Professional Documents
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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.
1
Table of Contents
0. Overview 3
1.Gameplay 4
2. Stories 4
3. Missions 4
4. Endgame 5
5. Microtransactions 5
7. Input 6
Xbox One Controller 6
8. Movement Details 7
8.1 Standard Movements 7
8.2 Combat Movements 7
9. Powers 7
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
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?
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
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.
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
Consumables
Equippable(non-cosmetic)
1. Gadgets
2. Accessories
7. Input
7.1 PC
7.2 Xbox One and PS4
# Action
A Attack/Fire
Left Joystick
Right Joystick
8. Movement Details
8.1 Standard Movements
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9. Powers
9.1 Powers or skills, abilities.
9.2 Goals of the power system
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
Power Description
Zone List
Boss List
Type Name
Boss
NPC List
Type Name
NPC