out this GDD template will help you start thinking through your game’s design. It’s a living document, so your first draft doesn’t have to be great — just get started, and you can refine it over time as you have more ideas. If you’re looking for a way to jump start your game design document, start by copying and pasting this outline into a blank Word or Google Doc. As you write, feel free to change or reorganize the structure as the needs of your unique game become more clear.

When creating the HUD for a game, it is crucial to take into account elements such as mini-maps, health bars, and other items that assist the player. They effectively convey core ideas and information in a compact format. Level design is not only a great framework for you to invent something new.

No comments:

Post a Comment

How To Design A Tiny House: Ryans Guide To Designing Your Dream Tiny Home

Table Of Content Keep up with Extra Space Storage BUILD Reduce your living size and budget, yet live comfortably The Tiny house Blog Tiny Ho...