gdd template

🕹️ game-design

Game Design Document (GDD) Template #

Game Title: [Insert Title]
Target Genre: [e.g., Arcade, Puzzle, Platformer, Shmup, Strategy, Rhythm, Action]
Target Platform: Desktop (Windows/macOS/Linux) & WebAssembly (Google Cloud Run)
Target Aspect Ratio & Resolution: 16:9 Widescreen (320x180 or 640x360 Virtual Pixel Canvas)
Author / Lead Designer: [User Name / Agent]

1. Executive Summary & Elevator Pitch #

  • Elevator Pitch: [1–2 sentence hook describing the core player fantasy and main gameplay twist]
  • Core Inspiration: [e.g. Space Invaders meets Match-3, Flappy Bird with gravity reversal]
  • Target Audience / Mood: [e.g. Fast-paced arcade action, relaxing ambient puzzle, tense survival]

2. Core Gameplay Loop & Mechanics #

  • Primary Gameplay Loop: [Step-by-step description of player action \rightarrow challenge \rightarrow reward/feedback cycle]
  • Core Mechanics:
    • Player Abilities / Actions: [e.g., Move, Jump, Shoot, Dash, Rotate Tile, Swap Gem]
    • Interactions / Hazards: [e.g., Enemy AI, Falling Obstacles, Timer Pressure, Spikes]
  • Win & Loss Conditions:
    • Win Condition: [e.g., Reaching target score, clearing level 10, defeating boss]
    • Loss Condition: [e.g., Health reaches 0, timer expires, grid fills up]

3. Controls & Input Mapping Scheme #

  • Primary Input Devices: Keyboard / Mouse / Gamepad / Mobile Touch
  • Default Control Scheme:
Logical Action Keyboard / Mouse Gamepad Button Touch Gesture
ActionMove A / D or Left / Right D-Pad / Left Stick On-screen Virtual D-Pad
ActionPrimary Space / J / Left Click Button South (A / X) Tap Screen Region
ActionPause Escape / P Start Button Pause Icon Button

4. Visual Style & Asset Strategy #

  • Aesthetic Direction: [e.g. 16-bit Retro-HD, Cyberpunk Neon, Chibi Pixel Art, Minimalist Vector]
  • Asset Creation Approach:
    • Procedural Pure-Code (procedural-art): [e.g., UI panels, particle systems, Kage shaders, vector shapes]
    • Generative AI Assets (nano-banana): [e.g., Character sprite sheets, background concept art, item icons]
  • Animation Sequence Needs:
    • Character States: idle (6\text{f}), run (8\text{f}), attack (8\text{f}), death (6\text{f})

5. Audio & Soundscape Strategy #

  • Background Music (BGM):
    • Style & Mood: [e.g. High-energy synthwave, ambient lo-fi, 8-bit FM chiptune]
    • Creation Engine: lyria (CD-quality 44.1 kHz stereo) OR procedural-composer (pure-code DSP chiptune)
  • Sound Effects (SFX):
    • Required SFX: Button clicks, action discharge, collision/impact, coin pick-up, game over fanfare
    • Creation Engine: procedural-composer (code-synthesized waveforms and noise bursts)

6. Game State Sequence & HUD Layout #

  • Scene Flow: Boot (Logo) \rightarrow Intro \rightarrow Title Screen (w/ Attract Demo Mode) \rightarrow Gameplay \rightarrow Game Over / Victory
  • HUD & UI Overlay:
    • Displayed Metrics: [e.g. Score counter, timer, health bar, level indicator]
    • Layout Anchoring: Top-Left (Score/Lives), Top-Right (Timer), Center (Game Over Modal)

7. Technical Scope & Architecture Notes #

  • Ebitengine Subsystem Plan:
    • Physics/Collision: [AABB / Spatial Hash / Tile Raycast]
    • Level Layout: [Tilemap autotiling / Procedural grid / Fixed arena]
    • Server Backend: High score submission to Cloud Run REST API (/api/v1/scores)