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Game Design Document Template Version 1.

Note: There is a no industry standard Game Design Document (GDD). This document is being provided as a template by the Chicago Experimental Game Development Group as a starting point for your game designs. It has been assembled from the input and sample internal documents of our anchor developers. Feel free to customize it as you or your team sees fit.

If this template has been useful to you we only ask that you credit the CEGD (the Chicago Experimental Game Development Group).

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1.0 Sell Sheet (1-Page) Note: Before you invest the time and effort of constructing a full design document, the CEGD recommends putting together a Sell Sheet. This document is designed to give any company, perspective team member or potential investor a brief overview of the game. Until the Game Design Document is finished consider it a working document. 1.1 Game Name 1.2 Game Developer 1.3 Game Genre 1.4 Game Detail Block (Platform(s), Player(s), Target Gamer) 1.5 High Concept Line 1.6 Special Features (Tip: No more than three) 1.7 Overview of the Game (Tip: 400 words or less)

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2. Background Note: If your game is a sequel or part of a series, this area allows brings the reader up to speed on the game. 3. Key Features Note: Expand your Sell Sheet to explain all of the key features of the game. Are there any difficulty settings? Can players save or load past games? Is there network or multiplayer capability? 4. Game World Note: In this section, the reader is finally introduced to the game world. Use 200 words or less to give an overview of the game world. Concept art and concept music/sound is particularly useful at this stage. 4.1 Backstory Note: In this section, the reader learns the backstory of the game or what has come before the start of the game. This section might flesh-out the introductory paragraph or it may set up the game's world, laws and characters. 4.2 Story Note: In this section, the reader learns the story of the game or what is happening in the game. 4.3 Main Character/Playable Character Note: In this section, the reader learns who or what will be controlled. 4.4 Vital NPCs Note: In this section, the reader learns about the Non Player Characters that directly affect play.

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4.5 Enemy Characters and Obstacles Note: In this section, the reader learns about game's adversaries. 4.6 Game World Locations Note: In this section, the reader learns about game's world's important locations. This section gives an overview of the major places the player will visit. In Section 8 these locations will be broken down further. 4.7 Game Running Time Line Note: In this section, the reader is told of all the events that will occur and the order of game levels. 4.7 Endings and Cut Scenes Note: In this section, the reader is told of all the endings and cut scenes in the game.

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5. Game Play Note: In this section, the reader is told how to generically play the game. This section does not necessarily list all of the various control methods. This will be done in section 6. 5.1 How the Player Starts Note: In this section, the reader is told how what equipment they will begin the game with. 5.2 How to Win Note: In this section, the reader is told how to win the game. 5.3 How to Lose Note: In this section, the reader is told the many ways that the game can be lost. 5.4 Play Phases Note: In this section, the reader is told how play progresses if play is in stages.

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6. Game Flow Note: In this section the reader is told each of the modes of the game and how to control their character or access menu option in each mode. It is very helpful to describe or show the arts style and look and feel. 7. Mechanics Note: In this section the reader is told about the mechanics of how the world may work in quantitatively. Each of the units of measure in the game world is explained. 7.1 Units of Measure (Skills, Force, Weight, Scale, etc.) 7.2 Universal Object Classes 7.3 Universal Physics 7.4 Universal Economy

8. Game Play Note: In this section the game is broken down into levels. Each level of the game is explained, the objectives are explained, which enemy characters are introduced. How each item is broken down depends on the game but each entry should have a level name or world location, a map, tutorial text (or prompts) and any events or special objectives. 9. AI Note: In this section the game's Artificial Intelligence is described. The search patterns for creatures may be described. Eco-systems may be described. 10. Rendering and Art Design Note: In this section the game's camera views, animation and art asset requirements are exposed.

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11. Music and Sound Design Note: In this section the game's sound requirements are exposed. 12. Cheats and Easter Eggs Note: In this section all of the game's secrets are exposed. Any secret codes or hidden features that will require coding a listed here.

Appendix A: Basic Object Types Note: Each Appendix is optional. Appendix A has been included to list all of the game world objects. It is often useful to have this information as a table or spreadsheet with the object's name, art work and description. The information here may help establish properties and methods in coding. Appendix B: Basic Object Stats Note: Each Appendix is optional. Appendix B has been included to list all of the statistics for game world objects. It is often useful to have this information as a table or spreadsheet with the object's name and the basic stats an object. Appendix C: Objects and Object Stats for Levels Note: Each Appendix is optional. Appendix C has been included to list all of the game world objects. It is often useful to have this information as a table or spreadsheet with the object's name, the level that the object is used on and the stat level for the object.

7 | Chicago Experimental Game Development (CEGD) Group

About the Chicago Experimental Game Development (CEGD) The mission The mission of the CEGD is to foster the gaming community in the Chicagoland area by working with professional and aspiring game developers that are actively engaged in furthering the boundaries of play. Please Visit the Chicago at www.thecegd.org Or follow us @chiexpgamedev on Twitter

This document was made possible by the efforts of PETAL et al., QuakeStudios and Egsa SoftWorks

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