Guidelines for Creating a Game Design Document
Updated guide for 2023: Here's the real tea on Game Design Documents (GDDs) and why they are still important today.
We've seen some serious discussion (and everyone got a bit better at game design from it) after we first shared this post a few moons ago on Reddit. It's time to clear up a few things to make everything sit right in your brain.
- The GDD ain't dead yet.
Just like every other industry, the game industry keeps growing and evolving. You need something that outlines your game project, whether you call it GDD, Wiki, Board or something else. It's about having a document everyone on the team can understand - simple as that.
At Trick, we call these puppies GDDs, use Trello for task management, and divide projects into two-week milestones (kinda like Scrum). We don't stick to a single, big ol' GDD that grows during development: instead, we've got a document that the team can use to get up to speed. After any necessary corrections based on team feedback or ideas, we've got the final version doodled up. Once production starts, we no longer touch that ol' GDD; new ideas go straight to the board. Prioritization happens with Priority Levels (must-do, will-do, nice-to-have).
In short, write things down, team!
- "It depends."
If you're making a game like Tetris, Space Invaders, or Asteroids, where the story has little or no impact on the game mechanics, sure, feel free to jump straight into the game mechanic section.
When we talk about our projects, we describe the characters, their abilities, and their reasons for fighting. This gives a bit of backstory and elevates the game world, making it more interesting. It all depends on the type of game you're making and your design style. Whichever way you go, always aim to quickly clarify the overall mechanics and the genre in the introduction to this bad boy.
Now, let's dive into the nitty-gritty of documentation. When dreams of game glory first hit you (y'know, while you're sittin' at work, dreamin' about retiring), and you've no idea what a GDD even is, it's time to get your Google on. After checking out some Game Design books (we love Jesse Schell's Book of Lenses) and scouring the web, you'll find yourself ready to create your first GDD. After years of evolution, we've got a template we use every time we engage in a new adventure here at Trick.
Here's a breakdown of each section in the GDD:
Project Description
This is a brief summary of your game project. Essentially, it answers two questions: what kind of game are you making (is it Social, Casual, Hardcore, etc.) and what genre is it (Puzzle, RPG, FPS, etc.)? Keep it short and sweet: less than a page. For example:
Characters
Start with the characters in your game. If your game doesn't got no characters or story, you can skip this section and jump straight to Gameplay.
For example:
- Hero: Mia, a quick-witted warrior with a legendary weapon and unmatched athletic prowess, embarks on a quest to save her people from the evil sorcerer, Necromancer.
Add character artwork here.
- Villain: Necromancer, a powerful sorcerer seeking to dominate the land of Terra, wielding dark magic and corrupted by wealth and power.
Story
The story is essential for building player engagement and empathy with characters.
For example:
Mia, a young warrior with a troubled past, becomes the last hope for Terra when she discovers the truth about Necromancer and his evil ambitions. Joined by a motley crew of allies, she sets out to reclaim her rightful place as the protector of Terra, facing dangers and threats at every turn. Ultimately, Mia will need to confront Necromancer in an epic battle for control of Terra, seeking to restore peace, love, and unity to the realm.
World
This section describes the world setting and key locations in the game, along with important NPCs and threats players will encounter.
Gameplay
This section covers the rules, objectives, and mechanics that make up the core gameplay experience.
- Goals: Define the primary (and secondary) goals players aim to achieve as they progress through the game.
For example:
- Primary Goal: Defeat the evil Necromancer and restore peace to Terra.
- Secondary Goals: Collect hidden treasures, unlock secret levels, discover hidden lore, and defeat various boss monsters.
- User Skills: Identify core skills players must master to progress through the game successfully. This may include puzzle-solving, memory, platforming, combat, or resource management.
For example:
- Platforming
- Puzzle-solving
- Combat
- Memory
- Game Mechanics: Describe the main gameplay loop in detail, including each action players can take, combat rules, and the strategy behind the game's progression system. This should include both player actions and NPC behaviors.
For example:
- Exploration: Players can freely explore the world map, discovering new locations, interacting with NPCs, and collecting treasures.
- Battles: when players encounter enemies, combat will ensue using real-time mechanics, allowing for quick reflexes and strategic decision-making.
- Puzzles: players will solve puzzles to progress through levels, using their inventory items and problem-solving skills.
- Items and Power-ups: Describe special items and power-ups that can be collected or purchased during gameplay, along with their effects and how they can be used strategically.
For example:
-Health potions: restores a portion of the player's health after consumption.-Mana elixirs: boosts the player's magic points, allowing for more powerful spells.-Key items: required to unlock hidden doors, chests, or paths.
Progression and Challenge
This section details how players will overcome challenges as they progress through the game, including the difficulty curve, objective requirements, and how players can adapt and improve their skills over time.
Loss
Define the ways players can lose in your game, including the consequences they'll face and the challenges they'll need to overcome.
For example:
- Death: Players may lose health points and die in combat, which results in an immediate respawn at the nearest checkpoint or save point.
- Defeat by time limit: Players will face time-based challenges, such as completing a level within a specific time limit, or the game will progress even if the player fails to finish.
Art Style
This section outlines the overall look and feel for your game's characters, enemies, locations, and user interface.
For example:
- Character Design: Characters will have a consistent, anime-inspired design with exaggerated proportions and vibrant colors.
- Environment Art: Serene landscapes and whimsical forests will make up the bulk of the world, with dark dungeons and ruined fortresses contrasting the beauty of nature.
- User Interface: The user interface will be simple, intuitive, and unobtrusive, allowing players to focus on the gameplay without distraction.
Audio
This section covers the game's music, sound effects, and dialogue, outlining the mood, types of audio assets, and the role they play in creating an immersive gaming experience.
For example:
- Music: The game's music will be orchestral, evoking a sense of wonder and grandeur as players journey through the world.
- Sound Effects: Sound effects will be crisp and impactful, with each action, attack, and interaction having its unique sound.
- Dialogue: Dialogue between characters will be dynamic, revealing bits of lore and fleshing out the world, while legendary heroes and epic battles return players to their heroic roots.
Technical Description
In this section, you outline the technical details of your game's development, including potential platforms, target devices, and tools used.
For example:
- Platforms: Warp World will be developed for Windows, Mac, iOS, and Android.
- Tools: The game will be built using Unity and C#, with artwork created in Adobe Photoshop and Illustrator.
Marketing & Funding
This optional section allows you to outline your marketing strategy, monetization plans, target audience, and funding sources.
For example:
- Marketing: Marketing efforts will focus on social media platforms like YouTube, Twitch, and Facebook, featuring trailer videos, gameplay walkthroughs, and livestreams.
- Monetization: Warp World will include in-app purchases and advertisements for additional revenue streams.
- Funding: Funding for Warp World will be sourced through a Kickstarter campaign, strategic partnerships, and investments from video game industry veterans.
The GDD is an essential tool for game designers to communicate their ideas effectively, organize their thoughts, and gather feedback from team members. With proper documentation, each team member can understand the project's goals and expectations, allowing for a smoother production process and a better final product. As with any project, it's essential to iterate, refine, and adapt the GDD to ensure that it remains a living document that evolves as the project matures.
- Technology plays a critical role in game design, with tools like Trello and Unity being commonly used for task management and development, respectively.
- In the ever-evolving world of technology, it's not uncommon to see new trends and gadgets, such as smartphones, impacting the gaming industry. These devices can be utilized for testing games, sharing updates, or even playing certain games themselves.