Tag: GDD

Game Design Document, um exemplo por Audrysaskianisa

Um texto intitulado “First Attempt in Making Game Design Document for Endless Runner Game” por Audrysaskianisa

“Hi everyone, I’m Saski, and this is my very first post on Medium. It feels a bit funny because I almost never publish my writing, but the first piece I’m putting out happens to be about my thoughts on designing a super simple game. It’s my way of challenging myself.

What’s interesting (and kind of amusing) is that lately I’ve grown curious about exploring the side of me that loves playing games, wondering what it would actually be like to design one or how do I even create a gaming experience that feels genuinely fun to play? So here I am, sharing my very first concept!

Game Title: Relief of Spirits
The idea came from something simple: I just wanted to create a fun endless runner game, but with a local Indonesian twist. Eventually, I thought why not bring in our local ghost or spirit stories? In Indonesia, these tales often carry a layer of sadness behind the horror. Many spirits are believed to be victims of trauma or violence, and because their burdens were never lifted, they linger, angry, emotional, and restless, haunting the living.

My goal is to use that narrative as a way to build empathy. Through a simple and engaging game, I want players to experience these stories not just as “scary folklore,” but as reflections of human trauma, delivered in a way that feels approachable, meaningful, and not boring.

Core fantasy
Goes upward thru haunted indonesian landscapes while being pursued by restless spirits (kuntilanak, pocong, …). Survive their attacks and uncover their backstories, helping them find peace.

Narrative design
A young shaman tasked with guiding wandering spirits to peace. But before they can move on, their anger & sorrow manifest as attacks

Loop →
Encounter a ghost
Survice waves of attacks
Attack back the ghost
If the player last long enough, they can pull cards/tarots and get a reward
If the ghost defeated, it will be cleansed and the story of the ghost reveals
Ghost transition from vengeful to peaceful → ascending

Tone → Not just horror, but also focus on empathy

Gameplay design
Core Loop →
Run upward endlessly through haunted environments
Automatically dodge attacks
Survive bullet hell
Collect spiritual energy while dodging or attacking
Use the energy to perform rituals that weaken the spirits fury

Progression →
After completing enough phases, the ghost/spirit’s story is revealed in a cutscene
Clearing a ghost adds them to player’s Spirit Codex where the player learns about indonesian folklore
Level design

Endless levels themed by folklore →
Haunted rice fields at night for mrs. kunti
Dense jungle with glowing eyes for mr. gandaruwo
Graveyard with hanging clothes for mr. pocong mr. p

Dynamic difficulty →
Early stage: Simple bullet waves by easier ghost attacks
Later stages: Overlapping bullet hell patterns by the bosses

System design:
Player progression →
Collect spirit shards/pieces/cards to unlock new talisman/stones for abilities or cosmetic outfits
Each ghost defeated unlocks lore or spiritual blessings and provides small passive upgrades like slower bullets, etc

Goals →
Unlock all spirit (just make them 3) and help them ascend
Collect folklore entries in codex (mini-wiki indo ghosts, written in a fun storytelling style)

Control design:
Drag to move →
Touch and drag finger to avoid attacks: player follows that position

Actions →
Tap: use talisman/ability
Double tap: quick dash

Metrics design:
Average run times 3–6 minutes
Unlocking all ghosts + learning folklore stories
Replayability: endless difficulty ramp

Unique twist:
Helping restless spirits move on. Each boss (super ghost) has an emotional arc, so the game balance tension with empathetic storytelling

So, my reflection so far on designing a game is this: to design a game, you really need to understand a little bit of everything. My background is in product design, so thankfully I’m used to wearing many hats, product design itself isn’t just about the “look” of a product, but also about math, physics, anthropology, ethnography, psychology, and even engineering.

The big takeaway for me is that whether you’re a product designer, a UI/UX designer, or a game designer, you need to pay close attention to details, at least to some degree in every aspect.

This game design project is, of course, still a work in progress since I haven’t yet touched the environment design or weapon assets. But I’m genuinely enjoying the process of concept designing so far. I’ll catch up again later with more progress!”

+infos(fonte): LINK

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5 Tips for awesome Game Design Docs

Da índia surge um developer que dá algumas dicas acerca dos Game Design Docs:
#1 always make a revision history and table of contents
#2 use mockups sketches references
#3 create asset lists
#4 customize your GDD
#5 update your GDD

+infos(o video): https://youtu.be/dgaUiGF9mkI

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Game Documentation (mais um video)

Mais um video encontrado para relembrar alguns dos aspectos acerca do desenvolvimento de um videojogos, que é o de manter um histórico acerca do que se vai fazendo.

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O game design document (GDD)

Ficam aqui algumas referências para a construção de um game design document:

A GDD Template for the Indie Developer por Jason Bakker – LINK

Game Design Document Sample por Chris Taylor – LINK

Game Design Document Examples por António Andrade – LINK

Sample outline for a Game Design Document, autor desconhecido – LINK

Creating A Great Design Document por Tzvi Freeman – LINK

The Anatomy of a Design Document, Part 1: Documentation Guidelines for the Game Concept and Proposal por Tim Ryan – LINK

The Anatomy of a Design Document, Part 2: Documentation Guidelines for the Functional and Technical Specifications por Tim Ryan – LINK

Elite Mercenary – Mobile single player fps por autor desconhecido – LINK

Your Game Name Here por autor desconhecido – LINK

Ferramenta online para ajudar no processo – http://www.dundoc.com/

 

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Lisbon Game Conference 2016 (concurso)

A Lisbon Game Conference e a Ludoteca apresentam a GDD Jam 2016.
Envia-nos a tua ideia para um jogo, cria um documento detalhado, submete-o a concurso – os melhores habilitam-se a ser apresentados na Lisbon Games Week.
Tema: Fernando Pessoa. Data limite: 30 de Setembro.
Prémios: 1° lugar – 300€ | 2° lugar – 150€ | 3° lugar – 50€

+infos(oficial): http://lisbongameconf.iscte-iul.pt/concurso-gdd

+infos(regulamento): http://lisbongameconf.iscte-iul.pt/docs/regulamento_gdd.pdf

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