GDD - reading

The aim of having a game design document is to help memory aid and is a communication tool. The memory aid is to help remember any details you may forget from the start as you continue making the game and due to multiple people and or departments working with you to produce this game, it helps let them know what this game is supposed to be. This document is the foundation to communicating with your team. There are also different document types. They can be split up into each department team: Players, Writing, Management, Art, Engineering and Design. In these sections are different documents.

Design: Game Design Overview, Detailed Design Doc and Story Overview

Engineering: Technical Design Doc, Pipeline Overview and System Limitations

Art: Art Bible, Concept Art Overview

Management: Game Budget, Project Schedule

Writing: Story Bible, Script, Game Tutorial and Manual

Players: Walkthrough

To design a good document, it is important to know your target, keep it short and simple but detailed, prioritize the design and have illustrations of potential features. It shouldn’t tell people how to do their jobs and it needs to be separated form the code. Investing in a good format and using clear terminology as not everyone may understand, don’t have each section copy and pasted – have it have a clear purpose and say why you think this is important.

It is important to know what is going to be the core features of your game. For example, in Dragon Age Inquisition, the core features of it are fighting, storytelling/dialogue, exploration. Each core feature has its own sub features. In DAI, the inquisitor(main character) fights demons and red templars as well as any other npcs (bandits, thieves etc). They also go around and talk to NPC’s to gather information or side quests and it is an open world, therefore there is plenty of exploration that gains you more side tasks and XP.

The format to present this document should be kept simple and in this order:

1.     Presentation

2.     Gameplay concept

3.     Narrative context

4.     Camera, controls, character

5.     Game progression

6.      Enemies and obstacles

7.     Game World

8.     HUD, Signs and feedback

9.     Marketing Strategy and unique selling points

10.  Work plan.



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