A game design document is like a blueprint for a building. You are building a game and the blueprint defines the structure of your future game. It will outline the scope of your game and inform your team about the direction for the project. It gets all your “ducks in a row” and everyone on the same page both at the same time!
Not only do you get the print book, but your purchase also grants you access to our PDF document version with fillable boxes AND a starter Investor Pitch Deck slideshow for Powerpoint or Google Slides (retail separately for $8.99) so you can pitch your game to investors, stakeholders, or at gaming events/conferences!
A game design document (GDD) is usually the result of collaboration between the concept creator, designers, artists, and programmers and referred to, revised, and expanded throughout the development process. This workbook will get you started by prompting you thought all the important aspects of developing a game from art concepts to budgets to hardware considerations to marketing. The workbook can be completed in any order, by a one man team or a group of team members. In all cases, every part requiring development should be included in enough detail for the respective members of the team to be able to implement such part. There is plenty of space for including visuals such as concept art, graphs and flow charts, ideas for vehicles or weapons, and character sketches.
By the end of the project the final document may have evolved into complex, detailed, and dedicated documents for different topics that are much larger than this book. We provide you with online resources to help you with this expanded aspect of game design and development, as well as a starter pitch deck and game overview you can customize for presenting your game to stakeholders or potential investors earlier in the game design process.
While filling out this document take times and requires some work, it can be extremely helpful to have a place where all the main features and ideas you have are all collected. The process of writing down each part of your game’s design forces you to truly think about how your game will work and gives you a method to communicate those parameters effectively to others.
We hope this book will transform you game ideas into something much bigger and kick your project into high gear!
GLHF!