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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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 Distinct modes of gameplay


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 Unique selling points


 Competitive products
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ESRB RATINGS

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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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 Players have significant power that they can use


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immediately only to lose it after a boss fight or


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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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 Color scheme of level/environment


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 Enemies/bosses introduced and used


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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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 Music track(s) to be used in this


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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 Player inventory tools


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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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 General enemy rules


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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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 Respect the abilities of your peers and be mindful


of their limitations.
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 Save often and always.


 Stay organized.
30  Be prepared.
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