The Game design Document

Hello,

Game design concepts are something I haven’t seen much on the forum and I thought it might be useful to share a game design template. All you have to do is fill it out and it will help you throughout the creation of your games.

Often, as a programmer wishing to create a game, we are very concerned about everything that is code. But to design a game, it is often very important to create a plan, to define all your ideas of what you want to do.
It’s like the plan for building a house.
It is more important than we imagine, even essential if we work in a team with some friends.

Here’s what you should do to design your game:


Template Of Game Design

  • The one page: A one-page summary document that concisely presents the essence of the game, including the concept, target audience, main features and objectives of the game.
  • The business model: The financial strategy of the game, including monetization models, in-app purchases, subscriptions, etc.
  • Competitor Analysis: A section dedicated to analyzing competing games, highlighting their strengths, weaknesses and game opportunities.
  • Marketing Strategy: A consideration of how the game is planned to be marketed and promoted, including distribution channels, communications strategy, etc.
  • Testing and Iterations: A plan for conducting testing with potential players, as well as an iteration process to improve and refine the game based on feedback.
  • Project Management: A section describing the project management methodology adopted for game development, including task allocation, deadlines, etc.
  • Support and monitoring strategy: A consideration of how to provide ongoing support to players, manage updates, patches, etc.
  • Core mechanics: The fundamental game mechanics that define the core gaming experience, such as combat, problem-solving, exploration, etc. mechanics.
  • Game play loops: The cycles of repetitive actions that the player performs throughout the game, including exploration, resource collection, progression, etc.
  • Win and game over: The victory and defeat conditions of the game, as well as the consequences associated with these events.
  • The 3Cs: The fundamental elements of game design that define the player’s gaming experience, namely the camera, the playable character and the player’s control.
  • The game system: The set of systems and rules that govern the interaction between the player and the game, including game mechanics, progression systems, etc.
  • The Rules of 4: A set of specific rules to define the characteristics of heroes, NPCs, settings and setting elements in the game.
    • 1.The rules of 4 – the hero
    • 2.The rules of 4 – NPC
    • 3.The rules of 4 – The decors
    • 4.The rules of 4 – The elements of the decorations
  • The structure of the game: The organization and progression of the game, including the division into levels, acts, chapters, etc.
  • Rewards: Elements of gratification and motivation for the player, such as rewards, achievements, trophies, etc.
  • Pages and menus: The organization of user interfaces, including menu screens, options screens, pause screens, etc.
  • Signs and feedback: Visual, auditory or haptic elements that inform the player about the actions they are performing and the state of the game.
  • Challenges: Obstacles, puzzles, enemies and other elements that challenge the player throughout the game.
  • The in-game currency system: The virtual currency system used in the game, including the mechanics of collection, use and exchange.
  • The mood board: A visual collection of images, colors, styles and moods that define the aesthetic and atmosphere of the game.
  • FTE: The user experience when first interacting with the game, including welcome, tutorials, etc.
  • Narrative design: The design of the game’s story, characters, dialogue and narrative events.
  • Sound design: The sound design of the game, including sound effects, music, dialogue, etc.
  • MCG (minimum commercial games): The minimum version of the game that can be released, including the essential features to provide a complete gaming experience.
  • Planning and budget: The time and financial planning of game development, including stages, necessary resources, costs, etc.

I hope this will be useful to you.

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@Dad72 Thank you! Very useful!

Cc @krystof_klestil buddy although you’re a Godot game developer you could put in your two cents and expand the very valuable knowledge shared by @Dad72. The principles are the same. Thanks!

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nothing to add, this is fantastic. I wish I had seen something as straight forward as this back when I started!

The importance of the one pager cannot be overstated; game loops, plans, systems, win/lose conditions can often be extrapolated from a well understood concept, plus it brings clarity into the big picture plan, additionally it serves as a great spot where changes are made as the game progresses, because let’s face it, games always change as they’re made.

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