(Chris Taylor Design Document Template)
I forgot to paste it..but here it is. I also found the original
location for this here:
Design Document for:
Name of Game
One Liner, i.e. The Ultimate Racing Game
“Something funny here!”T
All work Copyright C1999 by Your Company Name
Written by Chris Taylor
Version # 1.00
Friday, February 27, 2004
Table of Contents
NAME OF GAME 1
DESIGN HISTORY 5
VERSION 1.10 5
VERSION 2.00 5
VERSION 2.10 5
GAME OVERVIEW 6
Philosophical point #1 6
Philosophical point #2 6
Philosophical point #3 6
COMMON QUESTIONS 6
What is the game? 6
Why create this game? 6
Where does the game take place? 6
What do I control? 6
How many characters do I control? 6
What is the main focus? 6
What’s different? 7
FEATURE SET 8
GENERAL FEATURES 8
MULTI-PLAYER FEATURES 8
GAME PLAY 8
THE GAME WORLD 9
WORLD FEATURE #1 9
WORLD FEATURE #2 9
THE PHYSICAL WORLD 9
Key Locations 9
Day and Night 9
RENDERING SYSTEM 10
2D/3D Rendering 10
Camera Detail #1 10
Camera Detail #2 10
GAME ENGINE 10
Game Engine Detail #1 10
Collision Detection 10
LIGHTING MODELS 11
Lighting Model Detail #1 11
Lighting Model Detail #2 11
THE WORLD LAYOUT 12
WORLD LAYOUT DETAIL #1 12
WORLD LAYOUT DETAIL #2 12
GAME CHARACTERS 13
CREATING A CHARACTER 13
ENEMIES AND MONSTERS 13
USER INTERFACE 14
USER INTERFACE DETAIL #1 14
USER INTERFACE DETAIL #2 14
WEAPONS DETAILS #1 15
WEAPONS DETAILS #2 15
MUSICAL SCORES AND SOUND EFFECTS 16
RED BOOK AUDIO 16
3D SOUND 16
SOUND DESIGN 16
SINGLE PLAYER GAME 17
SINGLE PLAYER GAME DETAIL #1 17
SINGLE PLAYER GAME DETAIL #2 17
HOURS OF GAME-PLAY 17
VICTORY CONDITIONS 17
MULTI-PLAYER GAME 18
MAX PLAYERS 18
GAMING SITES 18
SAVING AND LOADING 18
CHARACTER RENDERING 19
CHARACTER RENDERING DETAIL #1 19
CHARACTER RENDERING DETAIL #2 19
WORLD EDITING 20
WORLD EDITING DETAIL #1 20
WORLD EDITING DETAIL #2 20
EXTRA MISCELLANEOUS STUFF 21
JUNK I AM WORKING ON. 21
“XYZ APPENDIX” 22
“OBJECTS APPENDIX” 22
“USER INTERFACE APPENDIX” 22
“NETWORKING APPENDIX” 22
“CHARACTER RENDERING AND ANIMATION APPENDIX” 22
“STORY APPENDIX” 22
This is a brief explanation of the history of this document.
In this paragraph describe to the reader what you are trying to
achieve with the design history. It is possible that they don’t know
what this is for and you need to explain it to them.
Version 1.10 includes some tuning and tweaking that I did after
making my initial pass at the design. Here is what I changed.
1. I rewrote the section about what systems the game runs on.
2. I incorporated feedback from the team into all parts of the
design however no major changes were made.
3. Just keep listing your changes like this.
Version 2.00 is the first version of the design where a major
revision has been made now that much more is known about the game.
After many hours of design, many decisions have been made. Most of
these large design decisions are now reflected in this document.
Included in the changes are:
1. Pairing down of the design scope. (Scope, not design)
2. More detailed descriptions in many areas, specifically A, B and
3. Story details.
4. World layout and design.
Version 2.10 has several small changes over that of version
2.00. The key areas are in many of the appendixes.
Included in the changes are:
1. Minor revisions throughout entire document.
2. Added “User Interface Appendix”.
3. Added “Game Object Properties Appendix”.
4. Added concept sketch for world.
Philosophical point #1
This game is trying to do this and that. Fundamentally I am
trying to achieve something that has never been achieved before. Or.
This game will not try and change the world. We are ripping off the
competition so exactly that I can’t believe it. The world will be
shocked at how we are using an existing engine with new art.
Philosophical point #2
Our game only runs on Compaq computers. The reason for this is
such and such. We believe the world is coming to and end anyhow so what
difference does it make?
Philosophical point #3
When you create some of these overarching philosophical points
about your design, say whatever you want. Also, feel free to change it
to “My game design goals” or whatever you like to call it.
What is the game?
Describe the game is a paragraph. This is the answer to the most common
question that you will be asked. What are you working on?
Why create this game?
Why are you creating this game? Do you love 3D shooters? Do
you think there is a hole in the market for Jell-O tossing midgets?
Where does the game take place?
Describe the world that your game takes place in. Simple as
that. Help frame it in the reader’s mind by spending a few sentences on
it here. You can go into lengthy detail later in a section solely
dedicated to describing the world. Remember that we want to keep this
part of the design light and readable.
What do I control?
Describe what the player will control. You will be in charge of
a band of rabid mutant fiddle players. If you want you can switch on
the AI and turn it into a fish bowl simulation.
How many characters do I control?
If this applies talk a little more about the control choices.
Remember to add answers to questions that you think the reader will ask.
This is totally dependent on your design.
What is the main focus?
Now that we know where the game takes place and what the player
controls. What are they supposed to achieve in this world? Angry
fiddle players take over the U.N. building. Be careful not to add a
bunch of salesmanship here. Your design wants to stay light and
Tell them what is different from the games that are attempting this in
the market right now. This question comes up a lot.
Mutant fiddle players
Up to 10 million players
Easy to find a game
Easy to find your pal in huge world
Can chat over voice link
Comes with world editor
Get levels from internet
Editor is super easy to use