CrimsonStrife Posted August 30, 2012 Posted August 30, 2012 So after coming to the realization that a handful of us here have formal Game Development education and or experience, I felt it might be beneficial for those who wish to pursue the industry if we banned together and shared from the fountains of our collective knowledge. I am going to kick things off with an item that is essential to a professional game design...the Design document.Your Design Document is essentially a summary and collection of EVERYTHING in and about your game, while you might not go dialogue for dialogue, you would include the story, the characters, the setting, etc...but you would also then list mechanics, how will the player move, how will they win, is there AI, if so how will it work?...This sounds like a lot I know...and it is, which is why I have decided to share a template that an instructor and I compiled last year. This way, you can see how you might lay out the info, what all is involved, and you can even treat it as a fill in the blanks. You can either copy and paste, or download it as a pdf from the spoiler box at the bottom of the page. Game Design Document Outline Version 0.5(draft) October 10, 2011 By Adam Carrikerand Patrick Barnhardt The Game Design Document (GDD) it the blueprint from which a computer or video game is to be built. As such, every single detail necessary to build the game must be addressed in the document (or support documents). If it’s not in the document, then it probably won’t be in the game. Below you will find an outline for a generic Game Design document. The problem is that no generic GDD will be able to address all the various genres for which a game may be created. For example, consider the games PacMan, SimCity and Doom. All three games required detailed design documents, but if you think about it, those documents would be entirely different! As such, when using the outline below you will find sections that will be totally meaningless to your game. But also, there will be sections that your GDD requires to describe the game. Just because it’s not in my outline, it doesn’t mean that it doesn’t belong. The GDD is a reference document. Members of the development team will constantly be using the document to find specific information for their specific needs. Consider the size such a document may grow to in order to document every piece of the game. We don’t want the GDD to cause information overload and then become a prop under somebody’s wobbly desk. As such it is important that you organize and format the document to make it easy to use. Also note that some of these sections might not appear in the GDD itself but instead would appear in supplemental documents such as an Art Bible or Test Plan. This helps make the overall document more manageable and readable. One last comment, a game design document is meant to be a living document. Just as when the artist changes the design of his painting every time he takes his brush to the canvas, a computer or video game evolves as code and art are created. The GDD then is the communication tool from which all the members of the team can follow that evolution. 1. Title Page 1.1. Game Name – Perhaps also add a subtitle or high concept sentence.1.2. Copyright Information1.3. Version Number, author, date2. Table of Contents – Make sure this includes all the subsections to make finding material. If practical, hyper linking the document will help here.3. Design History – This is a change listing quickly describing each major version and changes.4. Section I - Game Overview4.1. Game Concept4.2. Feature Set4.3. Genre4.4. Target Audience4.5. Game Flow Summary – How does the player move through the game. Both through framing interface and the game itself.4.6. Look and Feel – What is the basic look and feel of the game? What is the visual style?4.7. Project Scope – A summary of the scope of the game.4.7.1. Number of locations4.7.2. Number of levels4.7.3. Number of NPC’s4.7.4. Number of weapons4.7.5. Etc.5. Section II - Gameplay and Mechanics5.1. Gameplay5.1.1. Game Progression5.1.2. Mission/challenge Structure5.1.3. Puzzle Structure5.1.4. Objectives – What are the objectives of the game?5.1.5. Play Flow – How does the game flow for the game player5.2. Mechanics – What are the rules to the game, both implicit and explicit. This is the model of the universe that the game works under. Think of it as a simulation of a world, how do all the pieces interact? This actually can be a very large section.5.2.1. Physics – How does the physical universe work?5.2.2. Movement5.2.2.1.General Movement5.2.2.2.Other Movement5.2.3. Objects5.2.3.1.Picking Up Objects5.2.3.2.Moving Objects5.2.4. Actions5.2.4.1.Switches and Buttons5.2.4.2.Picking Up, Carrying and Dropping5.2.4.3.Talking5.2.4.4.Reading5.2.5. Combat – If there is combat or even conflict, how is this specifically modeled?5.2.6. Economy – What is the economy of the game? How does it work?5.3. Screen Flow5.3.1. Screen Flow Chart – A graphical description of how each screen is related to every other5.3.2. Screen Descriptions – What is the purpose of each screen?5.3.2.1.Main Menu Screen5.3.2.2.Options Screen5.3.2.3.Etc.5.4. Game Options – What are the options and how do they affect game play and mechanics?5.5. Replaying and Saving5.6. Cheats and Easter Eggs6. Section III – Story, Setting and Character6.1. Story and Narrative - Specific details like scripts and cut scenes may not be in this document but be in the Story Bible.6.1.1. Back story6.1.2. Plot Elements6.1.3. Game Progression6.1.4. License Considerations6.1.5. Cut Scenes6.1.5.1.Cut scene #16.1.5.1.1. Actors6.1.5.1.2. Description6.1.5.1.3. Storyboard6.1.5.1.4. Script6.1.5.2.Cut scene #26.1.5.3.etc.6.2. Game World6.2.1. General look and feel of world6.2.2. Area #16.2.2.1.General Description6.2.2.2.Physical Characteristics6.2.2.3.Levels that use area6.2.2.4.Connections to other areas6.2.3. Area #26.2.3.1.etc.6.3. Characters6.3.1. Character #16.3.1.1.Back story6.3.1.2.Personality6.3.1.3.Look6.3.1.3.1. Physical characteristics6.3.1.3.2. Animations6.3.1.4.Special Abilities6.3.1.5.Relevance to game story6.3.1.6.Relationship to other characters6.3.1.7.Statistics6.3.2. Character #26.3.3. etc.7. Section IV – Levels7.1. Level #17.1.1. Synopsis7.1.2. Introductory Material (Cut scene? Mission briefing?)7.1.3. Objectives7.1.4. Physical Description7.1.5. Map7.1.6. Critical Path7.1.7. Encounters7.1.8. Level Walkthrough7.1.9. Closing Material7.2. Level #27.3. etc.7.4. Training Level8. Section V - Interface8.1. Visual System8.1.1. HUD - What controls8.1.2. Menus8.1.3. Rendering System8.1.4. Camera8.1.5. Lighting Models8.2. Control System – How does the game player control the game? What are the specific commands?8.3. Audio8.4. Music8.5. Sound Effects8.6. Help System9. Section VI - Artificial Intelligence9.1. Opponent AI – The active opponent that plays against the game player and therefore requires strategic decision making (example, Civilization or Chess, how is it to be designed?9.2. Enemy AI – Villains and Monsters9.3. Non-combat Characters9.4. Friendly Characters9.5. Support AI9.5.1. Player and Collision Detection9.5.2. Pathfinding10. Section VII – Technical – This may be abbreviated with most in the Technical Bible.10.1. Target Hardware10.2. Development hardware and software10.3. Development procedures and standards10.4. Game Engine10.5. Network10.6. Scripting Language10.7. etc.11. Section VIII – Game Art - This may be abbreviated with most of the content in an Art Bible.11.1. Concept Art11.2. Style Guides11.3. Characters11.4. Environments11.5. Equipment11.6. Cut scenes11.7. Miscellaneous12. Section IX - Secondary Software12.1. Editor12.2. Installer12.3. Update software13. Section X - Management13.1. Detailed Schedule13.2. Budget13.3. Risk Analysis13.4. Localization Plan13.5. Test Plan14. Appendices14.1. Asset List14.1.1. Art14.1.1.1. Model and Texture List14.1.1.2. Animation List14.1.1.3. Effects List14.1.1.4. Interface Art List14.1.1.5. Cut scene List14.1.2. Sound14.1.2.1. Environmental Sounds14.1.2.2. Weapon Sounds14.1.2.3. Interface Sounds14.1.3. Music14.1.3.1. Ambient14.1.3.2. “Action”14.1.3.3. Victory14.1.3.4. Defeat14.1.4. Voice14.1.4.1. Actor #1 lines14.1.4.2. Actor #2 lines14.1.4.3. Etc. https://www.dropbox....entTemplate.pdf One of the major advantages to writing a GDD is that even if you cannot make it yourself, it gives you something with which to pitch your idea to a major developer.
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