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It emphasizes that every required detail must be captured in the document and organized to avoid information overload, while allowing some content to live in supporting materials such as an Art Bible or Test Plan. The template covers title and versioning, design history, and structured sections for overview, gameplay mechanics, story and characters, levels, interface, AI, technical needs, art, secondary software, management planning, and appendices.","Game Design Document Outline\nVersion 0.1(draft)  October 10, 2005\nBy Mark Baldwin\nBaldwin Consulting\nhttp://baldwinconsulting.org\nThe Game Design Document (GDD) it the blueprint from which a computer or video game is to be built.  As such, every single detail necessary to build the game must be addressed in the document (or support documents).   If it’s not in the document, then it probably won’t be in the game.\nBelow you will find an outline for a generic Game Design Document.  The problem is that no generic GDD will be able to address all the various genres for which a game may be created.   For example, consider the games PacMan, SimCity and Doom.  All three games required detailed design documents, but if you think about it, those documents would be entirely different!  As such, when using the outline below you will find sections that will be totally meaningless to your game.  But also, there will be sections that your GDD requires to describe the game.  Just because it’s not in my outline, it doesn’t mean that it doesn’t belong.\nThe GDD is a reference document.   Members of the development team will constantly be using the document to find specific information for their specific needs.   Consider the size such a document may grow to in order to document every piece of the game.  We don’t want the GDD to cause information overload and then become a prop under somebody’s wobbly desk.  As such it is important that you organize and format the document to make it easy to use. Also note that some of these sections might not appear in the GDD itself but instead would appear in supplemental documents such as an Art Bible or Test Plan.  This helps make the overall document more manageable and readable.\nOne last comment, a game design document is meant to be a living document.   Just as when the artist changes the design of his painting every time he takes his brush to the canvas, a computer or video game evolves as code and art are created.   The GDD then is the communication tool from which all the members of the team can follow that evolution.\n\u000f\nTitle Page\nGame Name – Perhaps also add a subtitle or high concept sentence.\nCopyright Information\nVersion Number, author, date\nTable of Contents – Make sure this includes all the subsections to make finding material.  If practical, hyper linking the document will help here.\nDesign History – This is a change listing quickly describing each major version and changes.\nSection I - Game Overview\nGame Concept\nFeature Set\nGenre\nTarget Audience\nGame Flow Summary – How does the player move through the game.   Both through framing interface and the game itself.\nLook and Feel – What is the basic look and feel of the game?  What is the visual style?\nProject Scope – A summary of the scope of the game.\nNumber of locations\nNumber of levels\nNumber of NPC’s\nNumber of weapons\nEtc.\nSection II - Gameplay and  Mechanics\nGameplay\nGame Progression\nMission/challenge Structure\nPuzzle Structure\nObjectives – What are the objectives of the game?\nPlay Flow – How does the game flow for the game player\nMechanics – What are the rules to the game, both implicit and explicit.  This is the model of the universe that the game works under.  Think of it as a simulation of a world, how do all the pieces interact?  This actually can be a very large section.\nPhysics – How does the physical universe work?\nMovement\nGeneral Movement\nOther Movement\nObjects\nPicking Up Objects\nMoving Objects\nActions\nSwitches and Buttons\nPicking Up, Carrying and Dropping\nTalking\nReading\nCombat – If there is combat or even conflict, how is this specifically modeled?\nEconomy – What is the economy of the game? How does it work?\nScreen Flow\nScreen Flow Chart – A graphical description of how each screen is related to every other\nScreen Descriptions – What is the purpose of each screen?\nMain Menu Screen\nOptions Screen\nEtc.\nGame Options – What are the options and how do they affect game play and mechanics?\nReplaying and Saving\nCheats and Easter Eggs\nSection","cbCaib0s3m2Vtz0t","https://ap.wps.com/l/cbCaib0s3m2Vtz0t","doc",42496,5,"English","en",105,"# Title Page\n# Design History\n# Section I - Game Overview\n## Game Concept\n## Feature Set\n## Genre\n## Target Audience\n## Game Flow Summary\n## Look and Feel\n## Project Scope\n# Section II - Gameplay and Mechanics\n## Gameplay\n## Game Progression\n## Mission/challenge Structure\n## Puzzle Structure\n## Objectives\n## Play Flow\n## Mechanics\n## Physics\n## Movement\n## Objects\n## Actions\n## Combat\n## Economy\n## Screen Flow\n## Game Options\n## Replaying and Saving\n## Cheats and Easter Eggs\n# Section III - Story, Setting and Character\n## Story and Narrative\n## Back story\n## Plot Elements\n## Cut Scenes\n## Game World\n## Characters\n# Section IV - Levels\n## Level #1\n## Level #2\n## Training Level\n# Section V - Interface\n## Visual System\n## HUD\n## Menus\n## Rendering System\n## Camera\n## Lighting Models\n## Control System\n## Audio\n## Help System\n# Section VI - Artificial Intelligence\n## Opponent AI\n## Enemy AI\n## Non-combat Characters\n## Friendly Characters\n## Support AI\n## Player and Collision Detection\n## Pathfinding\n# Section VII - Technical\n## Target Hardware\n## Development hardware and software\n## Development procedures and standards\n## Game Engine\n## Network\n## Scripting Language\n# Section VIII - Game Art\n## Concept Art\n## Style Guides\n## Characters\n## Environments\n## Equipment\n## Cut scenes\n# Section IX - Secondary Software\n## Editor\n## Installer\n## Update software\n# Section X - Management\n## Detailed Schedule\n## Budget\n## Risk Analysis\n## Localization Plan\n## Test Plan\n# Appendices","[{\"question\":\"Is the GDD expected to be static or updated over time?\",\"answer\":\"It is a living document. 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