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Game Concept Document Template PDF

This document provides an outline for pitching a game design concept. It includes sections for the working title, concept statement, target audience, unique selling points, player experience, visual and audio style, game world fiction, monetization approach, technical details, core gameplay loops, objectives and progression, key game systems, and interactivity details. The purpose is to concisely communicate the essential information about the game concept at a high level for evaluation and feedback.

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Vinicius Santos
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0% found this document useful (0 votes)
3K views1 page

Game Concept Document Template PDF

This document provides an outline for pitching a game design concept. It includes sections for the working title, concept statement, target audience, unique selling points, player experience, visual and audio style, game world fiction, monetization approach, technical details, core gameplay loops, objectives and progression, key game systems, and interactivity details. The purpose is to concisely communicate the essential information about the game concept at a high level for evaluation and feedback.

Uploaded by

Vinicius Santos
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Game Design Concept and Pitch Template

This is a skeleton/reference for a game design concept. Your full design documents will be much longer!

Working title
Your game’s title should communicate the gameplay and the style of the game

Concept statement
High Level Concept/Design

The game in a tweet: one or two sentences at most that say what the game is and why it’s fun.

Genre(s)
Single genre is clearer but often less interesting. Genre combinations can be risky. Beware of ‘tired’ genres.

Target audience
Motivations and relevant interests; potentially age, gender, etc.; and the desired ESRB rating for the game.

Unique Selling Points


Critically important. What makes your game stand out? How is it different from all other games?

Player Experience and Game POV


Who is the player? What is the setting? What is the fantasy the game grants the player? What emotions do
you want the player to feel? What keeps the player engaged for the duration of their play?

Visual and Audio Style


What is the “look and feel” of the game? How does this support the desired player’s experience? What
Product Design

concept art or reference art can you show to give the feel of the game?

Game World Fiction


Briefly describe the game world and any narrative in player-relevant terms (as presented to the player).

Monetization
How will the game make money? Premium purchase? F2P? How do you justify this within the design?

Platform(s), Technology, and Scope (brief)


PC or mobile? Table or phone? 2D or 3D? Unity or Javascript? How long to make, and how big a team?
How long to first-playable? How long to complete the game? Major risks?

Core Loops
How do game objects and the player’s actions form loops? Why is this engaging? How does this support
player goals? What emergent results do you expect/hope to see? If F2P, where are the monetization points?
Detailed & Game Systems Design

Objectives and Progression


How does the player move through the game, literally and figuratively, from tutorial to end? What are their
short-term and long-term goals (explicit or implicit)? How do these support the game concept, style, and
player-fantasy?

Game Systems
What systems are needed to make this game? Which ones are internal (simulation, etc.) and which does the
player interact with?

Interactivity
How are different kinds of interactivity used? (Action/Feedback, ST Cog, LT Cog, Emotional, Social, Cultural)
What is the player doing moment-by-moment? How does the player move through the world? How does
physics/combat/etc. work? A clear, professional-looking sketch of the primary game UX is helpful.

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