Professional Documents
Culture Documents
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GAME DESIGN DOCUMENT
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GDD
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A game design document defines everything in
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your game
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The one-sheet
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The ten-pager
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The beat chart
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The game design document ng
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STEP 1: THE ONE-SHEET
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Game title
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Intended game systems
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Target age of players
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Intended Entertainment Software Rating Board
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(ESRB) rating
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A summary of the game’s story, focusing on
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gameplay
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eC (Early Childhood)
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E (Everyone)
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E10 (Everyone 10+)
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T (Teen)
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M (Mature 17+)
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AO (Adults Only 18+)
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UNIQUE SELLING POINTS
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Unique selling points (or USPs) are the “bullet
points” found on the back of the box.
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STEP 2: THE TEN-PAGER
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The ten-pager is a design document that lays out
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the spine of your game.
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PAGE 1 – TITLE PAGE
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Game title
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Intended game systems
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Target age of players
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Intended ESRB rating
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Projected ship date
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PAGE 2 – GAME OUTLINE
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Game story summary
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Game flow
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PAGE 3 – CHARACTER
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Age, sex, and other dossier-style
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backgroundmaterial can go here . . . as long as
you feel this information does your character
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justice.
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PAGE 4 – GAMEPLAY
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Start with the gameplay and detail how the
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sequence of play is presented.
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PAGE 5 – GAME WORLD
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Present some images and descriptions of the
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game world
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PAGE 6 - GAME EXPERIENCE
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What do players first see when they start the
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game?
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What emotions/moods are meant to be invoked
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by your game?
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How are music and sound used to convey your
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game’s feel?
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How do players navigate the interface?
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PAGE 7 – GAMEPLAY MECHANICS
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PAGE 7 – GAMEPLAY MECHANICS
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PAGE 7 – GAMEPLAY MECHANICS
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PAGE 7 – GAMEPLAY MECHANICS
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PAGE 8 – ENEMIES
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Enemy character = hazard + AI
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Boss character >> enemy character
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PAGE 9 – MULTIPLAYER AND
BONUS MATERIALS
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Bonus materials
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Unlockables
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Achievements
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PAGE 10 – MONETIZATION
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STEP 3: GAMEPLAY
PROGRESSION
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Players start from ground zero with no skills, gear,
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or abilities.
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Players have several skills that are presented to
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them at the beginning of the game but have to be
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unlocked over time.
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Players have several skills but have no
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knowledge of how to use them yet.
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initial confrontation.
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STEP 4: THE BEAT CHART
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Level/environment name
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File name (level/environment designation)
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Time of day (in context of the game)
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Story elements for level
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Progression: gameplay focus of the level
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Estimated play time of level
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STEP 4: THE BEAT CHART
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Mechanics introduced and used
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Hazards introduced and used
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Power-ups found in level/environment
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New abilities, weapons, or gear unlocked
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Treasure amount and type the players can find
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Bonus material found in level/environment
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STEP 5: THE GAME DESIGN
DOCUMENT
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Storyboards
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Diagrams
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Animatics
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The beat chart
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The team wiki
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STEP 5: THE GAME DESIGN
DOCUMENT
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Table of contents
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Revision history
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Game goals
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Story overview
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Game controls
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Technological requirements
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Front end
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Attract mode
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Title/start screen
Other screens
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STEP 5: THE GAME DESIGN
DOCUMENT
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Game flowchart
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Loading screen
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Game cameras
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HUD system
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Player characters
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Player skills
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Power-ups/state modifiers
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Health
Scoring
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STEP 5: THE GAME DESIGN
DOCUMENT
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Rewards and economy
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Vehicles
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Major characters in story
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Gameplay classifications
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World overview/level select/navigation screen
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Universal game mechanics
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Game levels
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Level-specific enemies
Bosses
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STEP 5: THE GAME DESIGN
DOCUMENT
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Non-player character
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Collectibles/object sets
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Minigames
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Music
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Sound
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STEP 5: THE GAME DESIGN
DOCUMENT
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STEP 5: THE GAME DESIGN
DOCUMENT
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NOTICE
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A good idea can come from anywhere.
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Make a decision and stick with it.
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Update often.
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Talk to your teammates.
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Tackle the tough ones first.
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Trust your instincts.
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