Game Design Document

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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.

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

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