Main topic: [[Game Design]] https://develop.games/ My template but for worldbuilding: [[Setting Design Document Template (for worldbuilding)]] ![](https://www.youtube.com/watch?v=aMc-GKv5olA) 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)