Sample Game Design Doc
Links
LaTeX sample template file
PDF sample output file
Overview
A game design document is one of the most important components of
developing a video game. It contains a summary of all the elements of
the game, including the mechanics, the story, the scope, etc. Creating
a design document helps one completely organize their thoughts and ideas
prior to implementation, which prevents having to make major design
changes down the road and discarding previous development efforts.
Even though the design document is meant to guide the development
process through the proposed design of the game, it is not meant to
railroad it or restrict it. The design document is a living document,
meaning that modifications are expected and encouraged during the
development process.
Additionally, the presence of a design document is an absolute
requirement for any professional publisher. It demonstrates preparedness
and a bare minimum amount of "paperwork" required to specify what the
project will deliver on. A good design document can turn a good pitch
into a great one.
A typical design document will have various sections detailing the
story, characters, level design, mechanics, and target audience of the
game. The amount of detail which belongs in the document is up to the
writer, but it is safer to keep essential aspects of the game strictly
documented (like mechanics), and more nebulous details general.
Breakdown
This section details a breakdown of a sample game design document. While
it specifies subsections and more detailed points of the document, only
the major sections are necessary.
Overview
Genre
Describes the genre of the game.
Core gameplay
Defines the core gameplay loop, possibly highlights crucial components
which make up the appeal of this specific game.
Scope
Defines the scope of the game, in terms of length, difficulty, and
overall amount of content.
Influence
Describes possible influences and inspirations for this particular
game.
Story
Plot
Briefly outlines the plot with key points.
Setting
Lists and describes the setting(s) of the game, either real or fantasy.
Conflict
Describes the central conflict in the story.
Characters
Major characters
Lists the major characters, including the one(s) played by the player,
if they exist.
Minor characters
Lists the minor or other supporting characters.
Gameplay
Mechanics
Defines specific core mechanics of the game.
Objectives
Enumerates the objectives of the game and organization thereof.
Progression
Lays out the progression of experience for the player and difficulty.
World and levels
Level makeup
Gives a high-level overview of the structure and organization of maps
or levels within the game.
Design paradigm
Lays out concepts behind the world design and desired objectives of
the level design within the game.
Graphics
Target metrics
Specifies which resolutions to support, rendering methods, shaders,
etc.
Palettes
Lists colors used in the game and on resources.
Concept art
Lists important reference art for design, usually replicated in the
Art Bible.
Audio
Target metrics
Specifies audio design, instrumentation, and sometimes sample tracks.
Ambience
Lays out target ambience quality which the audio is trying to achieve.
User interface
Control scheme
Defines the basic inputs required to interface with the game.
Design
Defines concepts for menus, selection screens, etc.
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