Difference between revisions of "Game Design Document"
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B. CORE PLAYER ACTIVITY | B. CORE PLAYER ACTIVITY | ||
C. GAME CONTROLS | C. GAME CONTROLS | ||
− | D. IN-GAME GUI | + | D. IN-GAME GUI |
+ | E. ACCESSIBILITY | ||
===III. CONTEXTUAL GAMEPLAY=== | ===III. CONTEXTUAL GAMEPLAY=== | ||
− | A. GAME SHELL FUNCTIONS | + | *A. GAME SHELL FUNCTIONS |
− | B. GAME FLOW DIAGRAM | + | *B. GAME FLOW DIAGRAM |
− | C. GAME MECHANICS | + | *C. GAME MECHANICS |
− | D. MULTIPLAYER MECHANICS (N/A) | + | *D. MULTIPLAYER MECHANICS (N/A) |
− | E. SPECIAL FEATURES (N/A) | + | *E. SPECIAL FEATURES (N/A) |
===IV. GAME ELEMENTS=== | ===IV. GAME ELEMENTS=== | ||
− | A. CHARACTERS | + | *A. CHARACTERS |
− | B. LEVEL / MISSION / AREA DESIGNS | + | *B. LEVEL / MISSION / AREA DESIGNS |
− | C. OBJECTS (N/A) | + | *C. OBJECTS (N/A) |
− | D. INTRO SCENE | + | *D. INTRO SCENE |
− | E. MENU | + | *E. MENU |
− | F. HOW TO PLAY | + | *F. HOW TO PLAY |
− | G. END SCREEN | + | *G. END SCREEN |
− | V. SOUND | + | *V. SOUND |
− | A. MUSIC | + | *A. MUSIC |
− | B. SOUND EFFECTS | + | *B. SOUND EFFECTS |
===VI. CHEATS=== | ===VI. CHEATS=== | ||
− | ===VII. APPENDICES=== | + | ===VII. MONETIZATION=== |
− | APPENDIX A: GAMEFLOW DIAGRAM | + | ===VIII. APPENDICES=== |
+ | *APPENDIX A: GAMEFLOW DIAGRAM | ||
+ | |||
+ | == External links == | ||
+ | * [http://www.gamasutra.com/view/feature/3384/the_anatomy_of_a_design_document_.php Anatomy of a GDD] by Tim Ryan on [[Gamasutra]] | ||
+ | * [http://www.sloperama.com/advice/specs.html Game specifications] by Tom Sloper on Sloperama | ||
+ | |||
+ | =References= |
Latest revision as of 20:34, 13 April 2020
Template:Video game industry A game design document (often abbreviated GDD) is a highly descriptive living software design document of the design for a video game.[1][2][3][4] A GDD is created and edited by the development team and it is primarily used in the video game industry to organize efforts within a development team. The document is created by the development team as result of collaboration between their designers, artists and programmers as a guiding vision which is used throughout the game development process. When a game is commissioned by a game publisher to the development team, the document must be created by the development team and it is often attached to the agreement between publisher and developer; the developer has to adhere to the GDD during game development process.
Contents
Content
A game design document may be made of text, images, diagrams, concept art, or any applicable media to better illustrate design decisions. Some design documents may include functional prototypes or a chosen game engine for some sections of the game.
Although considered a requirement by many companies, a GDD has no set industry standard form. For example, developers may choose to keep the document as a word processed document, or as an online collaboration tool.
Structure
The purpose of a game design document is to unambiguously describe the game's selling points, target audience, gameplay, art, level design, story, characters, UI, assets, etc.[5][6] In short, every game part requiring development should be included by the developer in enough detail for the respective developers to implement the said part.[7] The document is purposely sectioned and divided in a way that game developers can refer to and maintain the relevant parts.
The majority of video games should require an inclusion or variation of the following sections:[8][9]
I. GAME OVERVIEW
A. EXECUTIVE SUMMARY B. STORYLINE (N/A) C. NAMES (N/A)
II. CORE GAMEPLAY
A. MAIN GAME VIEW B. CORE PLAYER ACTIVITY C. GAME CONTROLS D. IN-GAME GUI E. ACCESSIBILITY
III. CONTEXTUAL GAMEPLAY
- A. GAME SHELL FUNCTIONS
- B. GAME FLOW DIAGRAM
- C. GAME MECHANICS
- D. MULTIPLAYER MECHANICS (N/A)
- E. SPECIAL FEATURES (N/A)
IV. GAME ELEMENTS
- A. CHARACTERS
- B. LEVEL / MISSION / AREA DESIGNS
- C. OBJECTS (N/A)
- D. INTRO SCENE
- E. MENU
- F. HOW TO PLAY
- G. END SCREEN
- V. SOUND
- A. MUSIC
- B. SOUND EFFECTS
VI. CHEATS
VII. MONETIZATION
VIII. APPENDICES
- APPENDIX A: GAMEFLOW DIAGRAM
External links
- Anatomy of a GDD by Tim Ryan on Gamasutra
- Game specifications by Tom Sloper on Sloperama
References
- ↑ Oxland 2004, p. 240
- ↑ Brathwaite, Schreiber 2009, p. 14
- ↑ Bates 2004, p. 276.
- ↑ Bethke 2003, pp. 101–102
- ↑ Bates 2004, pp. 276–291
- ↑ Bethke 2003, p. 102
- ↑ Bethke 2003, p. 105
- ↑ Oxland 2004, pp. 274–186
- ↑ Adams, Rollings 2003, pp. 569–570, 574–576