100% found this document useful (1 vote)
1K views6 pages

Game Design Document (GDD) Template

This document provides a template for a game design document (GDD) that outlines key elements for planning and developing a game. The template includes sections for the game name, genre, elements, players, technical specs like format, view, platform and language, gameplay description and outline, key features, design document covering game objects and mechanics, player definition and properties, and user interface design. The goal is to comprehensively describe all aspects of how the game will function and be played.

Uploaded by

othiwa
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
100% found this document useful (1 vote)
1K views6 pages

Game Design Document (GDD) Template

This document provides a template for a game design document (GDD) that outlines key elements for planning and developing a game. The template includes sections for the game name, genre, elements, players, technical specs like format, view, platform and language, gameplay description and outline, key features, design document covering game objects and mechanics, player definition and properties, and user interface design. The goal is to comprehensively describe all aspects of how the game will function and be played.

Uploaded by

othiwa
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
You are on page 1/ 6

GAME DESIGN DOCUMENT (GDD) TEMPLATE 

Game Name:  
 
 
Genre: 

Game Elements:
Game elements are the basic activities the player will be doing for fun
 
 
 
 
 
 
Player:  
The number of players that can play the game at once 
 
 

TECHNICAL SPECS
 
Technical Form:  
Basically there are 2D graphics (flat) and 3D graphics (form) 
 
 
 
View:  
Camera view from which the player will experience the game  
 
 
 
Platform:  
iOS, Android, Mac, PC 
 
 
 
Language:  
C#, C++, Ruby, Java 
 
 
 
Device:  
PC, Mobile, Console 
 
 
 

GAME PLAY
Use the game play section to create a descriptive paragraph about how the game is played. You want the use tor imagine 
they are actually playing the game. Try not to use generic (i.e., broad, non-descriptive) terms when writing about the game 
play. For example, few readers want to hear statements such as, “enemy_1 will have more hit points than 
enemy_2.” Instead, it’s better to make statements like, “The Lazarus Fighter has more armour than the Apollo Fighter.” 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Game Play Outline 
This outline will vary depending on the type of game. 
• Opening the game application 
• Game options 
• Story synopsis 
• Modes 
• Game elements 
• Game levels 
• Player’s controls 
• Winning 
• Losing 
• End 
• Why is all this fun? 
 
 
 
 
 
 
 
 
 
 
 
 
Key Features 
Key features are a list of game elements that are attractive to the player. 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

DESIGN DOCUMENT
This document describes how GameObjects behave, how they’re controlled and their properties. This is often referred to as 
the “mechanics” of the game. This documentation is primarily concerned with 
the game itself. This part of the document is meant to be modular, meaning you could have 
several different Game Design Documents attached to the Concept Document. 
 
 
Design Guidelines 
This is an important statement about any creative restrictions that need to be considered and includes brief statements 
about the general (i.e., overall) goal of the design. 
 
 
 
 
 
 
Game Design Definitions 
This section established the definition of the game play. Definitions should include how a player wins, loses, transitions 
between levels, and the main focus of the gameplay. 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Game Flowchart 
The game flowchart provides a visual of how the different game elements and their properties interact. Game flowcharts 
should represent Objects, Properties, and Actions present in the game. Each of these items should have a number reference 
to where they exist within the game mechanics document. 
• Menu 
• Synopsis 
• Game Play 
• Player Control 
• Game Over (Winning and Losing 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Player Definition 
● Use this section for quick descriptions that define the player 
● Use the Player Properties section (below) to define the properties for each player. Player Properties can be 
affected by the player’s action or interaction with other game elements. Define the properties and how they affect 
the player’s current game. 
● Use the Player Rewards section to make a list of all objects that affect the player in a positive way. Define these 
objects by describing what affect they cause and how the player can use the object. 
 
Player Definitions 
A suggested list may include: 
• Health 
• Weapons 
• Actions 
 
 
 
 
 
 
 
 
 
 
Player Properties 
Each property should mention a feedback as a result of the property changing. 
 
 
 
 
 
 
 
 
 
Player Rewards (power-ups and pick-ups) 
Make a list of all objects that affect the player in a positive way (e.g., health replenished) 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
User Interface (UI) 
This is where you’ll include a description of the user’s control of the game. Think about which buttons on a device would be 
best suited for the game. Consider what the worst layout is, then ask yourself if your UI is it still playable. A visual 
representation can be added where you relate the physical controls to the actions in the game. When designing the UI, it may 
be valuable to research quality control and user interface (UI) design information. 
 

You might also like