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Your game design document serves as a high-level overview of your game. In the early stages of development, general descriptions are sufficient to convey a clear understanding of how the game is intended to function. As development progresses, the document should be gradually enriched with additional details. However, it is not advisable to describe every implementation detail, as such specificity is unnecessary and may hinder clarity.
Whenever possible, make use of a content management tool that can track and store all revisions of the document. This approach ensures that changes are documented and easily traceable over time. In the absence of such a tool, a word processor with version control capabilities is a suitable alternative.
With regard to the content of the document, the following list outlines various elements that you may choose to include. This list is intended solely as a guideline. There is no obligation to cover all the listed items in your document; the inclusion of each element is at your discretion. There is no universally accepted or standardized format for a game design document. Nonetheless, the more effectively and comprehensively you describe your game, the clearer and more compelling your vision will be to others.
If you are working within a company, it is possible that an internal template for game design documentation exists. In such cases, you are encouraged to inquire about the existence of such a template and seek guidance on how it should be properly utilized.
What You Should Describe
Abbreviations
If your document contains abbreviations, include a dedicated section at the beginning explaining what each abbreviation means, as not all readers may be familiar with them.
Glossary
If you frequently use specific terminology—such as “character,” “level,” or “AI”—include a glossary before the main body of the document. This ensures that all readers understand these terms in the intended context.
Name
You may include the name of your game. However, if a final name has not been chosen, you can list potential names for consideration later.
Summary
Provide a concise paragraph that outlines what your game is about without delving into excessive detail.
Game Genre
- What is the genre of your game?
Gameplay
- Will the game offer a single-player experience, a multiplayer experience, or both?
To what extent will the game feature non-linear elements?
Gameplay Mechanics
- How will the gameplay mechanics function?
Which activities will players have the opportunity to participate in?
Challenges
- What types of challenges will players face?
How many difficulties will be available for players to choose from?
What accessibility options will be available?
What skills will players need to acquire or master?
What are the goals of the game, and how will players achieve them?
How will player progression be structured?
What rewards will be available, and how can they be obtained?
Which rewards will be necessary for progression, and which will be optional?
What consequences will result from player decisions?
Game World
- How many levels will the game include?
What will the levels look and sound like (physical layout, ambiance)?
What will the level flow be?
What assets will be present (2D art, 3D models, music, sound effects)?
What objectives will each level contain?
What major events or set pieces will occur?
Control System
- Which input devices will be supported?
How will players be able to customize control settings?
Output System
- How will the player camera operate, and from what perspective?
Will the game utilize a diegetic or non-diegetic user interface?
Will haptic feedback be supported?
What will the graphical user interface look like, including menu layouts?
How will menu navigation function?
How will players be able to customize the output system?
Artificial Intelligence
How will artificial intelligence operate in the game?
How will AI opponents behave?
How will AI teammates behave?
Characters
What are the player and non-player character lists?
What roles will they fulfill?
What activities will they engage in?
What will their visual appearance be?
How will they move and interact with the environment?
What equipment, skills, and abilities will they possess?
Will players be able to interact with non-player characters, and for what purpose?
Story
- What is the central theme of the game?
What is the time period, era, or time of day in which the story takes place?
What is the geographic location or setting of the story?
Will there be any plot twists?
How will the story be communicated to players?
What can players do after completing the main storyline?
Technology
What will the development pipeline look like?
Which platforms will the game support?
What hardware and software will be required for development?
System Requirements
- What will be the minimum and recommended system requirements for running the game on each target platform?
Miscellaneous
You may choose to describe various in-game processes using flowcharts. Here are some examples of such processes:
How will players navigate the main menu?
How will players access various rewards?
What will the consequences of player decisions be?
If you base a process on one implemented in another game, describe the process in your own words rather than referencing the other game directly. This is especially important in team environments, where not all members may be familiar with the reference.
What You Should Not Describe
Certain elements are not appropriate for inclusion in a game design document. These include:
Detailed implementation specifics.
Highly detailed artwork (though some illustrative content may be appropriate).
Financial considerations.
Marketing strategies.
Project management or business planning.
Source code or scripts, including detailed algorithms.
Input control mappings (e.g., specific button assignments, which are typically handled in later development phases).
Promotional feature lists intended to persuade players to purchase the game, such as:
Realistic physics-based movement.
Advanced ballistic weapon models.
Limitless character customization.
Historically accurate environments.