Hello everyone, I would like to share some tips on writing a Game Design Document (GDD), especially for those who are new to the world of Game Designers. Based on my experience, not all team members of developers enjoy reading GDDs, resulting in outdated information. As a result, they frequently approach Game Designers with various questions, which slows down the work process. To address this, I have devised a new GDD format:
- 60% visuals (images)
- 40% text
With this new format, team members who were initially reluctant to read lengthy texts can quickly absorb information because all the information is presented visually, eliminating the need for imagination to understand it. An example can be seen through the image below:
This new format utilizes PowerPoint (pptx) or Google Slide, and I will also share its GDD anatomy, which can assist in development (pay attention to markers 1, 2, and 3):
- Document Tags: These tags serve to explain the status of the features to be used. Tags are represented by various code:
- WIP (Work in Progress): Indicates that the feature is still in the design phase
- Done: Indicates that the feature has received approval and is ready for development.
- Pending: Indicates that the feature is awaiting approval
- Scrap: Indicates that the feature will not be used
- Short Codes: These codes function as unique identifiers for each feature. During development, task allocation or discussions can simply refer to the code, and all team members will immediately understand the feature being discussed. This approach effectively reduces misinformation, especially in games with numerous similar features.
- Reference Links: These links serve to explain the features that will be developed. Including as many references as possible will facilitate the work of the development team.
You may view an example of a GDD that has already implemented the new format through the link below: