Video Games Design Document Template
Video Games Design Document Template
PLANNING
Here the tasks necessary for the execution of the video game are set out and are distributed among the different components of the development team. Deadlines are also set
for the execution of these tasks and key meetings.
The High Concept is the basis for creating our Game Design Document since based on the main characteristics of
the game we can break down its specifications.
Game Concept (High Concept)
Two lines that immediately reflect the idea of the game.
• Summarize the main features of the game.
A general view of the game, with bullets that specify the player's motivation, game genre, licenses, the
target player target, etc.
Finally, we add details that we think the reader might be interested in knowing (reference images, notes,
characters, etc.).
Gender 2D platforms okay
The storyboard or storyboard is a set of illustrations presented sequentially with the aim of serving as a guide to okay
Storyboard
understand a story, preview an animation or plan the structure of the game.
Storytelling Tell the story with the goal of getting your audience immersed and hooked on the game. okay
It is a term used in game design and analysis that describes the quality of the game in terms of its operating rules
Gameplay
and its design as a game. It refers to all of a player's experiences while interacting with game systems.
Here the coding of the program, the creation of 3D models, the recording of sounds, voices and music, the
PRODUCTION
creation of tools to accelerate the development process, among others, are carried out.
Game Design GDD The design document (known as GDD) contains all the detailed information of the game vision, from the audience
and the form of monetization, to the level design, concept art, interface sketches and technical specifications. It
should contain everything necessary so that each team member knows what to do at what time. It is an organic
document and can mutate throughout the development of the game.
Gender 2D platforms
It is a writing that contains the indications of everything that the work requires for its staging. It can be okay
conditioned by the player's actions, resulting in multiple trees of situations based on said actions, exponentially
complicating its development.
Script
Players Individual and collective mode between 1 or two players and the AI okay
The objective of the game is to pass the level alive, implying having to eliminate or avoid different obstacles and okay
Goals enemies to achieve this. What are the goals of the game, according to its history. (specific outcomes that the
player strives to achieve give the player a sense of purpose).
The design section works on elements that have to do with the “appearance” of the game itself, content that will
Artistic design
have an evident expression in the “physique” of the video game.
History Summary of the game's story, what it is about and how it is treated. okay
All the sound elements of our game are designed: voices, environment, effects and music. The sound gear is put
Sounds
into operation.
It describes the way in which the player will see the GUI (Graphical User Interface) and HUD (Head-Up Display) okay
User interface
elements through which the user will interact with the game.
Sketches
From the sketches, the graphic and artistic aspect of the game, colors, dominant themes,
Look and Feel
musicality, 3D or 2D design techniques, camera positions, etc.
Illustrations and Conceptual Art
Depending on whether the game is 2D or 3D, the graphic elements such as sprites, tiles, 3D models, cameras,
Graphics
lights, etc. will be designed. or any other graphic element that can be used in the game.
Mechanical design
Gameplay Design (MDA
Framework)
They are implemented in the game where the player has no way to interact, it specifies the rules that are followed
Mechanical
within the virtual world (MDA framework).
Rules Printed instructions that the player must know as the game progresses, that is, the video game must teach the rules okay
progressively. What things we can do and how we are going to let them be done. What things we can do and how
we are going to let them be done. Operational rules tell us how to use constitutive rules .
Operational They are the guides that are needed to be able to play a game.
These are found in a certain way under the rules that are presented to the player (operational), they are logical and
Constitutive mathematical rules, these are not concerned with how the player operates, but with how the game is constituted.
The conjugation of operational and constitutive rules are what define a game.
Implicit They are those that we do not declare, that we do not write because they involve things like labels, gameplay
Mechanics Groups (5 groups)
Physical Mechanics Science of movement and force in the world of play. okay
Different tractions that involve elements that are collected, consumed or exchanged (resources such as money,
energy, ammunition, food, items, treasures, etc.). and so, but not limited to concrete and tangible objects, they can
Mechanics of Internal Economy
be abstractions such as life, popularity or magic. Let's say in Zelda life is measured by hearts, in RPGs we have
experience points.
Progression Mechanisms: In many games the level design dictates how the player should move through the world. okay
Progression Mechanics Progress is controlled by mechanisms that block or unblock access
to certain areas, levers, switches or magical objects that help open doors are typical examples.
Games can have mechanics that involve arranging units on a map for offensive or defensive purposes. The okay
Mechanics Tactical Maneuvers mechanics here can specify the strategic advantages that each type of unit can gain in each possible location
available.
Until recently, games did not govern social interactions between players. Many online or Internet-connected
Social Interaction Mechanics
games now include mechanics that reward the player by giving gifts or inviting others to join.
Although we have listed five types of mechanics, there is another important distinction between discrete and
continuous mechanics. Modern games simulate complex physics that create a smooth gaming feeling. If we
compare how Mario jumps in Donkey Kong and Mario Galaxy, we have two types of jumping, different
mechanics.
Mechanics Groups (2 groups)
Example in the first (discreet) whenever I press the button we know how far Mario is going to jump. In the first
case we have a binary behavior, the second (continuous) depending on whether I am running, walking and other
factors we will intuit how Mario is going to jump, but with much less certainty.
With discrete mechanics it is easier to create strategies and be able to look ahead, plan movements, since the okay
Discreet
events that occur are certain.
Predicting the result is more difficult, hence why we call it continuous. With the continuations having less
Continuous
certainty, the skill and dexterity of the player begins to have a great importance in the interaction.
Dynamics They are interactive experiences, they are the runtime behavior of the mechanics in response to the player's
actions, that is, the situations that are generated when the mechanics are launched.
Aesthetics They are the emotional responses desirable or produced in the player when they interact with the game.
We will specify the main characteristics of each character in the game and the elements involved
Characteristics and Entities
in this.
We will describe what levels, according to the story or difficulty, we have, what they will be like, how many there
Level Design will be, and what
difficulty and challenges will arise in each of them.
Controls
The different types of relationship flows will be generated, the UML diagrams that describe the static and
Technical Design dynamic operation, the interaction with users and the different states that the video game will go through as
software. From here our Design Document will be generated.
Data Model Prototyping (UML) Prototyping in video games is answering questions about the core of the idea quickly. And that's what you need in
a prototype. It is about testing that the skeleton of the idea, the most naked version of the game and its rules, can
Mechanical Prototyping make sense. And making sense in video games is, generally, having fun. Give an idea of the dynamics and
aesthetics of the final game.
Design
Characters Character characteristics, attributes, actions and appearance.
Where the game occurs and in what way, that is, the space where the Gameplay or playability occurs. The most
Scenarios
common structures are linear, nonlinear and semilinear.
Levels (player and AI)
Interface/ UI/ HUD
Animation
It is very important to communicate with the audio designer before and while the audio content is being
developed.
It is not a creative process in itself, but despite this it has a crucial importance: content is finalized, details are
outlined, game errors are corrected and using, of course, the intended game engine. Ideas that are good, but that do
not fit at the end of the game can be discarded and unforeseen events corrected.
Implementation
Once the major stages are combined in which the technical, the artistic and the mechanical end up mixing, the
product can be made known... it is the launch of our product on the market. The product will begin to be part of a
competitive environment, full of multiple possibilities, it will be necessary to generate in the potential “consumer”
the need to consume it and this is achieved, of course, with an adequate marketing strategy that has most likely
already been started. to be forged in the initial phases of the project, when the target audience and the possibilities
of implementation in the market begin to be assessed.
Data Models (UML)
Characters, item, setting, obstacles,
states
GameObjects and Component
GameObject Description
Description of Native Components
Description of Script and its methods
Layout (MockUp)
Start a new project
Configure 2D/3D mode and
environment
Scenes (level)
Image/Entity Model Import
Editing the spritesheet
Creating the animation and adding
animations
Setting the stage
Visual effects
Sound effects
Placing enemies and obstacles
Organizing Layers/Order in Layers
Creating Tags
Adding sounds
Main menu
The content must be collaboration with the programmer. The goal here is to try to organize and modularize as
Programming
much as possible.
Character movement Code implementation
Animation control Code implementation
Visual Effects Control Code implementation
Sound Control Code implementation
Stage elements Code implementation
It is responsible for emulating the physical behaviors of the video game. Knowledge of vector mathematics and
Physical
dynamic physics and mechanics.
It is responsible for making our enemies (or our allies) intelligent. Knowledge of scripting languages, mathematics
Enemy AI
and AI algorithms such as pathfinding, finite state machines or neural networks.
Implementing punctuation
Implementing lives
Eliminating enemies
User interface Types of events and types of options and code implementation
The team that is in charge of programming the logic of the game, its rules. Knowledge of script languages and use
Gameplay of the parts developed by the other teams.