Game design document: Difference between revisions

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A '''game design document''' (a.k.a. '''GDD''') is an in-depth document used by the [[Development team|development team]] to outline a project for a multitude of purposes, such as but not limited to pitching a game, keeping a project on course, and seeing the full concept laid out on paper. Despite being commonly used for larger studio production games, it can also prove useful for [[Solo Dev|solo developers]], as it helps control the [[Scope|scope]] of the project and key in on primary focuses of the game. GDD's commonly contain the following categories (as seen below): Game Objective/Storyline, Main Character Cast, Primary/Important Assets, Game Mechanics, and the games target Demographic/Player Base.  
A '''game design document''' (a.k.a. '''GDD''') is an in-depth document used by the [[Development team|development team]] to outline a project for a multitude of purposes, such as but not limited to pitching a game, keeping a project on course, and seeing the full concept laid out on paper. Despite being commonly used for larger studio production games, it can also prove useful for [[Solo Dev|solo developers]], as it helps control the [[Scope|scope]] of the project and key in on primary focuses of the game. GDD's commonly contain the following categories (as seen below): Game Objective/Storyline, Main Character Cast, Primary/Important Assets, Game Mechanics, and the games target Demographic/Player Base.  


While there's is no set industry standard for what a GDD should look like nor how they should be formatted, these are the key points that all GDD should contain in some capacity. Beyond these key points however, every team is fully able to and recommended to style their GDD in a way they is comprehensive and suits their own needs.  
While there's is no set industry standard for what a GDD should look like nor how they should be formatted, these are the key points that all GDD should contain in some capacity. Beyond these key points however, every team is fully able to and recommended to style their GDD in a way that is comprehensive and suits their own needs.  


== Purpose ==
== Purpose ==

Revision as of 07:27, 5 November 2024

A game design document (a.k.a. GDD) is an in-depth document used by the development team to outline a project for a multitude of purposes, such as but not limited to pitching a game, keeping a project on course, and seeing the full concept laid out on paper. Despite being commonly used for larger studio production games, it can also prove useful for solo developers, as it helps control the scope of the project and key in on primary focuses of the game. GDD's commonly contain the following categories (as seen below): Game Objective/Storyline, Main Character Cast, Primary/Important Assets, Game Mechanics, and the games target Demographic/Player Base.

While there's is no set industry standard for what a GDD should look like nor how they should be formatted, these are the key points that all GDD should contain in some capacity. Beyond these key points however, every team is fully able to and recommended to style their GDD in a way that is comprehensive and suits their own needs.

Purpose

Since the GDD is considered a living document, it should be revised and kept up to date as the game changes and takes on new forms. This is so that way it is the easiest and most viable reference point when it comes to progression on the project. Whether a visual novel is being made by a solo dev, an indie team, or a large organization, the GDD is useful for the following key reasons:

  • It helps solidify “ideas” into concrete story and gameplay elements
  • It has the latest concept and design goals
  • It forces the team to maintain realistic expectations for the game
  • it keeps all important information in one easy to access location
  • It contains information needed for a future pitch deck or press kit for publishing and/or marketing purposes

Basic Contents

Story

Since visual novels generally focus on the story, this is usually the most in-depth section of the GDD. This section generally contains the following:

  • A short summary of the story
  • The setting (e.g., modern-day Japan, 1780's Paris)
  • The genre and tone of the game (e.g., mystery otome dating sim, dark comedy slice of life)
  • Any major or recurring themes in the game
  • The narrative structure of the game (e.g., will it be a kinetic novel? Will the story branch according to player choices? Will there be multiple endings?)
  • Summary of the story branches (if applicable)
  • Themes, symbolism, and desired emotional impact

Characters

There should be enough info about the characters in the GDD to give a clear understanding of their personalities, roles, and arcs in the game to anyone who reads it.

Information to include for each member of the cast may be their:

  • Name
  • Gender
  • Sexuality
  • Occupation
  • Personality
  • Background
  • Appearance (with visual references)
  • Relationships

Some character information may be genre or setting specific. For example, the GDD for a game set in a school may specify the club activities the students participate in.

Assets

Assets are generally any art or audio files in the game. Listing the assets in the GDD is important in order to determine if it’s possible to create and implement them all into the game.

While creating the GDD, the team should discuss how many and which assets they can reasonably create within their time, budget, and skill restrictions (see scope). It’s normally better to plan on including fewer assets and only adding more if there’s extra time, money, and energy later in the production schedule than to overscope the number of assets, force the team to crunch to complete them, and end up cutting incomplete assets anyway.

Some teams indicate which assets would be needed to create a minimum viable product if they plan on releasing the game commercially and/or pitching the game to a publisher.

Art

Various art assets that are typically used in visual novels are:

Any variations to the art assets should also be listed, such as facial expressions for each sprite or time of day differences for backgrounds.

At a minimum, a background is needed to cover the game screen, however not all visual novels use sprite art or CGs.

Examples of VNs without sprite art: Dear Devere [VNDB]

Examples of VNs without CGs: Cinders [VNDB]

Audio

Various audio assets that are typically used in visual novels are:

GUI

Mechanics & Gameplay

Will the VN contain gameplay elements such as minigames or quick time events? If so, how many? What type? Be as specific as possible about how the mechanics will work and what features are needed.

Direction

Audience Demographic

What demographic (or demographics) is your game targeted towards? Who will enjoy your game? See also: Guide:Target Audience

Monetization, Funding, and Distribution

How will your game be funded? Will you utilize crowdfunding, spend your own money, or work for free with a team?

Once the game is complete, where will players be able to download it? Will you charge for it? How much? (Will you charge different prices in different countries/regions?)

Production Timeline

When do you plan to complete the game? When will various assets be completed, in order to meet this target date? Is there enough time and personpower to complete those assets by those times? See also: Production

Examples