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In this scenario, it can help to think of your GDD as more of a project pitch or business proposal, as that’s pretty much what it’d be. For that reason, it’s generally a good idea to focus on what you know you can deliver, based on your experience, your skills and what you’ve managed to do in the past. Considering what a potential publisher might want to know about your project can help you to make your design or pitch documents much more effective. Which can be extremely useful, as the process of writing down and describing part of your game can force you to decide exactly how it’s going to work. The great thing about this section is it gets you really thinking about what your game is and how it is presented, as opposed to the amalgam of disjointed ideas in your head.
Level Design Specifications

Many studios use Game Design Documents (GDDs) to communicate their vision for a game to other team members or stakeholders. Though the days of any sort of monolithic GDD format or design bible are long gone, they still have a place in many designers' and teams' methodologies. It should focus on explaining the key features of your game in detail, including game modes, controls, social features, monetization, and so on.
Design Document: Play With Fire - Game Developer
Design Document: Play With Fire.
Posted: Tue, 20 Feb 2007 08:00:00 GMT [source]
Why is a writing a game design doc important?
After all, the GDD serves as a reference point, so-called, roadmap for the entire team. Even though this is a guide for writing useful GDDs, that doesn't mean that every team or every designer has use for them, and that's good to know going in. If you are creating a narrative-driven game, you might also consider our resource on free tools for creating story-based games.
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This will help ensure clarity and organization in your design process. The controls section within the Gameplay segment should elucidate the methods through which players will engage with the game and execute diverse actions. 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.
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. Proper design documentation can be one of the most important elements of video game production. Without them, team members may struggle to stay on the same page when designing features, and development can run horribly awry.
Why Do We Use GDDs?
Here's where we get to the part where hearts break and tempers are lost - laying out a rough schedule for the game's development that utilizes the breakdowns that were made earlier in the document. Schedule aggressively, but be realistic - you're probably not going to get all of your menus in and working in a day. You don't have to be specific about where and when - the most important information to end up with here is the number of work hours per team member required, and exactly who will be responsible for what. After stripping that stuff out, and adding a couple of sections that are more important to focus on early for smaller development groups, I came up with the following layout. For games that are purely gameplay without a narrative, they can either be left out or replaced with a very brief thematic summary.
They noted that there can be disadvantages to this approach, particularly in communicating to different teams. I’ve filtered out all the broken links and other tangential docs that are not specifically GDDs. 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. This is the equivalent of making a business plan (with financial projections, business model, and etc.) for a tech startup who needs to constantly iterate and pivot.
Game Director vs Creative Director: Understanding Their Pivotal Roles
This will help you to more quickly search for the details needed in constructing your GDD. As a game's production gets started, a GDD can help people align on what everyone's work is in service of building, and can act as a source-of-truth when uncertainty or confusion arises. Throughout this practical guide on making a Game Design Document ("GDD"), we'll first cover the high-level concept of how a GDD gets used and why it's important, before unpacking the different parts of a GDD individually. Finally, at the end I'll link to a GDD template I've made, which you can download and use for free in your studio, for your game, or in your classroom.
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Invested team members are more creative, more productive, and usually have a better feeling of ownership. When you have a good GDD, it helps establish a shared understanding of the game’s vision among team members. When everyone is on the same page, it’s easier to coordinate efforts and avoid time-wasting (and frustrating) confusion and miscommunications. 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. Double Coconut will offer you a free initial consultation to determine if we're the right fit to help you develop and deliver your game.
When you write your game design document, it can help to think about why you actually need one in the first place. A Game Design Document, or GDD for short, is typically a detailed guide that can be used to keep track of the core themes, styles, features, mechanics and ideas of your game project. A Project Status Report holds significant importance in the overall game development process by providing stakeholders with updates on the progress, milestones achieved, and any issues or risks encountered in the project. It is a vital tool for monitoring the project’s health and mitigating potential failures. Concept art plays a crucial role in providing readers with an understanding of the overarching art direction for the game. It serves as a visual representation that communicates the artistic vision and aids in shaping the development of game aesthetics.

Every game has a story, even if that's more of an abstract description in the case of art or puzzle games. The idea is to boil your game down into the atomic level of "what" your game is all about. This ensures you and your team can accurately describe the game, which will help a ton when the time comes to share your game with others. To start off your GDD, the first section should act as the front and back covers of a book. It's perhaps the best opportunity to ground your project's theme, direction, and any similar titles, so that the reader of the GDD can be best-informed about what kind of game you're making.
This means that due to the fluid and flexible nature of the game industry, it will see many changes before the production is over. This organization is crucial for the document’s readability and ensures that all the important elements of the game design are adequately covered. Maintaining consistency with a game’s theme and art style is crucial in UI design as it promotes visual harmony and cultivates a feeling of unity and recognition across the game.
The GDD’s Technical Requirements section furnishes specifics on necessary hardware, software, engine requirements, and any required third-party software, plugins, or middleware for the project. This section ensures that the development team possesses a comprehensive understanding of the technical specifications needed to develop and execute the game. Typical hardware requirements in a game design document encompass supported platforms like PC, console, mobile devices, and any necessary hardware components crucial for the game’s intended functionality. The story section outlines the game’s narrative, characters, and settings. Begin with a brief summary of the plot, highlighting the main story beats, and then proceed to offer more comprehensive details about the characters and settings.
The deeper you get into this Game Flow Diagram, the more confident you will be about what your game is precisely made up of, and what the experience of playing it will be. Not only you will have to come up with mechanics that are genuinely fun and intuitive, you need to make sure they work well in relation to other game mechanics. Your target platforms heavily influence the design and the marketing of your game.
The point of a basic game design document like this is that it’s simple and easy to use. 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. We tried to give you an expert idea of how to make a game design document that corresponds to requirements for GDD to serve as a roadmap for the team and a reference for stakeholders. It keeps the team aligned, ensures clear communication, and is a crucial reference point throughout game-building. Neglecting to have a GDD for a large project can lead to frequent changes, a disorganized development framework, unfulfilled producer expectations, and various other negative impacts on the game development process.
We reached out to game designers and developers to weigh in on whether they use GDDs professionally or in their personal work. The most common advice was not to fall prey to any one format if it doesn't clearly communicate what you, the designer, are trying to. This section should introduce and explain the general flow of your game. Start with a core game loop diagram with brief descriptions explaining each of the features and demonstrating how the player will interact with the game. It can be helpful to include a game screen mock-up to support your ideas.
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