DesignDocument

The steps for a professional Game Design Document.

The parts are: Title Page Introduction Game Overview Game Structure Model Production and Development Technical Design Potential Trouble Spots (Risk Areas) Game Features Game Play Development Team


 * Title Page:** Must include the working title of your game, your team name, the date. The title page is the cover and should have a similar look and feel as your game. Jazz it up!


 * Introduction:** This is the last part written. One paragraph that sums it all up and gives the busy executive all the info he/she really needs to decide whether or not to spend more time reading the rest of it.


 * Game Overview:** This section starts with an elaboration on the introduction. You can go in more detail here. Don't worry about repeating what was in the introduction. The first sentence should be your high concept. After the three or four paragraphs comes the factual section. The facts you need to include are: Platform (include requirements), Genre, Target Audience, Street Date (probably not the same as your due date - when do you think you could have a salable product), Key Features, Unique Selling Points.


 * Game Structure:** This section starts with information that helps the reader picture your game and how it feels to play it. Include your camera viewpoint as a descriptive paragraph as well as any level information, even for levels you haven't built but have thought you would include in a full game. Feel free to include images or maps of these levels. Here's an example of a level overview:

//The levels will be designed so that there are three progressively harder levels consisting of seven different layouts. The player will play all seven layouts at the easy level, then play all seven again (in the same order) at the next harder level. For example, a player will play a total of 21 levels before getting to the end of the game and having the opportunity to print out a certificate.//

Also located in the game structure section of the design document is how the user follows game progression, are there any timers and how to they work as well as any clock information that may be needed. The player controls and how they work. What is the replay value of the game and are there any reward or trophy screens or do movies become unlocked, etc.


 * Model Production and Development:** The audience for this section is the art director, or a graphic artist. You should discuss how you are creating models, terrains and textures. What software, how long they take, how large they are (filesize), as well as what your references or inspirations were. If your game includes a lot of models, break this down into sections and discuss each type independently. Lists of models, props, etc are permissable in this section, however screenshots or captures are even better. The special effects that you plan to use are included here, for example: smoke, fog, explosions, magic spells.


 * Technical Design**: This section has several subsections and is mostly factual.

Saving - include what will be saved to the users hard drive Audio - include music, sound effects and dialog Animation - how long and how big Art Development - list all programs used to develop the models and textures.


 * Potential Trouble Spots (Risk Areas):** List and discuss any areas that you or your team may have trouble with. For example, even though the HalfLife team decided that every object in the world should be able to picked up, this created a risk area since the currently available physics engines would not be able to handle the load. The last paragraph of this section should be how your team will categorize bugs.


 * Game Features:** Start with the fun factor here. A descriptive paragraph that really puts the reader into the game to experience how fun it is. The second paragraph should be about your player character or vehicle. The third paragraph should be about what the player gains from playing the game (trophy's, printable certificate, bragging rights, unlocked content, etc.). The fourth paragraph should describe the artistic style of the game. The last paragraph will describe the audio experience, what the sound does for the game experience.


 * Game Play:** Full blow by blow description of playing this game. What it looks like, how it's controlled, what it feels like, etc.


 * Development Team:** Each member of the team gets a write up. The titles are Project Manager, Lead Programmer, Artist, Writer. Each one should include a brief bio of the person, what they have experience with and what they enjoy as well as what their responsibilites are.