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Game Design Document

Amie Dansby Game Design Document Template


11.11.2017
www.AmieDD.com
If you have questions you can contact me amie@amiedd.com or
www.twitter.com/amiedoubled


DISCLAIMER:
Make sure you put a version for your GDD, or list if this is the final
version. Update you Github or Source Control with final Game Design
Documents.
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Table of Contents

0. Overview 3

1.Gameplay 4

2. Stories 4

3. Missions 4

4. Endgame 5

5. Microtransactions 5

6. Economy and Loot 5


6.1 Economy 5
Character Unlocks 6
Skills 6
Costumes 6
Constructing socket items 6
Consumables 6
Equippable(non-cosmetic) 6

7. Input 6
Xbox One Controller 6

8. Movement Details 7
8.1 Standard Movements 7
8.2 Combat Movements 7

9. Powers 7

10. Environmental Interactions 7


10.1 General Functionality 7

10.2 Standard Interactable Items 7

11. Combat Details 8


11.1 Enemy Artificial Intelligence AI 8
11.2 Default Attacks damage and attack speed 8
11.3 Damage Calculations 8
11.4 Attack Speed 8
11.5 Hits and misses 8

12. User interface 8


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12.1 Head’s Up Display(HUD) is what you see on the screen while playing. 8
Head’s Up Display 8
Static 8
Dynamic 8
Mini-Map 8
Player stats 8
Powers 8
12.2 Dynamic HUD Elements 9
12.2 Toggled Elements 9
12.3 Other HUD Elements 9

13. Social 9

14. Requirements 9

15. Appendix 10
Current Powers 10
Zone List 10
Boss List 11
NPC List 11
Gadgets Designs List 11
Accessories Design List 11

16. Stretch Goals 12


16.1 Treasure Maps 12

17. Additional Brainstorm List 12


17.1 Microtransaction Ideas 12
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0. Overview
0.1 High Level Concept
Title:
Genre:
Rating
Release Date:
0.2 Target Audience

Primary:
Secondary:
Tertiary:
0.3 Unique Selling Points:
0.4 Console Platform Support
Discussion are ongoing with the platforms. Decided on your console version early
on in your development.
0.5 Gameplay and controls
0.6 Camera
Will you game use a fixed camera, isometric view? Will the camera angle be able to
be controlled by the player?

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1.Gameplay
1.1 Gameplay Flowchart
1.2 Describe a sample of game play.Missions
Make this your 30-60 “Elevator pitch”.

2. Stories
2.1 Storyline structure

3. Missions
3.2.1 Overview
Goal is to have smaller quick play missions that drive the story forward. You
can also list mission faces more in detail in this area.
3.2.2 Mission type
This is where you should describe basic functional level styles. You can list
variants here.

Defeat
Collect Items
Carry Items
Talk to Non Playable Character NPC
Go to certain in game location
Defend
Escort NPC

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Attack
Use Object
Use Item
Clear a Level
Chase
Infiltrate
Escape Get out of a specified area in the
game.
3.2.3 Mission Examples
3.2.4 Mission Modifiers
3.2.5 Mission Log
Captain’s log stardate 11112017.

4. Endgame
4.0 Future endgame ideas

5. Microtransactions
Many games rely on in game purchases or ads to support their games. The game
can be a microtransaction strategy, where players can play the whole game for free,
but there are items, weapons, outfits they can upgrades through microtransactions.

6. Economy and Loot


6.1 Economy
6.1.1 Time Currency
6.1.2 Real Money Currency
6.2 Items

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Item drops are important to the game, but with set costumes and not a whole lot of
“gear”.
6.2.1 Item Types

Character Unlocks

Skills

Costumes

Constructing socket items

Consumables

Equippable(non-cosmetic)
1. Gadgets
2. Accessories

7. Input
7.1 PC
7.2 Xbox One and PS4

Xbox One Controller

# Action

A Attack/Fire

Left Joystick

Right Joystick

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8. Movement Details
8.1 Standard Movements
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illum dolore eu feugiat nulla facilisis at vero eros et accumsan.

8.2 Combat Movements


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illum dolore eu feugiat nulla facilisis at vero eros et accumsan.

9. Powers
9.1 Powers or skills, abilities.
9.2 Goals of the power system

10. Environmental Interactions


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mazim placerat facer possim assum. Typi non habent claritatem insitam; est usus legentis
in iis qui facit eorum claritatem. Investigationes demonstraverunt lectores legere me lius
quod ii legunt saepius.

10.1 General Functionality


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illum dolore eu feugiat nulla facilisis at vero eros et accumsan.

10.2 Standard Interactable Items

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11. Combat Details

11.1 Enemy Artificial Intelligence AI


Melee AI:
Ranged AI:

11.2 Default Attacks damage and attack speed


You can include you formula here. Attacks based on strength or energy will have the
formula.
Default Attack Damage = (ENERGY * .1) to (ENERGY * 2.5)

11.3 Damage Calculations


Default Attack Damage = (.50) * [(ENERGY * .25) to (ENERGY * 1.5)]

11.4 Attack Speed

11.5 Hits and misses

12. User interface


12.1 Head’s Up Display(HUD) is what you see on the screen while playing.
● Head’s Up Display
● Static
● Dynamic
● Mini-Map
● Player stats
● Powers

12.2 Dynamic HUD Elements


Damage to Robot/Player
● Miss
● Health Low

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12.2 Toggled Elements


I. Enemy status messages basic
II. Enemy health bar over enemy?
III. Enemy names

12.3 Other HUD Elements


Mission indicators

13. Social
13.1 Chat
13.2 Play Identity or Team Name

14. Requirements
Hardware requirement should be listed here. If you are making a games for VR, or AR that
heavily rely on certain hardware specifics you should document and comment here.

Component

15. Appendix
Current Powers

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Power Description

Zone List

Level Hours to Zone/Level HUB Zone Name Theme


Play

1 5 1 Game Intro Intro Home Galaxy?


Planet

Boss List

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Type Name

Boss

NPC List

Type Name

NPC

Gadgets Designs List


● Absorbo Belt: Activate to get a temporary boost for strength
● LEGO Absorbo Shoes: Activate to get a temporary boost to make stepping on LEGO
mines safe.
● Psyche: Activate to increase strength by <X> for 10 seconds with a 10 minute
cooldown.
● Holo Armor: Activate to a get temporary armor that grants defense

Accessories Design List

16. Stretch Goals

16.1 Treasure Maps

17. Additional Brainstorm List

17.1 Microtransaction Ideas


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1. Battle cry: “Leroy Jenkins”

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