# writing a game design document

may 27, 2021
#gamedesign #gdd #worldbuilding
A game design document (GDD) is a detailed document used to communicate the vision for a videogame. They are used internally by AAA game developers to keep hundreds of people on the same page, but it's worth considering keeping one as a small team or individual. I'll share how I organize mine.

## why keep a GDD if everyone's already on the same page?

Even small games are complex pieces of software requiring a broad skillset spanning computer science, design, art, music, creative writing, and marketing. The development process can take years, too. A GDD can serve as a single place to collect your thoughts and document the evolution of your design over time. Even as a single person, it's been helpful to give every aspect a little thought as I fill it out. Also, whenever I need to refer back to something, it's a boon to have an organized GDD instead of random notebooks and files.
Of course, writing a GDD isn't developing a game. Barely anyone shares their GDD outside of their team, so unless your team or publisher has extra requirements, they only exist to facilitate game development. If you can't keep the document up-to-date with development or it would never be referenced by anyone, consider alternative forms of documentation. Sometimes a GDD is more effective as a game prototype, a mood board, or merely a thought in your head. If you're keeping scattered notes like I did, though, consider compiling them into a single word document or keeping them all in a binder.

## download the GDD template

Download my GDD template and make a copy every time you have a new game idea so you never forget any! Obviously, it's just a template. If some parts aren't suitable for your genre or development process, swap them out for something better.

## worldbuilding bible

I feel it's easier to keep some parts in a different format from my GDD. For worldbuilding, I use a modified version of Ellen Brock's worldbuilding questionnaire. I keep her headings and delete the detailed bullet prompts for less clutter. In general, I try to write my own prompts so they are closely tailored to my fantasy world. If I don't even know where to begin, though, her prompts are a great starting point.
Every nation in my game gets their own copy that's written from their perspective, since different people groups can have different experiences or explanations regarding the same world.

## story + dialog

The pacing and direction of game narratives are dependent on the player's actions, so the stories are less like monolithic pages of text and more like a series of events strung together. For that reason, I don't keep the story or major events in my GDD. I keep an outline of the story and each scene in individual flowchart documents instead, so I can move the pieces around and connect them freely.
To make my flowcharts, I open diagramming software like Dia and make a box for the title and one for the goals of the scene. Then, using color coding to separate character dialog, conditional statements, stage directions, and emotes, I write the event box-by-arrow-by-box.
Every time I have an idea for a scene, I scribble it in a flowchart to keep with my GDD. Some of them are dumb, but it's never bad to have a giant pile of potential game events.

## backing up your GDD

Finally, there's no point to keeping everything together in one place if the hard drive loses them. Try to keep a current copy in about 3 places. I have a GDD folder that contains an individual folder for each game. That way, it's easy to push all my GDDs to git at once. Better safe than sorry!
Last updated May 26, 2021