Haltsonen Jukka PDF
Haltsonen Jukka PDF
Haltsonen Jukka PDF
Jukka Haltsonen
Bachelor’s thesis
Fall 2015
Information Technology
Oulu University of Applied Sciences
ABSTRACT
When this work was begun, it was already known that the game industry does
not have any standards for the Game Design Documentation. Several game de-
sign related books and web articles were studied, and compared with each
other and with personal experiences, to find the most uniform information about
writing a Game Design Document. The found information was then used to cre-
ate the guide. Concurrently with the research, a design of a game was begun
and a Game Design Document was written.
The work led to a conclusion that a perfect template for the Game Design Docu-
ment cannot be created, but the guide works as a good basis for a designer to
create a template that suits his needs.
The example Game Design Document was not finished during the timeframe of
this thesis. For it was found during the research that the processes of designing
a game, and writing a Game Design Document are iterative in nature, and need
the effort of the whole development team to be completed.
3
TIIVISTELMÄ
Oulun ammattikorkeakoulu
Tietotekniikka, ohjelmistokehitys
Tätä työtä aloitettaessa oli jo tiedossa, ettei pelialalla ole olemassa standardeja
pelisuunnitteludokumentaatiolle. Työssä tutkittiin useita pelisuunnitteluun liittyviä
kirjoja sekä nettiartikkeleita, joita vertailtiin keskenään sekä henkilökohtaisten
kokemusten kanssa. Näin löydettiin yhdenmukaisin tieto pelisuunnitteludoku-
mentaation kirjoittamiselle. Tämän tiedon perusteella laadittiin opas. Tutkimuk-
sen kanssa samanaikaisesti, aloitettiin pelin suunnittelu sekä pelisuunnitteludo-
kumentin kirjoitus.
4
CONTENTS
ABSTRACT 3
TIIVISTELMÄ 4
TABLE OF CONTENTS 5
1 INTRODUCTION 6
2 WHY DO WE NEED DOCUMENTS? 7
3 TYPES OF DESIGN DOCUMENTS 8
3.1 High Concept Document 8
3.2 Character Design Document 11
3.3 World Design Document 11
3.4 Flowboard 12
3.5 Story and Level Progression Document 12
3.6 The Game Script 13
4 QUALITIES OF A GOOD DESIGN DOCUMENT 14
5 CASE STUDY: ANGRY MOBS 19
5.1 Overview 19
5.2 Gameplay and Mechanics 19
5.3 Characters 20
5.4 Game World 20
5.5 User Interface 20
6 SUMMARY 21
REFERENCES 22
APPENDICES 24
5
1 INTRODUCTION
Writing a Game Design Document (GDD) is a relevant part of game design, but
still many designers do not write one at all, or write it badly. Often the reason for
this is that the designers do not have the knowledge of how this kind of docu-
ment should be written. In many cases, this leads to disorderly and incoherent
design, which unfortunately often leads to the failure of the whole project. The
idea for this thesis came from Oulu Game Lab’s need to guide new game de-
signers in writing a GDD.
There does not exist any kind of standard for the Game Design Document. The
structure of the document is affected by the nature of the game being designed,
the designer’s personal writing style and the game studio’s preferences. How-
ever, all GDDs have some similarities and generally well-tried ways.
The aim of this thesis was to create a guide how a GDD should be written,
based on the aforementioned generally valid rules. The guide also needed to in-
clude an example GDD. For that purpose, a game was designed and the
game’s design document was written following the guide.
6
2 WHY DO WE NEED DOCUMENTS?
It is common knowledge around game industry that no one ever reads design
documents. Then why should such documents exist then?
Schell (2, p. 382) gives two reasons for documents to exist: memory and com-
munication. The design of a game is full of decisions that define the game. How
it works and why? It is very likely that the designer will not remember them all. If
the designer records his design decisions, he will be spared from solving the
same issues again at a later time.
7
3 TYPES OF DESIGN DOCUMENTS
Several kinds of design documents exist. Which ones should be used and what
kind of information they should contain is mostly up to the designer to deter-
mine. For a rookie designer, this task may be too overwhelming, though. To
help in this endeavor, this section introduces the types of design documents Ad-
ams (1, p. 55) considers to be some of the most common ones.
According to Adams (1, p. 56), the high concept document is like a résumé. Its
purpose is to get a hearing from someone, usually from an investor. It explains
a game concept in a short manner; not more than two to four pages. The docu-
ment should include at least the following nine key points (1, p. 67):
High concept statement describes in just a few sentences what the game is
about. References to other media that utilize similar ideas, can be used. (1, p.
67, p. 83.)
8
2) Player role
The description of the player’s role in the game. Is the player pretending to be
someone or something? Is there more than one role? How does the player’s
role help to define gameplay?
If the player has an avatar character, it should be described briefly. (1, p. 67, p.
83.)
3) Gameplay
The primary gameplay mode is the one that should be described in this section,
along with any competition modes the game will support (single- or multiplayer;
competitive or co-op). (1, p. 68.)
Perspective
Means of perceiving the game world. Defined by a camera looking at 2D
or 3D space from a particular point of view.
Interaction model
Means of influencing the game world. The most common ones are the
avatar-based model (used in most action games and platformers) and
the omnipresent model (used in most board and war games).
Gameplay
The challenges the player faces and the actions he/she can take to over-
come those challenges.
If one of these elements changes significantly during the play, then the player
moves into another gameplay mode. The primary gameplay mode is the one in
which the player is going to spend most of the time. (3.)
9
4) Genre
In which genre the game belongs or, if the game is a mix of genres, which fea-
tures it contains from the different genres to which it belongs? If the game does
not fit into any existing genre, an explanation of why not, is required. (1, p. 68.)
5) Platform
On which machine(s) and operating system(s) will the game run on? This in-
cludes details of any special equipment needed/supported (e.g. a camera or VR
glasses), and any licenses that the game will utilize. (1, p. 68.) Also, in case of a
PC game, the system requirements or, an estimate of them, can be told (4).
6) Target Audience
Who would want to play the game? How do players of this game differ from the
mass of players in general? (1, p. 83.) The game’s ESBR and/or PEGI ratings,
or a prediction of them, can be added here (4).
7) Game World
A brief description of the game world. The look and feel of the environment
where the gameplay takes place. (1, p. 68, p. 83.)
8) Game Flow
A general outline of the game’s progress from beginning to end. Some ideas for
levels or missions should be included. If the game has a story, there should be
a synopsis of the storyline. (1, p. 68.)
9) Marketing
As most games are commercial products, this section should include, especially
if the game is offered to a publisher, the following points: Game’s potential com-
petition, the unique selling points (USPs) that make the game stand out in the
marketplace, marketing strategies and possible merchandising opportunities. (1,
10
p. 68.) In case of a free-to-play game, the monetization model needs to be ex-
plained. If the game is not created for financial gain, this section should explain
why.
The purpose of a character design document is to record the design of the char-
acters who appear in a game. It primarily shows the characters’ appearance
and animations, so there should be plenty of concept art of the character in dif-
ferent poses and with different facial expressions (Figure 1). It should also in-
clude background information about the characters. (1, p. 56.)
The world design document is the base for creating the visual and aural style,
and emotional tone of the world. It does not have to record every detail but, ra-
ther a general overview. The actual content of the game world is created by
level designers, artists and audio designers, based on this information. (1, p.
56-57.)
11
3.4 Flowboard
A flowboard is the best way to document a game’s structure. The term is de-
rived from a flowchart and a storyboard. Storyboards are a linear series of pic-
tures used by filmmakers to plan a set of shots. Flowcharts are diagrams used
by programmers for documenting an algorithm. A flowboard combines these
two ideas. Each picture is a sketch or a mockup of the screen, in one specific
gameplay mode or menu. The pictures are connected via arrows that indicate
under what circumstances the transition takes place. (1, p. 57; 3.) The flow-
board does not necessarily need pictures in it to work. A simpler approach (Fig-
ure 2) might even be better in some cases.
Adams (1, p. 57) suggests that it is better to create the flowboard on several
sheets of paper and stick them on a wall, rather than by using a software like
Microsoft Visio. Schubert (6; 7) on the other hand, says that Visio is probably
the best, single game design tool available. So in the end, it is a matter of per-
sonal preference.
Depending on the game being designed, this document can be very large and
needs to be split into several smaller documents, or it may not be needed at all.
12
This document records the story of the game and the way the levels progress
from one to another. If the game has a branching story, or a level progression
based on the player’s actions, this document is the place to indicate which deci-
sions cause the game to take one path over another. How the player experi-
ences the story is also explained here, i.e. if it is told via cut-scenes, dialogue or
other narrative elements. (1, p. 57.)
This document is the core of the game’s design, and it is the basis for the pro-
grammers to build the game. While the high concept document gives a general
overview of what the game is about, this section gives a detailed explanation of
how the game is played and all the mechanics that affect the gameplay. (1, p.
58.)
“As a good rule of thumb, the game script should enable you to play
the game. That is, it should specify the rules of play in enough de-
tail that you could, in theory, play the game without the use of a
computer - -“ (1, p. 58.)
While the game script describes specific game mechanics, like e.g. which but-
ton to press to make the player character jump or how much damage a certain
enemy can withstand, it should not include any technical design of how to build
or implement the game software. This information belongs to a technical design
document, if there is one, and is nothing for the game designer to worry about.
(1, p. 58.)
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4 QUALITIES OF A GOOD DESIGN DOCUMENT
In Chapter 2 it was stated that no one reads design documents. No one reads
them because they are considered to be a waste of time. Probably, the most
common reason for this is that most GDDs are very poorly written. (6; 7.)
Schubert (6; 7) gives the following reasons for bad design documentation:
The following eight guidelines are a good basis for the design document, but
one should remember that there is always room for improvement (6; 7).
1) Targeted
14
instructions for creating the game. To testers it is a tool for building a test plan.
(6; 8.)
2) Short
Short documents are easier to read, write, maintain and keep up-to-date. If any
one document should become more than ten pages long, it should be split into
smaller ones. (6; 7.)
3) Prioritized
Which features and assets are the most important at any given time of the de-
velopment, need to be pointed out. (6; 9).
4) Illustrated
Visual material should be used as much as possible. This is possible even with-
out actual game art via screens from other games with similar features or with
UI mockups and diagrams. Even if no visual material is available, features can
be demonstrated by example texts (Figure 3). (6; 7.)
The GDD should not try to explain how to implement a feature. This is a prob-
lem that is not meant for the designer to solve and will only annoy the program-
mers. Even if the designer is also a programmer, the GDD is not a place for
technical design. If the game designer is not also the UI artist, there should not
be any artsy mockup pictures (Figure 4) in the GDD either. That will just make it
harder for the artist to do his job, so a more abstract picture (Figure 5) is better.
(6; 7.)
Kraven's Reputation
Orcs
Elves
Dwarves
Hobbitses
Puma People
16
6) Readable
In the end, the most important thing is that the format works for the team.
7) No Redundancy
17
FIGURE 7. A document pointing to another to reduce redundancy (7).
GDD has to be written in a strong and declarative language. It must not contain
words like maybe, could and might because they create a sense of uncertainty
about a feature. Surely, there can be some legitimate ‘maybes’ in the design but
that is what the prioritizing is for. (6; 7.)
GDD must be unambiguous. There must not be vague expressions like a num-
ber of… or affects damage… in the GDD. For they imply ambiguity. What num-
ber? By how much? (10.)
18
5 CASE STUDY: ANGRY MOBS
In this chapter, some of the topics of the Angry Mobs GDD (appendix 1) are
taken under a closer observation. Especially, subjects that are in contradiction
with the guide are tried to be addressed.
For the sake of this thesis, the GDD was not split into several documents as it is
supposed to. Also, during the design process it was realized that when begin-
ning from scratch, it is easier to first write everything on the same document. Af-
ter the concept begins to gain some flesh around the bones, it is easier to deter-
mine which sections need to be split into their respective documents.
5.1 Overview
This is the High Concept Document but since it has not been separated into its
own document, naming this section as Overview seemed more appropriate. The
subsection titles here differ from the ones introduced in Section 3.1, but the
Overview still contains the information.
Since there is no concept art, music or sound effect samples nor gameplay pro-
totype for the game, many sections contain references to other games, so that
the readers can get some kind of image of the proposed game concept in their
heads.
There is a core loop -diagram in section 1.2 of the GDD. While it may not serve
any purpose for the game’s development, the diagram can be helpful when pre-
senting the game concept to a person outside of the development team. Also, in
Oulu Game Lab, during Gates, the judges tend to ask for it.
This is the Game Script, but the name sounds a bit misleading considering the
contents of the section. For that reason the section was renamed as Gameplay
and Mechanics.
19
This section is the core of the game. Everything written here needs a thorough
testing before one can tell if the design works, so this section will likely be
changed several times during the development.
5.3 Characters
This section contains some visual reference and written descriptions of the
game’s characters’ appearance and animations for the artists. Angry Mobs has
basically only one character, so in this case the Character Design Document is
quite short.
As explained in section 2.7 of the GDD, Angry Mobs has only one kind of map
that comes in three different sizes, and the map’s content will be procedurally
generated. So there is no need for level design details in the World Design Doc-
ument. In this case it only contains a list of art and sound assets needed.
20
6 SUMMARY
The purpose of this thesis was to create a guide for new game designers about
how to write a game design document. The game industry has no standards for
the GDD because every game studio and designer have their own preferences
for it. Also, the preferences of the audience who will read the GDD need to be
considered. The content is also highly dependent on the game being designed.
All this considered, it is virtually impossible to create a perfect template for the
GDD. The guide still gives a good basis for a designer to create his own tem-
plate.
Another aim for this work was to create an example GDD to support the guide.
What was not taken into consideration in the beginning was the fact that game
design and writing the game design document are iterative processes. Trying to
create the design and design documentation without iteration is doomed to fail.
Before learning this fact, the design process felt hard and frustrating, and the
example game design seemed like a total failure. Later on, when the need for
iteration was found, the design process came to a halt; the work was being
done by only one person, who did not possess all the required skills to make the
project move forward.
Since no development other than game design was involved in this work, it is
safe to assume that the example GDD is not complete, and it is hard to deter-
mine how helpful the incomplete GDD is as an educational material. On the
other hand, even the usefulness of a complete GDD would be questionable,
since every game and designer is different.
The guide covers solely the writing of a Game Design Document but it is only a
part of the whole game design process. Some parts of the guide may be difficult
to make use of, and were difficult to write, without getting deeper into game de-
sign. This was not possible within the timeframe of the thesis. The guide could
be expanded in the future to cover some basics of game design.
21
REFERENCES
2. Schell, Jesse 2008. The Art of Game Design: A Book of Lenses. Burlington,
MA: Elsevier. Date of retrieval 31.10.2015. Available:
http://www.sg4adults.eu/files/art-game-design.pdf.
5. Burch, Anthony 2013. Inside the Box: You (Still) Don’t Know Jack. Gearbox
Software. Date of retrieval 8.11.2015. Available: https://gearboxsoft-
warecom.s3.amazonaws.com/im-
ages/_/20131025/25f53817ac159a1636589223d02798b33a5d58db.jpg.
22
8. Ryan, Tim 1999. The Anatomy of a Design Document, Part 1: Documenta-
tion Guidelines for the Game Concept and Proposal. Gamasutra. Date of re-
trieval 4.11.2015. Available: http://www.gamasutra.com/view/fea-
ture/131791/the_anatomy_of_a_design_document_.php.
23
ANGRY MOBS GAME DESIGN DOCUMENT APPENDIX 1/1
ANGRY MOBS
Version 1.0
Created 16.3.2015
CHANGELOG
Date Changes
CONTENTS
1 OVERVIEW 4
1.1 High Concept Statement 4
1.2 Gameplay 4
1.3 Game World 5
1.4 Genre 5
1.5 Platform and Licenses 5
1.6 Target Audience 5
1.7 Competition 5
1.8 Unique Selling Points 6
2 GAMEPLAY AND MECHANICS 7
2.1 Camera 7
2.2 Controls 7
2.3 Movement 7
2.4 Combat 7
2.5 Gathering the Mob 8
2.6 Buildings 8
2.6.1 Control Points 8
2.6.2 Power-Up Buildings (PUB) 9
2.7 Maps 9
2.8 Leader Attributes 11
2.9 Experience Points (exp) 11
2.10 Level Up 12
3 CHARACTERS 14
3.1 Appearance 14
3.2 Animations 15
4 GAME WORLD 16
4.1 Art 16
4.2 Sound 16
5 USER INTERFACE 17
5.1 Menus 17
5.2 HUD 17
5.3 Messaging 18
ANGRY MOBS GAME DESIGN DOCUMENT APPENDIX 1/4
1 OVERVIEW
Angry Mobs is a top-down 2D online multiplayer game for PC, where players
gather an angry mob and combat against each other with them, while also try-
ing to capture and hold control points in the game zone.
1.2 Gameplay
Angry Mobs is an online multiplayer game, viewed from a top-down camera an-
gle (reference: Don’t Starve), where players may compete as individuals or as
teams.
Players’ objective is to gather up peasants from around the game map to form a
mob, with which they need to capture control points, and protect them from be-
ing captured by another player. Holding a control point gradually gives points to
the player. The player having the most points when time runs out, or the first
player to reach the point goal wins.
Players also get experience points from capturing control points and fighting
with other players. This leads to level ups, which enhance their mob’s perfor-
mance.
The game has three different sized, procedurally generated medieval styled
maps with cartoony 2D graphics (reference: Prison Architect, Don’t Starve), as
well as medieval style music and cartoony sound effects (reference: The Bard’s
Tale, Castle Storm). For more humorous experience, the game will have some
features, which were nonexistent in the medieval era (or any other era for that
matter).
1.4 Genre
MOBA
Angry Mobs will appeal to male players aged 16-30 who typically play MOBA,
FPS or RTS games. Also, fans of medieval themed entertainment and humor-
ous cartoons will be attracted to Angry Mobs’ theme.
1.7 Competition
Angry Mobs does not have any direct competition because there is no other
game that would be exactly alike. With the indirect competitors, the game does
not compete for the same audiences.
ANGRY MOBS GAME DESIGN DOCUMENT APPENDIX 1/6
2.1 Camera
The game’s view will be from top-down perspective angle, in a way that the
ground is in perspective but everything else is facing the camera (reference:
Don’t Starve).
The camera follows the player so that the player is always in the center of the
screen.
2.2 Controls
2.3 Movement
2.4 Combat
Combat is initiated by repeatedly left clicking the opponent. Each click initiates a
damage roll which determines how much damage is done to the opponent.
Right clicking the enemy will use the Ultimate Power-Up, if the player has one.
ANGRY MOBS GAME DESIGN DOCUMENT APPENDIX 1/8
Variable Explanation
Attacker's Attack roll. Random num-
aD10
ber between 1-10.
Defender's Defense roll. Random
dD10
number between 1-10.
aMob Attacking mob size
dMob Defending mob size
aLatt Attacking Leader’s Attack Value
dLdef Defending Leader’s Defense Value
The player must move within two (2) unit distance from idle peasants to get
them to follow.
2.6 Buildings
Mob needs to be within one (1) unit distance to a Control Point (CP) to begin
capture.
- There is a 20% chance for a PUB to spawn an Ultimate Power-Up for the
player.
- Receiving the same buff that is already active resets the timer, but ef-
fects will not stack
2.7 Maps
There are three different sized maps. The dimensions for each size are shown
in Figure 2. The places of the control points and buff buildings are randomized
for every match. Though, there are limits to where they are allowed to spawn
(Table 4. and Figure 2.)
ANGRY MOBS GAME DESIGN DOCUMENT APPENDIX 1/10
50x50
100x100
150x150
100x350 150x100
150x500 200x150
200x700 300x200
50x350 150x150
100x500 200x200
150x700 300x300
Critical Chance - Increases the chance for a critical strike to occur by 5%/point.
All attributes are at level 1 in the beginning of a match. The maximum level of
each attribute is 5, i.e. 4 upgrades/attribute are allowed.
Several actions in the game will give experience points to the players.
Action Exp
Defeat Peasant from opposing
mob 1
Defeat Leader of opposing
mob 10
Capture Tower 5
Capture Keep 10
Capture Castle 15
ANGRY MOBS GAME DESIGN DOCUMENT APPENDIX 1/12
2.10 Level Up
Level up gives the player one (1) attribute point (AP). AP is used for upgrading
Leader Attributes.
On level up, a Level Up -notification will be displayed on the screen. Clicking the
notification will bring up a screen, displaying 3 random Leader Attributes. The
player is prompted to choose one of them to be upgraded. If the player does not
choose the attribute upgrades before he gets another level up, the level ups ac-
cumulate. Choices are randomized after an upgrade has been made (reference:
Borderlands 2 - Badass rank and -tokens).
There is no actual level cap, but the theoretical maximum level is 29, since by
then each Leader Attribute will be at its maximum level.
ANGRY MOBS GAME DESIGN DOCUMENT APPENDIX 1/13
10 299 50 5 200
Xp
11 356 56 6 150
12 418 63 6
100
13 488 70 7
14 565 77 8 50
15 650 86 8 0
16 745 95 9 2 4 6 8 10 12 14 16 18 20 22 24 26 28
17 850 105 10 Level
18 966 116 11
19 1094 128 12
20 1236 141 13
21 1391 156 14
22 1562 171 16
23 1750 188 17
24 1957 207 19
25 2184 227 20
26 2433 249 22
27 2705 272 24
28 3003 298 26
29 3330 326 28
ANGRY MOBS GAME DESIGN DOCUMENT APPENDIX 1/14
3 CHARACTERS
3.1 Appearance
3.2 Animations
Combat - When mobs engage in a combat, they will disappear into a “fight
cloud” for the duration of the combat. Small details will constantly pop out from
the cloud during the fight, like e.g. stars, skulls, small clouds, (Figure 6.) and oc-
casionally something more random like a chicken (Figure 5.)
FIGURE 5. Cartoon fight cloud (2). FIGURE 6. Cartoon fight cloud 2 (3).
ANGRY MOBS GAME DESIGN DOCUMENT APPENDIX 1/16
4 GAME WORLD
4.1 Art
The look of the world is intended to be similar to Don’t Starve with the emphasis
on buildings, having unnatural shapes and proportions.
Also, decorative objects like e.g. trees, tree stumps, bushes, rocks, flowers.
4.2 Sound
5 USER INTERFACE
5.1 Menus
5.2 HUD
Level Up button on the lower left corner of the screen. Will open the level up -
menu, to the center of the screen. Looks like a square with a plus-icon in the
middle, which will be lit when a level up is available.
Menu button on the lower right corner of the screen. Will open the in-game -
menu to the center of the screen. Looks like a cogwheel.
Mob size is visible on top of the mob in numbers. The Leader does not count to
this number.
Leader’s health is visible below the mob as a health bar. The health bar will
change color according to the amount of health: over 70% = green, 70% - 30%
= yellow, less than 30% = red.
ANGRY MOBS GAME DESIGN DOCUMENT APPENDIX 1/18
5.3 Messaging
There is no chat in the game but players can send simple predefined messages
to their teammates. The messages appear as talk-bubbles on the screen (refer-
ence: Full Mojo Rampage).
The sender will see their message on top of their mob. Other players see the
message also on top of the sender, if the sender is visible on their screen. Oth-
erwise, the message will pop up to the side of the screen pointing to the direc-
tion of the sender.
REFERENCES
2. Gender of the Day 2014. Cartoon cloud of dust with fists flying out. Gen-
der of the Day. Date of retrieval 9.11.2015. Available: http://41.me-
dia.tumblr.com/6bd1b4df413edf317cc0dcbebcd19c6b/tum-
blr_nc7x180WOU1td3k3fo1_500.jpg.