Game Design
Game design is the process of creating and developing the rules, mechanics, and overall structure of a video game.
Games designers are redacting a Game design document (GDD) that covers every information and aspect of the game.
- 1-Page Game Design Document
- Game Design Document (GDD) Template
- Game Design Document Template
- Game Design Document Template
βοΈ Do not remove entries from your game design document. Simply strikethrough them, to ensure we keep track of the changes.
Game Planning
Metadata
- Name, Genre (RPG π, FPS, ...)
- Short description
- Target audience: age, country, language, new players/experienced, platforms
Overview
- What's the goal? What's the plus-value of your game?
- Why should we play your game?
- Is it the Hero? It is the story?
- What feelings are you expecting the player to feel?
- What makes the game fun to play?
β οΈ You are NOT the player. Ask for feedback a lot of times.
Game Story
- What's the world of your game? (open-world?)
- What's the story?
- What's the goal of your Hero?
- Short-term
- Mid-term
- Long-term
- What are the obstacles to the goal?
- Traps
- Enemies
- Can the player die? How would he get a "Game over"? Are there "save points"?
- What kind of graphics are you planning to use? Something realist, or more something fantasist?
π Take inspiration from other successful games.
Game Mechanics
Mechanics are the rules of your game. Basically, what the player can do, and what the player can't do.
- Can the Hero, Jump? Walk? Run? Open a door/chest/...?
- What are the items? (perks, loot, usage)
- Is there a looting system? How does it work?
- How are money, player life, time, etc. handled?
- Is the user influencing the world? (ex: The Witcher 3)
- What are the maps? Draw or list each map.
- Shops
- Houses
- Cities
- ...
You would also have to define the stats of the player
- Is there HP, MP, ATK, ...?
- Is there a notion of stamina?
- Is there an inventory? what's its size? etc.
For instance, if you are making a zombie game, you may add a stat "infected" turning the player into a zombie if the stat reaches 100.
User Interfaces
- What's shown on the screen?
- Is there a mini-map?
- Are there some skills shortcuts?
- Is there a life/mana/stamina bar?
- Is there an icon for the settings? the sound?
- Are there icons for other players?
- Is there a chat?
- What are the screens of your game? (draw a mockup)
- Inventory?
- Play/Pause/Game Over/...
- Is there an animation when switching screens? Describe...
Game Development
Technical Specifications
- How is the user interacting with the game?
- Full Screen with F12?
- Settings with Escape?
- ...
- Does the user need a keyboard? A mouse?
- Is a joystick supported?
- How can the user become strong? (combos/...)
- What kind of play style should be encouraged? discouraged?
- are the mobs/monsters respawning?
- you can prevent the user from accessing some quests/areas
In most games, we are not teaching everything at once. We slowly add tutorials as the users get by with the game.
Development Tools
- Will you use a game engine? Which one?
- Will you use a game template? Which ones?
- Which coding editors will you use?
Others
Release planning
- Which platforms?
- Which platforms?
- Will we release an Alpha? A beta?
- How can users report bugs?
- How do we plan to organize tests?
- Will we add credits? Where?
β‘οΈ See also: xsolla.
Replay value
The replay value or replayability is a score of how much more content the user can discover after completing the game once.
- Alternate/different scenario
- New challenges (new locations/classes/difficulties/play styles)
- Reaching 100% of completion (e.g., all quests, etc.)
- Add Multiplayer Content
- Add Achievements
- ...