UNREAL DEVELOPMENT KIT
23a - Game Design Document
There’s no one set format for game design documents. A “concept” might be one or two pages describing the basic idea. A “treatment” might be three to fifteen pages to give a broader picture of the idea for a game. A “game design” can be a full document (fifty to two or three hundred pages) describing a game in every detail. The following is a basic outline (well, maybe more of a “checklist”) for a game design. The primary goals of a game design are to (1) excite and (2) inform the reader. First paragraph must excite the reader and make the reader want to read more of the first page. The first page must be interesting, concise, and informative, and must make the reader want to read the remaining pages. When the reader has finished reading the entire design, if the reader does not have a clear understanding of what you want the game to be, you have failed to communicate your vision of the game. I. BACKGROUND STORY
If applicable, tell the story of the game that leads into the beginning of the game, and tell the story that unfolds during gameplay, if any. What is the tone? What is the basic narrative? What is the “heart” of the story? Is it a linear story?
Example 1 - It is the year zero and a mysterious alien race is jumping from human colony to colony looking for slaves and resources. You are Thane Ryan, one of the alien’s best human pawns. Controlled by nanotechnology you do their dirty work. But you are not alone, your prior love interest, scientist Sara Josza is working on a serum that will stop your addiction to the alien nano-technology. With this serum you can finally free yourself from alien control and lead the rebellion that will save the human race.
Example 2 - Somewhere in the Wild Jungles of the Midwestern United States…The year is 1989, and in this day and age in the Midwestern United States trouble comes in many forms. Faced with...
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