设计与多媒体

Game Dev GDD

试用

Guided Game Design Document writing using structured templates. Walks through each section of a GDD with system decomposition, mechanics breakdown, and narra...

它能做什么

Guided Game Design Document writing using structured templates. Walks through each section of a GDD with system decomposition, mechanics breakdown, and narrative design. Produces a complete, navigable design document.

技能文档

Game Design Doc — GDD Writing Workflow

🎯 Purpose

Create a comprehensive Game Design Document that covers all major systems, mechanics, narrative, and content, organized for a development team to build from. Section-by-section guided writing with templates.

🤖 Multi-Platform Notes

PlatformNotes
OpenClawBest for multi-section document writing. Creates gdd/ folder with separate section files or one master doc.
Claude CodeCan write markdown files. Generate one master GDD file or split per-section.
Cursor/WindsurfGood for live editing. Use sections as separate files for navigation.
GitHub CopilotCan fill in sections if you provide the template. Best for expanding existing content.
Generic LLM ChatOutput each section as a code block or generate progressively. Warn user about length.
Any AIAll can guide section-by-section. For chat-only, produce section-by-section and ask to paste.

📂 Document Structure

Create in game-dev-studio/gdd/:

gdd/
├── index.md              ← Master document with TOC + executive summary
├── 01-overview.md         ← Game overview, elevator pitch, genre
├── 02-mechanics.md        ← Core and secondary mechanics
├── 03-systems.md          ← System decomposition (economy, progression, etc.)
├── 04-levels.md           ← Level/world design
├── 05-narrative.md        ← Story, characters, lore, dialogue
├── 06-ui-ux.md            ← UI layout, HUD, menus, controls
├── 07-audio.md            ← Music, SFX, voice requirements
├── 08-content.md          ← Asset list, content pipeline
├── 09-monetization.md     ← (If applicable) monetization model
└── 10-tech-spec.md        ← Technical requirements, target specs

🧭 Section-by-Section Guide

Section 1: Overview (01-overview.md)

Ask these questions one at a time:

"What's the game called?" (working title is fine)

"Write a one-paragraph elevator pitch."

"What genre(s)?" (platformer, RPG, puzzle, etc.)

"What's the target audience and ESRB/PEGI rating?"

"What platforms and what's the target release window?"

Template:

# Game Overview

## Title
[working title]

## Elevator Pitch
[2-3 sentences that describe the game's core]

## Genre
[primary genre], [secondary genre]

## Target Audience
[age range, player profile]

## Rating
[ESRB / PEGI / none]

## Platforms
[list]

## Target Release
[date or TBD]

## Inspirations
- [Game A] — [what we're taking from it]
- [Game B] — [what we're taking from it]

Section 2: Mechanics (02-mechanics.md)

For each mechanic, document:

## [Mechanic Name]

**Verb:** [what the player does]
**Input:** [keyboard/mouse/controller/touch]
**Feedback:** [visual, audio, haptic]
**States:** [active, cooldown, disabled, upgradeable]

### Description
[How it works in plain language.]

### Rules
- [Constraint 1]
- [Constraint 2]

### Edge Cases
- [What happens when...]
- [How does it interact with...]

### Math / Balance
- [Formula or tuning notes]

Ask:

"Let's list every verb the player has. Starting with the most frequent action..."

For each verb, expand into a full mechanic doc section.


Section 3: Systems (03-systems.md)

System decomposition uses input → rule → output:

## [System Name]

**Purpose:** [why this system exists]
**Owner:** [designer/engineer responsible]

### Inputs
- [data/events this system receives]

### Rules
- [core logic]

### Outputs
- [what this system produces]

### Dependencies
- Depends on: [other systems]
- Depended on by: [other systems]

### Data / State
- [persistent data, save data]

Common systems to document:

  • Player progression — XP, levels, skill trees
  • Economy — currency, vendors, pricing
  • Inventory — items, stacking, categories
  • Combat — damage, health, status effects
  • Save/Load — save slots, auto-save, checkpoint
  • Achievements — triggers, conditions
  • Settings — volume, graphics, controls

Section 4: Levels / World (04-levels.md)

Ask:

"What's the structure?"

1) Linear — sequential levels
2) Hub-based — central hub branches to levels
3) Open world — seamless exploration
4) Procedural — generated content

For each level/world area:

## [Area/Level Name]

**Type:** [tutorial / combat / puzzle / boss / hub / exploration]

### Goals
- [Objective 1 for this level]
- [Objective 2]

### Enemies / Challenges
- [Type A] — [count] — [behavior summary]
- [Type B] — [count] — [behavior summary]

### Collectibles
- [Item A] at [location]
- [Item B] hidden in [condition]

### Atmosphere
- [color palette, lighting, mood]
- [music / soundscape]

Section 5: Narrative (05-narrative.md)

Ask:

"What's the story structure?"

1) Silent protagonist — no dialogue, story from environment
2) Minimal narrative — intro + ending only
3) Story-driven — cutscenes, dialogue, characters
4) Branching narrative — player choices affect story
# Narrative Design

## Premise
[What happened before the game starts]

## Plot Synopsis
[Act structure, major story beats]

## Characters
### [Character Name]
- **Role:** [protagonist / antagonist / NPC]
- **Archetype:** [hero, mentor, trickster, etc.]
- **Arc:** [how they change]
- **Voice:** [personality, speech patterns]

## World Lore
- [Backstory element 1]
- [Backstory element 2]

## Tone
[Serious / comedic / dark / whimsical / etc.]

Section 6: UI/UX (06-ui-ux.md)

# UI/UX Design

## Control Scheme
- **Keyboard/Mouse:** [layout]
- **Controller:** [layout]
- **Touch:** [layout] (if mobile)

## HUD Elements
- [ ] Health bar / indicator
- [ ] Ammo / mana / resource
- [ ] Mini-map / compass
- [ ] Quest / objective tracker
- [ ] Inventory / quick access

## Menu Structure
- **Main Menu:** [Play, Settings, Quit, etc.]
- **Pause Menu:** [Resume, Save, Settings, Quit]
- **Settings:** [Audio, Video, Controls, Accessibility]

## UI Philosophy
[Minimalist / diegetic / contextual / MMO-style]

## Accessibility
- [ ] Colorblind modes
- [ ] Rebindable controls
- [ ] Subtitle options
- [ ] Difficulty options
- [ ] Screen shake toggle

Sections 7-10: Audio, Content, Monetization, Tech Spec

Ask if each section is needed. Not every game needs monetization.

# Audio Requirements

## Music
- **Style:** [genre, mood]
- **Dynamic:** [adaptive / linear / silent]
- **Tracks needed:** [menu, combat, exploration, boss, credits]

## SFX
- **UI clicks** — all buttons
- **Player actions** — jump, attack, damage, death, interact
- **Environmental** — ambience, footsteps, weather
- **Weapons** — fire, reload, impact

## Voice
- [ ] Full voice acting
- [ ] Partial (select lines)
- [ ] Text-only

---

# Content Pipeline

## Asset Types Needed
| Asset | Count | Format | Resolution |
|-------|-------|--------|------------|
| Characters | X | FBX/glTF | LOD0 only? |
| Environments | X | FBX/glTF | — |
| Animations | X | — | — |
| SFX | X | .wav/.ogg | 44.1kHz 16-bit |
| Music | X | .ogg/.mp3 | — |
| UI Elements | X | .png | — |

## Tools
- **Modeling:** Blender / Maya / Max
- **Texturing:** Substance Painter / Photoshop / Aseprite
- **Audio:** Audacity / FL Studio / Wwise
- **VFX:** Shader Graph / VFX Graph / Niagara

---

# Monetization Model (if applicable)

**Model:** [Premium / F2P / Subscription / DLC / Ads / None]

- [ ] Base game price: [amount]
- [ ] DLC / expansions planned
- [ ] Microtransactions (cosmetic / gameplay)
- [ ] Battle pass
- [ ] No monetization (free / open source)

---

# Technical Specifications

## Minimum Specs (PC)
| Component | Specification |
|-----------|---------------|
| OS | [e.g. Windows 10 64-bit] |
| CPU | [e.g. Intel i5-8400 / Ryzen 3 3300X] |
| GPU | [e.g. GTX 1060 / RX 580] |
| RAM | [e.g. 8 GB] |
| Storage | [e.g. 5 GB] |

## Target Platforms
- [ ] Steam (PC/Mac/Linux)
- [ ] itch.io
- [ ] Epic Games Store
- [ ] Game Pass
- [ ] Nintendo Switch
- [ ] PlayStation 5
- [ ] Xbox Series X|S
- [ ] Mobile (iOS/Android)
- [ ] Web (HTML5)

📄 Final Output

After completing all sections, create gdd/index.md with:

# [Game Title] — Game Design Document

**Version:** 1.0
**Date:** [YYYY-MM-DD]
**Author:** [Name]

## Table of Contents
1. [Overview](01-overview.md)
2. [Mechanics](02-mechanics.md)
3. [Systems](03-systems.md)
4. [Levels](04-levels.md)
5. [Narrative](05-narrative.md)
6. [UI/UX](06-ui-ux.md)
7. [Audio](07-audio.md)
8. [Content](08-content.md)
9. [Monetization](09-monetization.md) *(if applicable)*
10. [Tech Spec](10-tech-spec.md)

## Executive Summary
[2-3 paragraphs summarizing the game]

## Current Status
- **Design locked:** [percentage]
- **Open questions:** [list]

## Next Steps
- [ ] Finalize remaining sections
- [ ] Run `architecture` for technical design
- [ ] Run `prototype` for risky mechanics
- [ ] Start `sprint-dev` for implementation

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