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If you’re working with a team, you’re going to want to enter the discussion phase next. Everyone will bring something different to the project, and getting together to talk about the project can bring out the best in your unique team. As you work through something, it’s easy to get caught up in it and forget why you’re doing it in the first place. A simple example here is to create a chart showing a menu screen, intro screen, the HUD during a level of play, and an ending screen. Mechanics can broadly be defined as the ways players interact with the world and systems of the game, and the way those systems give feedback or react to the player's actions. This should be a brief introduction to the project itself, often with a very clear vision statement outlining the high-level pitch for the game and what makes it special.
Written game design documents
Think of the title page as the beginning of the ‘cover letter,’ but for game design. For example, a title page will include the title of the project, like ‘The Witcher.’ The title page will also include many other aspects listed below. Fueling creativity can keep morale high and lead to excellent games. It can also lead to surprise last-minute additions that end up being one of the game’s best features.

Page 6: Project Status Report
You can also include any concept art you or your team may have made. Even if it’s far from being final, it will give readers an idea of the overall art direction you have in mind. Then outline the game’s objectives — both short-term goals within each level, and overarching goals that span the whole game. Be sure to discuss any progression systems, like character leveling up or unlocking new abilities. Start by describing the game’s unique selling points, and point out what might set it apart from other games in the market. Be sure to identify your target audience, because that will help guide many different design decisions.
Page 4: Mechanics

We want to bid on your game, of course, and we hope going with us is a no-brainer once you see our value proposition. But you're free to pass the document to other places for competing bids, as well. We prefer a few Google Slides or PowerPoint slides with Mood Boards - screen shots lifted from similar games or other art found online. And when it comes to system design and understanding how variables fit together, the value of spreadsheets is, well, incalculable.
What to Include in a Basic Game Design Document
If you don’t know know what your design document is supposed to explain, it can be extremely difficult to make anything that’s actually useful. One of the most important parts of writing any kind of design document is making a decision about what its purpose is. As a result, using one-page designs can help you to communicate your ideas more easily, in a better way and, when you do, people are much more likely to actually read them. Instead of thinking of your design document as a database, it can be better to think of it as a communication tool. However, you will probably have a working title, you’ll know what the gameplay or the story might involve and you’ll know what your design pillars, the cornerstones of how your game feels to play, will be. It might also include a couple of the game’s main mechanics or controls, so that someone could easily understand what the game is going to be like to play.
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Your goal is to pique the reader’s interest and convey the game’s core promise without overwhelming them with excessive, minute details. While we adore games here at Double Coconut and would probably make 'em for nothing if we could, we need to charge a modest sum to cover our time. In order to give you an accurate idea of this cost we first need a full and clear understanding of the talent and effort involved. To figure that out, a High Level Game Design Document (HL-GDD) is essential. Here’s where you describe the platforms you’d be launching for and tools you’ll be using or are considering to use throughout your development. This should not be a detailed technical description, for that you have the Technical Design Document (TDD).
Include just enough information so everyone knows what is absolutely essential — and maybe a few ideas that you might want to try in the future. Jumping will be an essential part of the game, so we will need to standardize the height of all pipes and obstacles to 3 blocks high. Then finally crimes – a phase at the end of each mission where players compete to steal away a specific power-up they want from their allies. You’re here because you have a brilliant game idea and you want to bring it into existence. Creators of Social Games in which a group of players form a micro-community where members play together as a tribe to accomplish goals.
Real-Life GDD Examples
It is a collaborative effort, as it requires input and insights from various team members, including artists, programmers, writers, and producers. These tools are just a starting point for the development process, ensuring a solid foundation for the final product. Conversely, game design wikis offer a more flexible and collaborative approach to game design documentation.
A way for you to translate the ideas you have about your game for someone else in the best way possible. However, while a design wiki can be useful for managing a large database of information, separating data into categories and entries can hide the relationships between the different parts of your game. Which can be helpful if you want to build a database of information about items, weapons, pickups and locations in your game.
When creating the HUD for a game, it is crucial to take into account elements such as mini-maps, health bars, and other items that assist the player. They effectively convey core ideas and information in a compact format. Level design is not only a great framework for you to invent something new.
In a puzzle game, it could revolve around solving increasingly complex puzzles, unlocking new mechanics, and progressing to the next level. Based on the design, we'll have a clear idea of how many people are needed to build the game you want. A 'team' may be as small as one engineer, with the art and audio purchased from ones of the many great online asset stores.
This is not the most intuitive section, but it really helps to narrow down your scope if you think about what are the skills your player needs to master in order to play your game. Believe us, writing this list will help you find problems in your Game Design. For example, you may be trying to develop a game for kids but realize you require them to do something that is too advanced for their age, or some inputs may be good for Mobile but not for a Console with a Joystick. Also, if your game is going to have Custom HW built around it, then this list will allow you to figure out what components you’ll need to make it work. 1.- Like every other industry, the game industry evolves, and the techniques that are used one day quickly become a thing of the past. Specially on a young industry that is still developing it's processes, metrics, etc....
"No one reads GDDs anyway." "They become outdated the minute you finish writing them." It’s important to remember that lots of people from many different disciplines may refer to a GDD — from artists and level designers, to engineers, composers and even the marketing team. So creating a document that’s easy for everyone to understand is really important. Since there’s no exact way of formatting your GDD game design document, you still have to clarify the project’s vision and provide details on its every development stage. It is a special type of documentation that shows your team the right direction to develop games on android.
But even a solo developer may find a GDD useful, as a later reference point for decisions they took early in the process, or in case they bring in a second developer to help share the work. Not only is it a terrible idea, modern tools allow us to outline and communicate far more effectively than a single doc ever would. Keep in mind, the video game industry is massive and diverse, with wildly different paths to success. AAA teams, indie developers, and solo developers have completely different needs from their documentation. The key recommendation here is to keep the intro page straightforward.
Knowing how to write a game design document is a common job requirement for game designers, and for good reason. Proper design documentation can be one of the most important elements of video game production. Without them, team members may struggle to stay on the same page when designing features, and development can run horribly awry. Many studios use Game Design Documents (GDDs) to communicate their vision for a game to other team members or stakeholders. Though the days of any sort of monolithic GDD format or design bible are long gone, they still have a place in many designers' and teams' methodologies.
Remember that anyone — from artists to marketers — may refer to this when working on the game. A game design document or “GDD” is the master document which lists all of the features, concepts and ideas which are supposed to gel together to create the final game experience. Large and overly detailed game design documents generally require a lot of upfront work, are almost always out of date and can be restrictive, particularly if the design of your game is likely to change over time.
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