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PROJECT GAME DESIGN DOCUMENT

Below is the outline of a typical GDD. You should write at least a paragraph (three sentences minimum) for each section.

Goal and progression model: How the player progresses through the game, how progress is saved, and what the goals and reward structure are for the game

Camera: Describes how the camera functions.

Interface: Describes the various interface elements from the on-screen display during gameplay to the menus and other graphic interface options. Explain how these types of input controls and display types impact game play.

Characters: Describes the player character, enemies, and non-player characters. For a character-based game such as Tomb Raider or Mario this section can be quite substantial as it will detail player actions including descriptions of animations, controls and more. Depending on the type of game, characters may be other playable or non-playable game elements such as the cars in a racing game.

You must create at least one character for your game: Either a player avatar for a platformer/shooter/RPG game, an enemy/boss for a first-person game with an undefined player avatar, or a “narrator”/guide/etc. for a puzzle game or game where there is no distinct player avatar.

Describe the looks, motivation, background, and actions the character engages in. You may describe multiple characters in this document of your overall concept, but remember that you will realistically be limited in the number of characters you will have time to implement in the prototype for this course.

Story: Summarizes the game’s narrative and key story points. There is generally a separate document for the game’s script, which is often written by a professional screenwriter.

Include here a description of the game flow as it relates to story and plot (e. g., here the player gets key item X which is meaningful because of Y in the plot). If your game has no major narrative, summarize the player’s main goal.

World/Environments: This section covers the game’s levels, including descriptions of any puzzles or other challenges in a level. It includes a general visual theme of the levels, but the artistic details are captured in the art document commonly referred to as the Art Bible.

You must create at least one “scene” or level for the game but can propose up to three levels for this unit. More than three levels are not feasible in this course, but you can build off your ideas here in the future!

Describe the theme, actions available, interesting choices, challenges, plot, etc. for the level(s) you will prototype.

Production Plan: Based on all the other parts of the GDD, list the tasks that are necessary to get to a full prototype of the game and approximate time it will take to complete each task. These tasks will be checked off as you complete them during this course. Consider using the overall course flow as the structure for this section (e. g., if you spend a week per Unit, then come up with a plan that has all content related to those units that can be finished in a week). This doesn’t need to be “three paragraphs,” it can be a table/spreadsheet or even a bulleted list.

Tools and Resources: For your own reference, you should also include any tools you will use as part of production and marketing here—social networking sites, blogs, etc. related to marketing, and web applications/cloud resources/collaborative tools used for working with others. Also, list any software (including Unity itself, but also word processing, spreadsheet, email, presentation, software). Explain why the various software choices are the most appropriate ones for your project.


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