Main topic: [[Game Design]]
https://develop.games/
My template but for worldbuilding: [[Setting Design Document Template (for worldbuilding)]]

Example GDD: https://docs.google.com/document/d/1Vl7BMvzUOhbunJrI_X1gUc6x-LAp3aaBiPwHUf27B70/edit#heading=h.lr899156xjnx
ToC:
- Introduction
- Game Summary
1-2 sentence pitch: (Title) is a (type of game) about...
- Inspiration
2-3 major inspirations highlighting the **exact part(s)** that influence the game
- Player Experience
In 2-3 sentences, what does the player do in the game?
- Platform
What platform(s) will it be released on?
- Development Software
What software will be needed/used for creating the game, its graphics, sound, etc? How much do those cost?
- Genre
What are genres of the game?
- Target Audience
Who would enjoy playing this game?
- Concept
- Gameplay Overview
- Theme Interpretation
- Primary Mechanics
- Secondary Mechanics
- Art
- Theme Interpretation
- Design
- Audio
- Music
- Sound Effects
- Game Experience
- UI
- Controls
- Development Timeline
Design documents retain information, not just communicate it once. It gets added to and updated (living document) when new things are discussed or decided on and deprecated notes/versions are archived. They help to plan things out and know what to do next and help you stay aligned with your vision.
It can be a text document or a wiki and should be short and concise, with pictures and examples to help explain things. Use consistent and specific language e.g. instead of using ["territories", "lands", and "regions"](https://www.youtube.com/watch?v=ZE8v7uVGepM) interchangeably, use just one term that is the most specific.
Example for a fantasy rpg:
- setting
- world
- major areas
- history of the whole world and major areas
- inhabitants, people, monsters, creatures
-
- story
- main acts
- key characters
-
- system mechanics
- character system mechanics
- attributes, skills, spells, perks, traits, backgrounds, races, flaws, etc
- what they do, how to get them, how they develop/change, how to respec
- character creation
- points, rolls, what can be customised
- level up mechanics
- status effects
- what they do, how you get them, how long they last, how they're removed
- inventory
- combat
- creatures
- dialogue
- stealth
- companions
- economy, loot, loot tables, vendors, crafting
- areas in the game, city , dungeons, towns
- random encounters
- UX
- pre game, in game, out of game
- considerations
- PC vs NPC abilities/rules
- multiplayer
- accessibility
- fall-backs
## Design Pillars
Define [design pillars](https://www.youtube.com/watch?v=N7b7LFXBZ9M) such as
- for Fallout: mega violent, no right solution, multiple solutions, players actions affect the world, there is always a sense of urgency, open ended, the player always has a goal, never take control away from the player, wide variety of weapons and armour
- for Arcanum: tech that matters, character creation, complex stat-driven game system, dark but humorous,
## Core Game Loop
Figure out the loop of your game - what will players do each time and how does it relate to your hook/pitch?
https://www.youtube.com/watch?v=aDE69s3pp7M
- set of actions that most players will spend most of their time doing
- one of the most frequent / most repeated actions in your game
- e.g. side scroller = run to the right of the screen overcoming obstacles and enemies, collecting things along the way. at the end, your score is based on what you achieved.
- how does it support your design pillars?
- the bigger and more complex the game loop is, the harder it will be to implement
Play similar games & do research on titles that are similar in genre, pitch, and scope (budget).
Make a prototype that looks like trash but feels amazing to play.
Consider units of scale
Make a short 10min demo (free)