GDD Creation
GDD Document Structure
Modular GDD: docs/design/gdd/
Modern GDD structure uses modular organization:
| File | Purpose |
|---|---|
index.md | GDD overview and navigation |
1_overview.md | High concept, elevator pitch, target audience |
2_paint_friction_system.md | Core gameplay mechanics |
3_movement_system.md | Player controls and locomotion |
4_territory_control.md | Win conditions and territory gameplay |
5_weapon_system.md | Combat and weapons |
8_ui_hud_system.md | Interface and feedback |
13_multiplayer.md | Network architecture and sync |
Main Document Template: docs/design/gdd.md (Optional)
markdown
# Game Design Document - [Project Name] ## Document Info - **Version:** X.X.X - **Last Updated:** YYYY-MM-DD - **Author:** Game Designer Agent - **Status:** Draft | Review | Approved --- ## 1. Overview ### 1.1 High Concept One to two sentence summary of the game. ### 1.2 Elevator Pitch A 30-second pitch that hooks the listener. ### 1.3 Target Audience - Primary audience: [description] - Secondary audience: [description] - Age rating: [ESRB/PEGI rating] ### 1.4 Platforms - Target platforms: [list] - Technical constraints: [list] ### 1.5 Unique Selling Points - USP 1: [description] - USP 2: [description] - USP 3: [description] --- ## 2. Core Gameplay ### 2.1 Game Loop [Minute-by-minute breakdown of player experience] ### 2.2 Core Mechanics [Primary game systems and rules] ### 2.3 Win/Lose Conditions - Victory conditions: [list] - Defeat conditions: [list] - Draw conditions: [if applicable] ### 2.4 Session Length - Target session duration: [X minutes] - Match duration: [Y minutes] - Expected engagement: [Z hours/week] --- ## 3. Mechanics ### 3.1 Movement [How players move through the world] ### 3.2 Combat/Interaction [How players interact with the game world] ### 3.3 Progression [How players advance/grow] ### 3.4 Special Systems [Unique mechanics that don't fit elsewhere] --- ## 4. Characters & Classes ### 4.1 Character Archetypes [List of character types] ### 4.2 Abilities & Skills [What characters can do] ### 4.3 Stats & Attributes [Character properties] ### 4.4 Customization [How players personalize characters] --- ## 5. Weapons & Items ### 5.1 Weapon Categories [Types of weapons] ### 5.2 Item System [How items work] ### 5.3 Balance Considerations [Rock-paper-scissors relationships] --- ## 6. Level Design ### 6.1 Map Layout Principles [Design philosophy for levels] ### 6.2 Flow Analysis [How players move through spaces] ### 6.3 Spawn Points [Where players enter/exit] ### 6.4 Key Locations [Important places in levels] --- ## 7. UI/UX ### 7.1 HUD Elements [What's shown on screen] ### 7.2 Menu Flow [Navigation structure] ### 7.3 Controls [Input schemes per platform] ### 7.4 Accessibility [Inclusive design features] --- ## 8. Progression ### 8.1 Leveling System [How players advance] ### 8.2 Rewards [What players earn] ### 8.3 Economy [Currency systems, sinks/faucets] --- ## 9. Multiplayer (if applicable) ### 9.1 Match Structure [How matches are formed] ### 9.2 Team Balancing [How teams are composed] ### 9.3 Network Considerations [Latency handling, sync strategy] --- ## 10. Audio/Visual ### 10.1 Art Style [Visual direction] ### 10.2 Sound Design [Audio philosophy] ### 10.3 Music [Music approach] --- ## 11. Technical Considerations ### 11.1 Platform Constraints [Technical limitations] ### 11.2 Performance Targets [FPS, load times, etc.] ### 11.3 Localization [Language support] --- ## Appendix ### Glossary [Game-specific terminology] ### References [Inspiration games, documents] ### Version History | Version | Date | Changes | |---------|------|---------|
Supporting Artifacts
The GDD is supported by separate documents:
| Artifact | Purpose | Location |
|---|---|---|
| Core Loop Spec | Minute-by-minute gameplay | docs/design/core_loop.md |
| Decision Log | Design decisions with rationale | docs/design/decision_log.md |
| Open Questions | Unresolved design questions | docs/design/open_questions.md |
| Gear Registry | Items, weapons, equipment | docs/design/gear_registry.md |
| Map Templates | Level designs | docs/design/map_templates.md |
| Economy Model | Currency systems | docs/design/economy_model.md |
| Visual Language | Art/UX direction | docs/design/visual_language.md |
| Tech Spec | Technical requirements | docs/design/tech_spec.md |
| MVD Checklist | Prototype readiness | docs/design/mvd_checklist.md |
GDD Creation Workflow
Step 1: Repository Analysis
Gather context about the project:
bash
# Read project files for context
Read("README.md")
Read("package.json")
Read("prd.json")
Glob("src/**/*") # List source files
Document:
- •Project type and genre
- •Current implementation status
- •Technology stack
- •Team size and structure
Step 2: Research Phase
Use web-search and GitHub MCP:
- •Research similar games
- •Find reference implementations
- •Document inspirations
- •Identify best practices
Step 3: Design Sessions
Use thermite-design skill for structured sessions:
- •Boardroom Retreat for core concepts
- •Deep Dive for specific domains
- •Decision Review for validation
Step 4: Draft GDD
Create the main GDD document with all sections.
Step 5: Iterate
Refine through self-iteration and team feedback.
GDD Review Checklist
Before marking GDD as ready:
Completeness
- • All 11 main sections complete
- • Supporting artifacts created
- • Decision log has initial entries
- • Open questions tracked
Quality
- • Clear, unambiguous language
- • No contradictions within document
- • All mechanics described in detail
- • Art style is specific
Usability
- • Table of contents for navigation
- • Cross-references between sections
- • Version history maintained
- • Glossary for game-specific terms
GDD Maintenance
When to Update
Update GDD when:
- •New mechanics are added
- •Existing mechanics change significantly
- •Balance changes are implemented
- •New features are planned
- •Team requests clarification
Version Control
- •Use semantic versioning (X.Y.Z)
- •Major version: Complete overhauls
- •Minor version: Feature additions
- •Patch version: Clarifications, small fixes
Change Log
Maintain a change log in the GDD:
markdown
## Version History | Version | Date | Author | Changes | |---------|------|--------|---------| | 0.1.0 | 2025-01-21 | Game Designer | Initial draft | | 0.2.0 | 2025-01-22 | Game Designer | Added combat section |
Common Mistakes to Avoid
| Mistake | Why It's Bad | Fix |
|---|---|---|
| Too vague | Developers won't know what to build | Be specific with numbers and examples |
| Over-specifying | Stifles creativity, hard to maintain | Focus on what, not how |
| No versioning | Can't track changes | Always version your GDD |
| Ignoring technical constraints | Unrealistic designs | Consult technical team early |
| Writing for AAA scope on indie budget | Unrealistic expectations | Scope appropriately |
| Not updating | Document becomes obsolete | Maintain regularly |