# Game Design Document Template

Replace every line in brackets. Keep the overview to one page, and delete any section your game does not need, with one line saying why.

## 1. One-page overview

_Anyone who reads only this page should be able to picture the game._

- Working title: [name]
- Team and contact: [names, roles, email]
- Version and date: [v0.1, Month Day, Year]
- One-sentence pitch: [who the player is, what they do, and why it is fun]
- Genre and influences: [genre, plus two or three games it borrows from and what it borrows]
- Platform and controls: [PC, console, phone, browser] with [keyboard and mouse, controller, touch]
- Target player: [who this is for, and how long a session lasts]
- Core loop: [the actions the player repeats, in order, in one line]
- Goal and ending: [what the player is trying to do, how they win, how they lose]
- What makes it different: [one or two sentences]

## 2. Design pillars and non-goals

_The three ideas every decision is tested against, and what you will not build._

- Pillar 1: [short phrase] because [why it matters to the player]
- Pillar 2: [short phrase] because [why it matters to the player]
- Pillar 3: [short phrase] because [why it matters to the player]
- Non-goals: [features you have decided not to build, so nobody starts them]

## 3. Gameplay and mechanics

_The rule book. A programmer should be able to build from it without guessing._

- Core mechanic: [the actions, the interactions and the rules that together let the player beat a challenge]
- How the mechanic fails: [what happens when the player gets it wrong]
- Controls: [input] does [action], for each input
- Rules: [the full list, including how the game ends]
- Progression: [what changes as the player advances: new mechanics, harder challenges, unlocks]
- Economy and resources: [what the player collects or spends, and where it comes from]
- Tuning values: [name], starting value [number], why [reason], for each value you expect to change

## 4. World, story and characters

_Only as much as the game needs. A puzzle game may need a paragraph._

- Setting: [where and when, in two or three sentences]
- Story outline: [beginning, middle, end, in a few lines]
- Player character: [who they are and what they want]
- Other characters: [name, role in play, how they behave], for each
- Tone: [three words, and one sentence on what the game never does]

## 5. Levels and content

_The list of everything the player will see, and one level described in full._

- Level list: [name, what it teaches or tests, rough length], for each
- Featured level: [goal, layout sketch or map, what is new here, the hardest moment, how it ends]
- Content count: [levels, enemies, items, lines of dialogue], with a target for each

## 6. Art and audio direction

_The look and sound in words and references, before anyone makes an asset._

- Look and feel: [three or four adjectives, color palette, camera view]
- Visual references: [image or game], and what to take from it, for each
- Key sound effects: [event] makes [sound], for the sounds that carry information
- Music: [style, where it plays, how it changes with play]

## 7. Interface and player feedback

_How the player learns what is happening without reading a manual._

- Screens and menu flow: [title, settings, play, pause, results], with how each one is reached
- On-screen information: [what the player always sees, and what appears only when needed]
- Feedback: [how the game shows success, damage, progress and danger]
- Accessibility: [text size, remapping, color choices, subtitles]

## 8. Technical notes

_Enough for the programmers to start. The full plan belongs in a separate technical document._

- Engine and version: [engine], [version]
- Target hardware: [minimum device or specification]
- Saving: [what is saved, and when]
- Risks: [the parts nobody on the team has built before]
- Technical document: [link], owned by [name]

## 9. Scope, schedule and team

_Who does what, by when, and what gets cut first if time runs short._

- Milestones: [prototype, vertical slice, alpha, beta, release], with a date for each
- Owners: [name] is responsible for [area], for each person
- Asset list: [art, sound and code you must make or license]
- Cut list: [features in the order you would drop them]

## 10. Open questions and change log

_What is still undecided, and a record of what changed and why._

- Open question: [question], owner [name], decide by [date]
- Change: [date], [what changed], because [playtest result or reason], by [name]

---

## Example: one-page overview for Lamplight Ferry

- **Working title:** Lamplight Ferry
- **Version and date:** v0.3, a one-page overview for a class prototype
- **One-sentence pitch:** You pilot a small night ferry across a foggy river, choosing which riverside stops to light and visit before your lamp oil runs out, so every trip is a short route-planning puzzle.
- **Genre and influences:** A 2D top-down puzzle game. It borrows the route planning of delivery games and the resource timer of survival games.
- **Platform and controls:** PC and browser. Mouse only: click a dock to set the next stop, click the lamp to trim it.
- **Target player:** Puzzle players who like short sessions. One river takes five to eight minutes.
- **Core loop:** Read the waiting passengers, plan a route, spend oil to light a dock, carry passengers, earn oil back as fares, repeat until dawn.
- **Goal and ending:** Deliver as many passengers as possible before dawn. The night ends early if the lamp goes out, and the boat drifts back to the start.
- **Design pillars:** Every choice costs light. A trip is readable at a glance. Failure is quick and teaches something.
- **Non-goals:** No combat, no character upgrades, no story told in dialogue.
- **Core mechanic:** Lighting a dock costs one unit of oil and reveals the passengers waiting there. Carrying a passenger to the stop they want pays back two units. The challenge is the fog: unlit docks show only a silhouette, so the player must decide which stops are worth the oil.
- **Tuning values:** Starting oil 6, fare 2, dock cost 1, boat capacity 3. Capacity is the first value to test, because it decides how far ahead a player can plan.
- **Scope:** One river with 9 docks for the prototype. Milestone one is a paper version played with coins as oil, before any code.
- **Open question:** Should a passenger wait forever or leave after a few turns? Decide after the first playtest.

From Game Design Degrees, gamedesigndegrees.com/resources/game-design-document/. Free to copy, change and use.
