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Game_Design_Document_GDD

Game Design Document (GDD)

Hi! This page has been written by Iván Bermúdez Sagra, student of Videogame Design and Development in CITM of UPC.

Introduction

The main objective of a Game Designer is the creation and conceptual development of the video game. Things like the mechanics, the gameplay, the game experience, the story among others are the jobs of a Game Designer.

intro

A game designer must have some fundamental skills:

Then there are other extra skills that can be useful such as: Puzzles, Balancing, Documentation, etc…

On this site we are going to investigate more in the documentation part, more specifically in the Game Design Document (GDD).

What is a GDD?

A Game Design Document (GDD) is a document that explains how a specific video game has been made. Is typically a detailed guide that can be used to keep track of the core themes, ideas, styles, features and mechanics of your game project.

The main purpose of a game design document is to communicate the details of your project to either yourself, or to other people, such as team members, publishers or people who will be playing your game, as part of a crowdfunding campaign or early access product.

Put simply, it’s the tool that you’ll use to manage and develop the concept of what your game is, how it’s supposed to work and how it will be built.

gdd

How to create a GDD

When you write your GDD, the most important thing is to think about what you need first. Otherwise, it can be extremely difficult to know what it should contain or how detailed it should be.

For example, what do you want:

Your GDD might do one of these things or it might do all of them, but what’s important is that you understand what information your GDD is supposed to provide and who it’s going to provide it to. Knowing that will help you to decide what needs to be included.

What are the main topics that it should cover?

Introduction

The following points are briefly discussed here: title, game concept, main features, genre, purpose and target audience, gameplay, visual style, distribution range, platform, category, license, the technology, and the game pillars among other possible points.

Script (Narrative)

Write the literary script based on the type of game and its needs. The narrative part will go in this section, mainly, the complete script of the story.

You can include a technical script that helps to carry out the audiovisual content in the post-production part. As long as there is cinematic, cutscene… it should be taken into account.

Features & Mechanics

Explain the mechanics of your game, what the player can and cannot do. Apart from this, it establishes another points like: camera type, controls, levels, score, skills, battle system and other possible points.

Game states and interface

Explain where the player is at all times. Game state should be presented in a diagram showing the different types of state screens like: Title screen, save screen, pause screen, configuration screen, etc…

You also have to describe and show how the game interface is. The interface must present a stylistic relationship related to the game, the levels, the graphics, the gameplay, the art used… All the game states must have their own interface.

It is essential to accompany this section with reference images. Structure example:

ui

Levels

Here all the contents of the levels and the objectives that the player must achieve within them are explained. We must take into account:

levels

Game progress

Through a flowchart it shows how the game evolves and the different levels. If the game cannot be represented with a diagram, you have to find the best way to describe the progress visually.

flow

Characters

The following point describes the characters that appear in the game and their characteristics. The same must be repeated for the enemies, bosses and antagonists. Use the information you consider relevant.

You can also explain non-playable characters.

Items

List all the special objects that appear in the game and how the characters interact with them. Also indicate if there are items that hinder the purpose of the main character, such as traps that subtract life.

Achievements

List all the achievements that the player can obtain and explain them. See if there are achievements that can be converted into prizes, points or items.

Music and sound FX

We must specify the music and sound FX that will be used in the game and where they will be used.

Art and concepts

In the next point, all the artistic references that have been taken into account for the creation of the game must be included. All the final concept designs for backgrounds, characters and items, and color palettes will also be included.

Team members

Indicate with a short description which professions make up the team and what their roles have been in the production of the video game.

Production details

Project memory. Write how the video game production process has been.

Extras

This section includes everything that has been used as a reference for the creation of the game such as:

Game Pillars

When starting to design a game, the first step to take is to establish some parameters that delimit and guide the design and production process. These parameters are known as Game Pillars. A Game Pillar is a set of features that will get particular attention during the game’s development.

The ideal is to define as game pillars a list of 3 to 5 key concepts (for example: story, exploration, etc…).

pillars

Why are they necessary?

Having a few key concepts keep the game consistent. They help the team to understand how the project will unfold and make it easier and more accurate for them to understand how it should be done. These themes and aspects are useful for creating a cohesive project and limiting it.

Does this mechanic/idea serve or fit into the pillars of our game? If the answer is ‘No’ then it may be better to remove this mechanic.

Game Pillars = USP?

People may think that Game Pillars is basically the same thing as Unique Selling Points (USP), but it doesn’t encompass exactly the same things. A USP is the essence of what makes your product or service better than the competition, and a pillar is a set of features that will be given special attention during game development. All your USPs will be pillars. However, a pillar is not necessarily an USP.

Game Pillars Examples

Let’s see some examples of video game Game Pillars:

The Legend of Zelda: Breath of the Wild

botw

The Last of Us

tlou

Paradox Interactive

Also, there are some studios that have their own’s Game Pillars for all their videogames, for example Paradox Interactive.

paradox-interactive

GDD Examples

In my Github repository I have included two examples of GDD that I found on the internet. You can find them in Game_Design_Document_GDD/docs/gdd_examples/. Take a look if you want:

Adaptation of the GDD to be used in our Project II subject

I prepared a GDD document template to be able to use in our project subject: Template

Conclusion

Having a good GDD document is one of the most important things when creating a game. Not only to be able to have everything organized with your team, but also to be able to show something understandable, visual, practical and that can capture the interest of partners or investors.

Guides to learn how to make a GDD Document:

Information about Game Pillars:

GDD & Game Pillars examples: