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GAME DESIGN DOCUMENT
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GDD
A game design document defines everything in
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your game
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The one-sheet
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The beat chart
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The ten-pager
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The game design document
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STEP 1: THE ONE-SHEET
Game title
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Target age of players
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Intended game systems
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Intended Entertainment Software Rating Board
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(ESRB) rating
A summary of the game’s story, focusing on
gameplay
Distinct modes of gameplay
Unique selling points
Competitive products
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ESRB RATINGS
eC (Early Childhood)
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M (Mature 17+)
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T (Teen)
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E10 (Everyone 10+)
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E (Everyone)
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AO (Adults Only 18+)
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UNIQUE SELLING POINTS
Unique selling points (or USPs) are the “bullet
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points” found on the back of the box.
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STEP 2: THE TEN-PAGER
The ten-pager is a design document that lays out
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the spine of your game.
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PAGE 1 – TITLE PAGE
Game title
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Projected ship date
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Intended ESRB rating
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Target age of players
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Intended game systems
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PAGE 2 – GAME OUTLINE
Game story summary
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Game flow
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PAGE 3 – CHARACTER
sex,
and
other
dossier-style
backgroundmaterial can go here . . . as long as
you feel this information does your character
justice.
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Age,
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PAGE 4 – GAMEPLAY
Start with the gameplay and detail how the
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sequence of play is presented.
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PAGE 5 – GAME WORLD
Present some images and descriptions of the
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game world
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PAGE 6 - GAME EXPERIENCE
What do players first see when they start the
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game?
What emotions/moods are meant to be invoked
by your game?
How are music and sound used to convey your
game’s feel?
How do players navigate the interface?
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PAGE 7 – GAMEPLAY MECHANICS
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PAGE 7 – GAMEPLAY MECHANICS
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PAGE 7 – GAMEPLAY MECHANICS
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PAGE 7 – GAMEPLAY MECHANICS
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PAGE 8 – ENEMIES
Enemy character = hazard + AI
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Boss character >> enemy character
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PAGE 9 – MULTIPLAYER AND
BONUS MATERIALS
Bonus materials
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Unlockables
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Achievements
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PAGE 10 – MONETIZATION
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STEP 3: GAMEPLAY
PROGRESSION
Players start from ground zero with no skills, gear,
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or abilities.
Players have several skills that are presented to
them at the beginning of the game but have to be
unlocked over time.
Players have several skills but have no
knowledge of how to use them yet.
Players have significant power that they can use
immediately only to lose it after a boss fight or
initial confrontation.
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STEP 4: THE BEAT CHART
Level/environment name
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File name (level/environment designation)
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Time of day (in context of the game)
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Story elements for level
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Progression: gameplay focus of the level
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Estimated play time of level
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Color scheme of level/environment
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Enemies/bosses introduced and used
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STEP 4: THE BEAT CHART
Mechanics introduced and used
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Hazards introduced and used
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Power-ups found in level/environment
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New abilities, weapons, or gear unlocked
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Treasure amount and type the players can find
track(s)
level/environment
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used
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Music
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Bonus material found in level/environment
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STEP 5: THE GAME DESIGN
DOCUMENT
Storyboards
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Diagrams
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Animatics
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The beat chart
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The team wiki
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STEP 5: THE GAME DESIGN
DOCUMENT
Table of contents
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Revision history
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Game goals
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Game controls
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Story overview
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Front end
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Technological requirements
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Attract mode
Title/start screen
Other screens
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STEP 5: THE GAME DESIGN
DOCUMENT
Game flowchart
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Loading screen
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Game cameras
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Player skills
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Player characters
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HUD system
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Player inventory tools
Health
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Power-ups/state modifiers
Scoring
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