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Plantilla Game Design Document
Tipo: Ejercicios
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[This section is dedicated to summarize the game and to answer important initial questions: What are the game objectives? What makes it unique? Who is the targeted audience? What is the platform for the game? What genre will the game pertain? What is the overall gameplay? These are samples of what an overview section need to have. The goal of this section is to have a quick way to look for the main highlights of the game. A new member on a game development team can read this section to catch up the idea of the game, or in an advanced game design stage a designer can use it to verify if the ideas he has are in harmony with the general idea of the game. The high concept document can evolve to become this section].
[Summarize the game in a few words].
[Describe the benefits to be achieved by making the game. Objectives should guide the design decisions of the game. Any constraint should be linked to objectives].
[Answer, why the game is worth doing it? What makes it unique? How will it acomplish the defined goals?].
[Describe the main activity the player will be doing in the game. Focus on writing why will it be fun].
[This section describes the principal characteristics the game will have].
Genre [Describe the game genre by defining elements or a common basic rule set that describes the nature of the game].
Number of players [Establish the number of players in the game. If the game is multiplayer then describe the number of players intended to handle and indicate if the multiplayer game is competitive, cooperative or colaborative. Describe any special mode the game has for multiplayer].
Target platforms [Describe in which platforms the game should run. This section is just to give an idea of the capabilities and limitations the game may have. Platform limitations should be detailed and described on the technical constraints section].
[ This section describes the game elements, its attributes, and its interaction rules. All elements that create the game must be detailed and described in this section. A game character, its visual aspect, its sound effects, its personality may be described in this section].
[Create game elements categories. This may help to organize better the design and to establish a solid base for reuse. Some examples of game elements categories are: enemy, boss, weapon, world or music].
[Describe the core game elements by describing their attributes and their behavior. Point out which elements can be directly manipulated by the player. Some examples of core game elements are: Mario who belongs to the game element category “player character” or Green Turtle who belong to the game element category “enemy”].
[Describe the valid actions that the player can do and how the game should respond to these actions].
Interaction rules
[Describe the valid interaction between game elements and the result of the interaction].
Artificial Intelligence
[Describe here how the game elements should react under different circumstances in the game].
[Describe elements that are outside the core gameplay. Some examples of game world elements are: world map or transportation (horse, boat or car)].
[Describe elements that register the player progression. Some examples of game log elements can be: score, save or achievement].
[Describe any other element that can’t be classified on any other element classification in the mechanics].
[This section contains the list of every game asset that needs to be created to finish the game].
[This section describes the flow of the game. story, levels, chapters, puzzles, interfaces (hardware and software). This section is directly related with the mechanics section since the dynamics are constructed from the elements in the mechanics].
[This section describes the world where the game is played].
Game theme details [Describe the world environment, its ambientation. Put in details how the game world should look, sound and feel].
Missions/levels/chapters Flow [Describe how the player can navigate through the world in the game, if navigation is linear or he/she can choose where to go, if he/she can skip levels or if there are restrictions to enter in some areas].
Game detailed story [Detail the story and point out how is it related to the game progression. Describe if the story is linear or can change, if it can change, how it changes?].
[This section describes the elements that will form the core gameplay].
Objectives [Describe the objetives to achieve in the dynamics of the game].
[Describe the primary objectives, they are related to the game progress. They can be goals needed to advance in the game or any victory condition which is the final objective needed to beat the game].
[Describe the secondary goal, complementary goals, but not a requisite to progress in the game].
Rewards
[Rewards to the player for his actions in the game. Like achieving a goal or beating a challenge].
[Describe the implicit rewards. Implicit rewards don’t impact directly on the player capabilities, but instead they are related to the player experience. An example of implicit reward is to rescue a princess in a castle and see how she thanks the player for his effort].
[This section details what the player sees and hears. This section can be extended in case of augmented reality games like the inclusion of smells].
[Describe all the visual aspects of the core game elements].
[Describe all the visual aspects of the game world elements].
[Describe all the visual aspects of the game log elements].
[Describe all the visual aspects included in the elements section].
[Describe all the game world visual aspect].
[Describe all the visual aspects of the missions, levels and chapters].
[Describe all the visual aspects of the special areas].
[Describe all the visual aspects of the game interface].
[Describe all the sound aspects of the core game elements].
[Describe all the sounds aspects of the game world elements].
[Describe all the sound aspects included in the other elements section].
[Describe all the sound aspects of the game world].
[Describe all the sound aspects of the missions, levels and chapters].
[Describe all the sound aspects of the special areas].
[Describe all the sound aspects of the game interface].
[This section describes the restriction that the game will have and should be taken in consideration when making the game design decisions].
[Describe the technical constraints. These constraints are usually derived from the platform or the game engine choices. Describe what technical limitations the game has. Some examples of technical constraints can be: no permanent memory or platform only have multi-touch screen].
[Describe specific limitations derived from the technical constraints. Some examples of the detailed technical constraints are: the game can’t be saved or game can’t use colors only black and white].
[Describe the business constraints. These constraints are usually derived from business decisions like target kids’ audiences, or try to release before a holyday. Describe what business limitations the game has. Some examples of business constraints can be: Game classification should be for all the family or game should be published before December 20].
[Describe specific limitations derived from the business constraints. Some examples of the detailed business constraints are: the game can’t have blood or game can’t have more than seven missions].
[Describe any design decision based on an assumption. Specify how and when the assumption should be validated].
[This section describe the concepts needed to understand the document as the references to other document used or mentioned in this document].
[Define all the concepts, acronyms and abbreviations needed to the understanding of this document].
[List all the documents referenced by this GDD and specify where they can be found].