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GAMES DESIGN DOCUMENT

GDD:

A Game Design Document (or GDD), is a specification which details every aspect of a game, from the design, to the art, to the programming, and even music, to help keep every member of the team on the same page during the games production. Many have argued over its place in the industry over the years, saying it becomes obsolete during production, or that it takes to much effort to create, but when done right, it can be an important and useful asset to the team.

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To keep the team on the same page, the GDD must detail every aspect in the game. People can interpret words and phrases in their own creative ways, so all ideas must be concrete in some form on the GDD, whether that be through description, or visually, using images and diagrams. It should be thorough and specific, so that even a random team can build a cohesive, consistent game. The GDD will inform every decision that the team makes, leaving no room for guessing what should be done.

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As is the case with game development, ideas will appear out of nowhere, from in your head, or through discussion with the team. But you must exercise caution, as ideas added without proper consideration can majorly augment the game into something completely different. The GDD acts as an anchor for the team. Each idea should be consulted with the GDD in mind, so that all ideas are consistent with the core mechanics of the game, and so that the game doesn't suffer from "scope creep". 

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The GDD will be dynamic. It will be living and breathing. Much of what you detail in the beginning of the design process won't stay the same throughout development. The core concept, major mechanics, and what the game is setting out to accomplish, can be discussed at the beginning, but many smaller details will begin to be added as you work them out. The GDD will provide a solid platform from which the team can bounce off other ideas as they go. Any changes to the game should be tracked in the GDD, so that the team can refer to previous iteration if need be.

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GDD Outline:

Whilst there is no clear cut way of producing a GDD, there are a few different ways that they can be presented, and all have specific sections that need to be detailed.

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Page 1: The Team

The team should be identified so that everyone is able to freely communicate with each other, each knowing the other's roles. If other people come onto the team at a later date, they will be able to identify each person's role within the team quickly, and will be able to establish communication with other members quickly too.

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Page 2: Title Page

The title page will help to garner interest in the project you are working on. It will obviously include the title, as well as the concept for the game, and any other aspects which you think are important.

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Page 3: Genre

What is the genre of the game? Any aims and goals in terms of how the game will turn out should be written here.

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Page 4: Mechanics

These are the different aspects that make up the game. This includes the visuals, sound and music, animation and more. This should be specific, so that developers don't get confused during production.

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Page 5: Story

What is the story for the game? Where is the setting? Who are the characters, and what are their story arcs like? Bear in mind that not all games have a narrative.

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Page 6: Project Status Report

A page for milestones and key dates to keep on track with production. This can also be where feedback from the team comes from. Can also keep track of all previous progress here, and discuss how everything is progressing.

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Game Design Document Examples and Instructions (gamedesigning.org)

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GDD Outline (Level Up! The Guide to Great Video Game Design, 2nd Edition):

Along with the above information, Scott Rogers' Level Up! details some other key points when creating a GDD. The communication of information is of utmost importance, and this can be done in a variety of ways, such as through:

  • Storyboards and animatics

  • Diagrams and other visuals

  • A beat chart

  • An electronic sharing service

Remember that the GDD is all about gameplay, that is to say, it's about the player's relationship to the world, rather than the character that lives in it. These other elements can be fleshed out in other documents, such as the Art Bible.​

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The One-Sheet:

The one-sheet is a simple overview of the game. A variety of people will read it, so it needs to be both informative and engaging, and most importantly, short. They should include the following bits of information:

  • Game title

  • Intended game systems

  • Target audience

  • ESRB rating

  • Summary of story, focusing on the gameplay

  • Distinct modes of gameplay

  • USPs

  • Competitive products

    • Games that are similar to your game design idea that have already been released. Listing these can help create a clearer of picture of how you intend the game to turn out. But make sure to choose games that people are either familiar with, or successful.​

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The Ten-Pager:

The ten-pager is a GDD that lays out "the spine" of the game. Its purpose allows readers to get a quick overview of how the game will play out without going into crazy amounts of detail. Keep it interesting by providing plenty of visuals, instead of going overboard with words, and make sure it stays readable throughout. Ask yourself who is the audience for the document, so that you are able to cater to the needs of that specific document.

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Page 1: Title Page

Includes the following:

  • Game title

  • Intended game systems

  • Target audience

  • ESRB rating

  • Projected shipping date

  • Also a placeholder logo

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Page 2: Game Outline

Includes the story summary. Shouldn't be more than a few paragraphs long, but should detail the beginning, middle and end of the story. Also includes the game flow, which briefly details the places the players will find themselves in and the actions that they will take. If there are no characters to talk about, describe the locales the game takes place in in vivid detail.

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Page 3: Character

Here the character is described in more detail. Things like age, sex and other background material goes here. Only mention anything that is necessary to the character and their story/role in the game, leaving out anything that doesn't contribute to this. Concept art is important for showing what the character looks like and how they feel. Any abilities the player character has should be detailed here to. A control map can even be included to show how the players actions map onto a control scheme.

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Page 4: Gameplay

Details how the gameplay works. Is it split into levels? Are there any unique situations the player will find themselves in? Take your list of USPs and call attention to them. Mention any minigames here too. Make sure to use appropriate language for the systems you plan to have the game on as well, and capitalise on any specific features the game might take advantage of. 

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Page 5: Gameworld

Shows what the gameworld is like. Utilise images and descriptions, listing all the different environments the player will be exploring. Provide details about what the player can find and do there, and how each location ties into the story. Include a simple map or flowchart to show progression between the world.

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Page 6: Game Experience

The overall feel of the game. This needs to account for aspect of the game, from loading screens and cinematics, to the music and art. The feel of the game will need to be solidified and detailed on this page, so that the product is able to portray this experience to the player. What do you want the player to feel?

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Page 7: Gameplay Mechanics

Describe the mechanics and hazards that are in the game. Don't need to describe all of them, about three is enough at this stage. What unique mechanics are there, and how do they relate to the players actions? Also provide examples of power-ups, and also collectibles. If there is an economy system, briefly describe it here too.

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Page 8: Enemies

What enemies are there in the game world? What makes them unique, and how can players overcome them? If there are bosses, describe them. Who are they, and where are they found in the gameworld. How are they defeated, and what does the player earn for defeating them?

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Page 9: Multiplayer and Bonus Materials

Are there any unlockable or achievements that will encourage the player to replay the game? Provide examples of this content. Is there multiplayer capability? Across what systems? For how many players, and will there be different game modes? Can players create and share content?

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Page 10: Monetisation

Is there a monetisation system in the game? What are players buying for their money?

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Rogers, S., 2014. Level up! The Guide To Great Video Game Design. 2nd ed. Wiley, pp.473-483.

ABOUT

I'm Logan Hunt, currently studying Games Design and Art at Winchester School of Art.

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