Professional Documents
Culture Documents
Revision: 0.0.1
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License
If you use this in any of your games. Give credit in the GDD (this document) to
Alec Markarian and Benjamin Stanley. We did work so you don’t have to.
TL;DR - Keep the credits section of this document intact and we are good and
do not sell it.
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Overview
Theme / Setting / Genre
Core Gameplay Mechanics Brief
Targeted platforms
Monetization model (Brief/Document)
Project Scope
Influences (Brief)
- <Influence #1>
- <Influence #2>
- <Influence #3>
- <Influence #4>
The elevator Pitch
Project Description (Brief):
Project Description (Detailed)
What sets this project apart?
Core Gameplay Mechanics (Detailed)
- <Core Gameplay Mechanic #1>
- <Core Gameplay Mechanic #2>
- <Core Gameplay Mechanic #3>
- <Core Gameplay Mechanic #4>
Story and Gameplay
Story (Brief)
Story (Detailed)
Gameplay (Brief)
Gameplay (Detailed)
Assets Needed
- 2D
- 3D
- Sound
- Code
- Animation
Schedule
- <Object #1>
- <Object #2>
- <Object #3>
- <Object #4>
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Overview
Targeted platforms
- Initial Development Platform: PC/Desktop
- Platform Goals: Available on all video game based devices
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Influences (Brief)
- <Influence #1>
- <RPG Games>
- A lot of games have the classic “Adventurer” trope, which is where
my “Project” also gets a lot of its influence. The portrayal of the
self into a character (RPG) is wide spread and has a massive target
audience in the gaming community. Although overused, if done
right, i.e. if it is a “Good” game, it will sell. Our priority is to not
overcomplicate the system. You can pick up and play and have fun,
but you can also spend hours to master the tricks that are
inherently introduced in the game. The mechanic of growth as
travelling through the game’s “World” is one that is still appealing,
adding onto the aspect of a sense of “Survival” while in the
“Dungeon” and “Safety” while in the “World”, providing players
challenge and respite.
- <Influence #2>
- <Bullet Hell / Roguelike Games>
- The above influence is contributed to the “Project”’s “Gameplay”
elements, where aspects such as dodging enemy projectiles,
surviving traps, and growing “Difficulty” are core aspects to what
would essentially make the game replayable, allowing players to
put in more hours into the game.
- <Influence #3>
- <Eastern Myth>
- The “Theme” of the game is based around Eastern (Chinese,
Japanese) mythology, drawing inspiration from folk stories from
these regions to create the setting and the “Fantasy” for the
game.
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The elevator Pitch
“Rid The Myth” is about conquering Eastern mythical beasts directly in their
lair, growing your character inside the enemy’s domain and finally ridding them
of their influence to the world you live in.
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What sets this project apart?
- <Reason #1>
- <Reason #2>
- <Reason #3>
- <Reason #4>
- <etc.>
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Core Gameplay Mechanics (Detailed)
- <Core Gameplay Mechanic #1>
- <Details>
/Describe in 2 Paragraphs or less/
- <How it works>
/Describe in 2 Paragraphs or less/
- <Core Gameplay Mechanic #2>
- <Details>
/Describe in 2 Paragraphs or less/
- <How it works>
/Describe in 2 Paragraphs or less/
- <Core Gameplay Mechanic #3>
- <Details>
/Describe in 2 Paragraphs or less/
- <How it works>
/Describe in 2 Paragraphs or less/
- <Core Gameplay Mechanic #4>
- <Details>
/Describe in 2 Paragraphs or less/
- <How it works>
/Describe in 2 Paragraphs or less/
Story (Brief)
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Story (Detailed)
Gameplay (Brief)
<The Summary version of below>
Gameplay (Detailed)
<Go into as much detail as needs be>
<Spare no detail>
<Combine this with the game mechanics section above>
Assets Needed
- 2D
- Textures
- Environment Textures
- Heightmap data (If applicable)
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- List required data required - Example: DEM data of the entire UK.
- Etc.
- 3D
- Characters List
- Character #1
- Character #2
- Character #3
- etc.
- Environmental Art Lists
- Example #1
- Example #2
- Example #3
- etc.
- Sound
- Sound List (Ambient)
- Outside
- Level 1
- Level 2
- Level 3
- etc.
- Inside
- Level 1
- Level 2
- Level 3
- etc.
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- Example 2
- etc.
- Character on Injured / Death sound list
- Example 1
- Example 2
- etc.
- Code
- Character Scripts (Player Pawn/Player Controller)
- Ambient Scripts (Runs in the background)
- Example
- NPC Scripts
- Example
- etc.
- Animation
- Environment Animations
- Example
- etc.
- Character Animations
- Player
- Example
- etc.
- NPC
- Example
- etc.
Schedule
- <Object #1>
- Time Scale
- Milestone 1
- Milestone 2
- Etc.
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- <Object #2>
- Time Scale
- Milestone 1
- Milestone 2
- Etc.
- <Object #3>
- Time Scale
- Milestone 1
- Milestone 2
- Etc.
- <Object #4>
- Time Scale
- Milestone 1
- Milestone 2
- Etc.
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