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Initial Design Document

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[ Project ] Initial Design Document

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Contents
REVISIONS........................................................................................................................I
CONTENTS.......................................................................................................................II
1 STORY...........................................................................................................................1
1.1 OVERVIEW..................................................................................................................1
1.2 OUTLINE.....................................................................................................................1
1.3 CHARACTERS...............................................................................................................1
1.3.1 Character One (name).............................................................................................1
1.3.1.1 Who.......................................................................................................................1
1.3.1.2 Appearance...........................................................................................................1
1.3.1.3 Specific Design Notes...........................................................................................1
1.3.1.4 Sound....................................................................................................................1
1.3.1.5 Duration of Role...................................................................................................1
1.3.1.6 Backstory..............................................................................................................2
1.3.1.7 Relationship..........................................................................................................2

1.4 LOCATION...................................................................................................................2
1.4.1 Overview...................................................................................................................2
1.4.2 Special Design notes.................................................................................................2
1.4.3 Set Specifications......................................................................................................2

1.5 ADDITIONAL NOTES......................................................................................................2


1.5.1 Tone/Mood................................................................................................................2
1.5.2 Backstory..................................................................................................................2

2 INTERACTIVITY..............................................................................................................3
2.1 PERSPECTIVE................................................................................................................3
2.2 INTERFACE...................................................................................................................3
2.2.1 Goals........................................................................................................................3
2.2.2 Character Control....................................................................................................3
2.2.3 Basic Movement........................................................................................................3
2.2.4 Set Specific Movement..............................................................................................3
2.2.5 Object Manipulation.................................................................................................3
2.2.6 Player Help...............................................................................................................3
2.2.7 Hidden/Visible Interface Elements............................................................................4
2.2.8 Inventory Management.............................................................................................4
2.2.9 Object Interactions...................................................................................................4
2.2.10 Dialog.....................................................................................................................4
2.2.11 Other Interfaces......................................................................................................4

2.3 STORY BEAT DIAGRAMS...............................................................................................4


2.4 PUZZLE/GAME DESCRIPTIONS.........................................................................................4

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2.4.1 Title...........................................................................................................................4
2.4.2 Goal..........................................................................................................................5
2.4.3 Difficulty Rating.......................................................................................................5
2.4.4 Details......................................................................................................................5

2.5 GAMEPLAY MATRIX.....................................................................................................5


3 APPENDICES...................................................................................................................6
3.1 EXAMPLES OF GAMEPLAY..............................................................................................6
3.2 WORLD MAPS.............................................................................................................6
3.3 INSPIRATIONAL WORKS..................................................................................................6

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1 Story
1.1 Overview
Short, compelling pitch describing what the rest of the IDD will explain in the most exciting
terms possible. Produce a single paragraph three to five sentences that describes your
project. Memorize this!

1.2 Outline
Tells story at level of beat/sequence. Not too deep, but enough to give an idea of how events
move along. You go to the store, you encounter a gang of thieves and must fight for your
milk money is an example of the depth that should be used here.

1.3 Characters
1.3.1 Character One (name)
1.3.1.1 Who
Who this character is

1.3.1.2 Appearance
What the character should look like. Will serve as a text description for the artists.

1.3.1.3 Specific Design Notes


Are there aspects of this character that are critical to gameplay design? If the
character uses a jetpack to fly during certain parts of gameplay, for example, this may
be listed here. This ensures these aspects are conveyed properly.

1.3.1.4 Sound
How the character speaks and what it sounds like.
specifications if applicable.

List any reasons for these

1.3.1.5 Duration of Role


About how much screen time will this character have? When will he, she, or it first
appear and for how long?

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1.3.1.6 Backstory
What are some elements that pertain to this character not included in the story which
lives in your game?

1.3.1.7 Relationship
Describe the relationship to other characters here. Very important.

1.4 Location
1.4.1 Overview
Where is the story taking place?

1.4.2 Special Design notes


Same as design notes for characters.
contribute to gameplay?

Does an area need something specific to

1.4.3 Set Specifications


List different areas that are found here. If they are changing over a period of time,
describe this also. An example of this would be a room that is presented to the player
at the beginning of the game, but that is locked until the end of the story.

1.5 Additional Notes


1.5.1 Tone/Mood
Is this a comedy or a horror-survival game? Describe your intentions here.

1.5.2 Backstory
What has occurred outside of your game to support your storyline?

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2 Interactivity
2.1 Perspective
How does the player view your world? Examples:
Audience viewpoint is flat scene in 2D. Game looks like a television show.
Isometric Looking down at an angle (Diablo style)
Birds Eye Looks straight down at the action
Over the Shoulder (OTS) Player is close to action without being the character
Trailing Camera Similar to OTS, but pulled back further. Tomb Raider, Max Payne, etc.
First Person Player is seeing from the eyes of the character. Think Doom.

2.2 Interface
2.2.1 Goals
What is the goals of your interface? To be simple? To be funny? Describe here.

2.2.2 Character Control


Who is your player controlling? How is action conveyed?

2.2.3 Basic Movement


How is the movement occurring? Mouse, Joystick? List the controls here, and the
interface that corresponds to them.

2.2.4 Set Specific Movement


Are there special situations in your game where the movement changes? An example
would be swimming or God of Wars balancing acts.

2.2.5 Object Manipulation


How does the player interact with objects in the game? What does a click do? What
does a click/drag do?

2.2.6 Player Help


How does the player get help if stuck? Holding the control button to see the
interactive spots in the game would be an example of this.

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2.2.7 Hidden/Visible Interface Elements


Which elements are hidden until requested? Which are available at all times?

2.2.8 Inventory Management


What type of inventory exists? This will encompass anything that belongs to your
player. This may include amount of health and items that are being carried as
applicable to your project. How are these things managed by your player? How are
they added? How are they removed?

2.2.9 Object Interactions


How are object interactions represented? If a nail and a hammer are used to hang a
photo, how are all of these objects shown to be related prior to the player performing
the action? How are these objects actually used during gameplay?

2.2.10 Dialog
How does the player interact and speak with other characters in the game? Are
dialog trees implemented? How is inventory related to the various conversations that
occur if applicable?

2.2.11 Other Interfaces


What other interfaces will the player use during gameplay that have not already been
described? These interfaces will probably be unique to your game, such as managing
characters in your party or saving/loading of games.

2.3 Story Beat Diagrams


<< Insert Diagrams here >>
A story beat diagram is a collection of ovals and arrows that help show the flow (or alternate
flow) of the story at a high level. You can start generic, and then list more specific diagrams
that detail the major events in your story if you wish. Include subsections as applicable.
Each diagram will need a text description below.

2.4 Puzzle/Game Descriptions


List out the various puzzles or mini-games that occur here. Include any gameplay that was
referenced in section 1.2.

2.4.1 Title
Give a title for the element

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2.4.2 Goal
Provide a brief description of the objective the player is trying to reach.

2.4.3 Difficulty Rating


Use Low, Moderate, or High. Base this on your average audience member.

2.4.4 Details
Detailed description of the tasks and events that need to be completed in order to
finish the puzzle or complete the game.

2.5 Gameplay Matrix


This section will show game element distribution within your story. Use it to balance
gameplay within your story and to get a sense for the difficulty levels of different parts of
your game. This should ensure diversity in backdrops/locations, balanced gameplay, and
effective use of difficulty throughout multiple puzzles and mini-games.
Chapter

Title

Difficulty

Location(s)

Chapter number

Title of game/puzzle

Difficulty level

Location used as
backdrop

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3 Appendices
3.1 Examples of Gameplay
Walk through a few of the most exciting sequences of your game, step by step. Especially
good for pitching your idea.

3.2 World Maps


Can either be detailed geographical representations or oval/arrow combinations.

3.3 Inspirational works


Any of the following:
Music
Paintings
Novels
Movies
Television
Board games/P&P RPGS
Other games

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