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

  1. Oxland 2004, p. 240
  2. Brathwaite, Schreiber 2009, p. 14
  3. Bates 2004, p. 276.
  4. Bethke 2003, pp. 101–102
  5. Bates 2004, pp. 276–291
  6. Bethke 2003, p. 102
  7. Bethke 2003, p. 105
  8. Oxland 2004, pp. 274–186
  9. Adams, Rollings 2003, pp. 569–570, 574–576