4. WOF Master GDD
2025-09-03 13:31
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4. WOF Master GDD
Comprehensive Game Design Document Template
Document Information
- Game Title: World of Feeñ
- Version: [Document Version]
- Last Updated: [Date]
- Document Owner: Janto Koite
- Team: Kwame Hammond (Developer), Oritseshemaye Onakpoya (Art Director)
Table of Contents
- Executive Summary
- Game Overview
- Core Gameplay
- Story & Narrative
- Characters
- World & Setting
- Art Direction
- Audio Design
- User Interface
- Technical Specifications
- Level Design
- Progression Systems
- Monetization
- Production Timeline
- Marketing & Launch
- Risk Assessment
- Post-Launch Support
Executive Summary
Core Vision Statement
Welcome to a dystopian world full of hope!
Wake up in a dystopian future where science has proven that magic exists.
Find, share, and use valuable knowledge about our world and imagine a better one.
A game about the city and the land.
science-fiction-fairytale
Key Questions This Answers:
- What is this game? [Genre, core concept, unique hook]
- Who is it for? [Target audience, demographics, player motivations]
- Why will players love it? [Core value proposition, emotional goals]
- How is it different? [Unique selling points, competitive advantages]
Elevator Pitch
[2-3 sentences that sell your game to anyone in 30 seconds]
Success Metrics
- Commercial Goals: [Revenue targets, unit sales, player counts]
- Creative Goals: [Awards, reviews, community reception]
- Technical Goals: [Performance benchmarks, platform requirements]
Game Overview
Fundamental Questions Answered:
What is the player experience?
- Core Fantasy: [What fantasy does the player live out?]
- Emotional Journey: [What emotions do players experience?]
- Player Agency: [How do players express themselves?]
How does the game work?
- Genre: [Primary and secondary genres]
- Platform(s): [Target platforms with justification]
- Target Rating: [ESRB/PEGI rating with content warnings]
- Session Length: [Typical play session duration]
- Game Length: [Total completion time]
What makes it special?
- Innovation Points: [3-5 unique features or mechanics]
- Competitive Analysis: [How you differentiate from similar games]
- Market Positioning: [Where you fit in the current market]
Target Audience
- Primary Audience: [Demographics, gaming habits, motivations]
- Secondary Audience: [Additional market segments]
- Accessibility Considerations: [How you accommodate different players]
Core Gameplay
Fundamental Questions Answered:
What does the player do moment-to-moment?
- Core Loop: [Primary gameplay cycle, typically 30 seconds to 5 minutes]
- Meta Loop: [Longer progression cycle, session to session]
- Macro Loop: [Overall game progression arc]
How does the player interact with the game?
- Control Scheme: [Input methods, control mappings]
- Camera System: [Perspective, movement, player control]
- User Skills Required: [Cognitive and physical skills needed]
What are the rules?
- Core Mechanics: [Fundamental systems that define gameplay]
- Systems Interactions: [How different mechanics work together]
- Player Goals: [Short-term and long-term objectives]
- Success/Failure States: [Win/lose conditions, scoring]
Gameplay Pillars
[3-5 core design principles that guide all decisions]
- [Pillar Name]: [Description and implementation]
- [Pillar Name]: [Description and implementation]
- [Pillar Name]: [Description and implementation]
Power-ups, Items & Equipment
- Item Categories: [Types of collectibles, tools, weapons]
- Acquisition Methods: [How players obtain items]
- Usage Rules: [How items function in gameplay]
Story & Narrative
Fundamental Questions Answered:
What story are we telling?
- Three-Act Structure: [Setup, confrontation, resolution]
- Core Theme: [Central message or meaning]
- Narrative Tone: [Serious, comedic, dramatic, etc.]
How is story integrated with gameplay?
- Narrative Delivery: [Cutscenes, environmental, dialogue, etc.]
- Player Choice Impact: [How decisions affect story]
- Pacing Strategy: [Story beats vs. gameplay segments]
Why should players care?
- Emotional Stakes: [What players are invested in]
- Character Motivations: [Why characters act as they do]
- World Consequences: [Impact of player actions]
Story Synopsis
[One paragraph summary of the complete narrative]
Key Story Beats
- Opening Hook: [How the story begins]
- Inciting Incident: [What sets the plot in motion]
- Rising Action: [Major plot developments]
- Climax: [Peak dramatic moment]
- Resolution: [How conflicts are resolved]
Dialogue Style Guide
- Voice and Tone: [How characters speak]
- Localization Notes: [Cultural considerations]
- Technical Requirements: [Text length limits, formatting]
Characters
Fundamental Questions Answered:
Who populates this world?
- Character Roster: [Main, supporting, and background characters]
- Relationship Web: [How characters connect to each other]
- Character Functions: [Gameplay and narrative roles]
What makes them compelling?
- Character Arcs: [How characters change over time]
- Motivations: [What drives each character]
- Conflicts: [Internal and external struggles]
Main Characters
[For each major character:]
- Name & Role: [Character name and function]
- Background: [History, personality, goals]
- Character Arc: [How they change throughout the game]
- Gameplay Function: [How they impact mechanics]
- Visual Description: [Appearance, style, key features]
- Voice/Personality: [Speech patterns, mannerisms]
Supporting Cast
[Brief descriptions of secondary characters and their roles]
World & Setting
Fundamental Questions Answered:
Where does this take place?
- Setting Description: [Time period, location, world type]
- World Rules: [Physics, magic, technology levels]
- Cultural Context: [Societies, customs, conflicts]
How does the world support gameplay?
- Environmental Storytelling: [How spaces tell stories]
- Gameplay Spaces: [How level design serves mechanics]
- World Consistency: [Rules that maintain believability]
What makes this world unique?
- Distinctive Elements: [Unique features that define your world]
- Visual Landmarks: [Memorable locations and structures]
- Cultural Details: [Customs, languages, traditions]
World Bible
- History & Timeline: [Key historical events]
- Geography: [Major locations and their characteristics]
- Factions & Organizations: [Groups, their goals and conflicts]
- Technology Level: [What exists, what doesn't, why]
- Rules & Physics: [How your world differs from reality]
Art Direction
Fundamental Questions Answered:
What does this game look like?
- Visual Style: [Realistic, stylized, pixel art, etc.]
- Art Pillars: [3-5 core visual principles]
- Color Philosophy: [Palette choices and their meaning]
How does art serve gameplay?
- Visual Hierarchy: [How art guides player attention]
- Readability: [Ensuring clear visual communication]
- Performance Considerations: [Art complexity vs. technical limits]
What mood does it create?
- Emotional Tone: [How art makes players feel]
- Cultural References: [Inspirations and influences]
- Aesthetic Consistency: [Rules for maintaining visual coherence]
Visual References
- Mood Boards: [Collections of reference images]
- Style Guides: [Specific examples of art direction]
- Technical Art Requirements: [Polygon counts, texture resolutions]
Character Art Direction
- Design Philosophy: [Approach to character design]
- Silhouette Language: [How shapes communicate character traits]
- Animation Requirements: [Movement and expression needs]
Environment Art Direction
- Architectural Style: [Building and structure design]
- Lighting Philosophy: [How light serves mood and gameplay]
- Prop and Asset Guidelines: [Consistency rules for world objects]
Audio Design
Fundamental Questions Answered:
How does this game sound?
- Audio Pillars: [Core principles for sound design]
- Musical Style: [Genre, instrumentation, mood]
- Sound Philosophy: [Realistic vs. stylized audio]
How does audio enhance gameplay?
- Audio Feedback: [How sounds confirm player actions]
- Spatial Audio: [How sound creates immersion]
- Audio Cues: [Sounds that provide gameplay information]
What emotions does audio create?
- Emotional Journey: [How music and sound support narrative]
- Dynamic Audio: [How audio responds to gameplay]
- Cultural Elements: [Audio that supports world-building]
Music Design
- Compositional Style: [Musical approach and influences]
- Adaptive System: [How music responds to gameplay]
- Key Themes: [Melodic motifs for characters/locations]
Sound Effects
- Categories: [UI, environment, character, etc.]
- Implementation: [Technical requirements for audio]
- Voice Acting: [Dialogue, performance direction]
User Interface
Fundamental Questions Answered:
How do players interact with the game?
- Interface Philosophy: [Approach to UI design]
- Information Hierarchy: [What players need to know when]
- Accessibility Features: [How UI accommodates all players]
What does the interface look like?
- Visual Style: [How UI fits with overall art direction]
- Layout Principles: [Grid systems, spacing, alignment]
- Platform Considerations: [Different UI needs per platform]
How does UI support gameplay?
- HUD Elements: [On-screen information during play]
- Menu Systems: [Navigation and organization]
- Feedback Systems: [How UI responds to player actions]
UI/UX Specifications
- Screen Flow: [Navigation between different interfaces]
- Control Mappings: [How inputs map to interface actions]
- Responsive Design: [How UI adapts to different screen sizes]
Technical Specifications
Fundamental Questions Answered:
What technology powers this game?
- Engine Choice: [Game engine with justification]
- Platform Requirements: [Minimum and recommended specs]
- Performance Targets: [Frame rate, resolution, loading times]
How is the game structured technically?
- Architecture Overview: [High-level technical design]
- Data Management: [Save systems, player progress]
- Multiplayer Requirements: [If applicable]
What are the technical constraints?
- Memory Budgets: [RAM, storage, streaming requirements]
- Processing Limits: [CPU/GPU performance considerations]
- Platform Limitations: [Console certification, mobile constraints]
Development Tools
- Asset Pipeline: [How art and audio get into the game]
- Build System: [Compilation and deployment process]
- Quality Assurance: [Testing and debugging tools]
Level Design
Fundamental Questions Answered:
How are levels structured?
- Level Philosophy: [Approach to level design]
- Pacing Strategy: [Challenge curve and rhythm]
- Learning Curve: [How players master mechanics]
What makes levels fun?
- Core Challenges: [Types of obstacles and puzzles]
- Player Choice: [Multiple paths and solutions]
- Reward Distribution: [Pacing of positive feedback]
How do levels serve the story?
- Environmental Narrative: [How spaces tell stories]
- Emotional Journey: [How levels create feelings]
- Mechanical Progression: [How complexity increases]
Level Structure
- World Map: [Overall progression through game]
- Individual Levels: [Specific area designs and goals]
- Difficulty Progression: [How challenge scales up]
Progression Systems
Fundamental Questions Answered:
How do players grow stronger?
- Progression Types: [Character, equipment, story, etc.]
- Unlock Criteria: [What players must do to progress]
- Power Scaling: [How strength increases over time]
What motivates continued play?
- Short-term Goals: [Immediate objectives]
- Medium-term Goals: [Session and daily objectives]
- Long-term Goals: [Major achievements and completion]
How is progression balanced?
- Difficulty Curve: [How challenge matches player growth]
- Progression Gates: [Required advancement points]
- Optional Content: [Side progression for engaged players]
Economy Systems
- Currency Types: [Different resources and their uses]
- Earning Methods: [How players acquire resources]
- Spending Opportunities: [What players can purchase]
Monetization
Fundamental Questions Answered:
How does this game make money?
- Business Model: [Premium, F2P, subscription, etc.]
- Revenue Streams: [Specific monetization methods]
- Pricing Strategy: [Cost considerations and market positioning]
What value do players receive?
- Core Value Proposition: [What players get for their money]
- Additional Content: [DLC, expansions, cosmetics]
- Player Investment: [Time and money commitment expected]
How is monetization balanced with fun?
- Ethical Guidelines: [Fair monetization practices]
- Player Experience: [Ensuring purchases enhance rather than gate gameplay]
- Long-term Sustainability: [Maintaining player trust and engagement]
Production Timeline
Fundamental Questions Answered:
When will this game be finished?
- Major Milestones: [Key development checkpoints]
- Critical Path: [Dependencies and bottlenecks]
- Risk Buffers: [Time allocated for problems]
What gets done when?
- Pre-production: [Concept, prototype, vertical slice]
- Production: [Full development, content creation]
- Polish: [Bug fixing, optimization, certification]
Who does what?
- Team Structure: [Roles and responsibilities]
- Resource Allocation: [Team assignments over time]
- External Dependencies: [Outsourcing, platform requirements]
Development Phases
- Concept (X weeks): [Vision, prototype, core mechanics]
- Pre-production (X weeks): [Vertical slice, technical proof]
- Production (X months): [Full content creation]
- Alpha (X weeks): [Feature complete, internal testing]
- Beta (X weeks): [Content complete, external testing]
- Gold Master (X weeks): [Final polish, certification]
Marketing & Launch
Fundamental Questions Answered:
Who is our audience?
- Market Research: [Target demographics and preferences]
- Competitive Analysis: [Market positioning against competitors]
- Platform Strategy: [Which platforms and why]
How do we reach players?
- Marketing Channels: [Social media, press, influencers, etc.]
- Content Strategy: [Trailers, demos, press materials]
- Community Building: [Engaging with potential players]
What's our launch strategy?
- Launch Timeline: [Marketing beats leading to release]
- Launch Platforms: [Simultaneous or staggered release]
- Post-Launch Support: [Updates, community management]
Risk Assessment
Fundamental Questions Answered:
What could go wrong?
- Technical Risks: [Engine limitations, platform issues]
- Creative Risks: [Design problems, market changes]
- Production Risks: [Schedule delays, team changes]
How do we mitigate risks?
- Risk Mitigation: [Specific plans for each identified risk]
- Contingency Plans: [Backup options if problems arise]
- Success Metrics: [How to measure if we're on track]
Risk Categories
- High Impact, High Probability: [Major threats requiring immediate attention]
- High Impact, Low Probability: [Serious but unlikely problems]
- Low Impact, High Probability: [Minor but likely issues]
- Low Impact, Low Probability: [Monitor but don't actively mitigate]
Post-Launch Support
Fundamental Questions Answered:
How do we maintain the game?
- Update Strategy: [Patches, content updates, expansions]
- Community Management: [Player feedback, social media, forums]
- Live Operations: [Events, seasonal content, ongoing engagement]
How do we grow the audience?
- Content Roadmap: [Future features and additions]
- Platform Expansion: [Additional platforms or regions]
- Franchise Planning: [Sequels, spin-offs, transmedia]
When do we move on?
- Success Metrics: [Criteria for continued support]
- End-of-Life Planning: [How to sunset the game gracefully]
- Knowledge Transfer: [Documenting lessons learned]
Appendices
Supporting Documentation
- Technical Design Documents: [Detailed technical specifications]
- Art Style Guides: [Comprehensive visual guidelines]
- Audio Implementation Guides: [Technical audio requirements]
- Localization Guidelines: [International release considerations]
- Quality Assurance Plans: [Testing strategies and procedures]
Reference Materials
- Market Research Data: [Industry analysis and player surveys]
- Competitive Analysis: [Detailed competitor breakdowns]
- User Research: [Playtesting results and player feedback]
- Legal Considerations: [IP, licensing, platform requirements]
Document Revision History
| Version | Date | Changes | Author |
|---|---|---|---|
| 1.0 | [Date] | Initial document creation | [Name] |
| 1.1 | [Date] | [Description of changes] | [Name] |
Note: This document is a living blueprint that should be updated regularly throughout development. Not every section will apply to every game - adapt this template to fit your specific project needs.
Genre
- Elements of Narrative-Driven Metroidvania / Adventure / Action-Platformer / RPG
Themes & Tone
There is beauty in decay, and there is decay in beauty.
- Nature & Technology
- Spirituality & Science
- Animism & Mechanism
- Diunital & Dualistic worldview
The story grapples with the fundamental contradictions between animist and mechanistic worldviews and reimagines the relationship between nature and technology, spirituality and science. Choices made in the game are morally ambiguous, being both positive and negative, depending on the perspective. The utopia of one is the dystopia of another.
The game creates an eerie Solarpunk or Cyberpunk vision with magic undertones depending on Feeñ's choices, that shape the world around him.
Combat
In World of Feeñ combat is about transforming opponents and obstacles from polluted/destroyed/negative to clean/restored/positive. Feeñ encounters other contaminated Mabous along the way which he “combats”. If he loses the struggle, he gets contaminated.
INITIAL LEVEL GDD’s
Spirit hat eine andere Form in der physischen Welt. Energy wird hin und her geschoben.
Feeñ wants knowledge
What about language: Can Feeñ speak already, are there inner monologues (that explain what's happening), does he understand the "language" of animals. They could talk on "energetic" level. Color changes depending on there feelings (skill points for better communication).
Humans
Level 1: Night - End: Feen must see his goal - up the big tree (because fire in front of him) and sees the city in the distance
Level 2: Story schreiben - Endangered seeds and species - Wo willst du hin/Ziel, was ist der danger - People in hazard suits, poisoned plain, flame throwers, good people, bad people - How does Feeñ develop
Übergang vom letzten Level
Ziel des Level
Was sind die Interaktionen
Was ist das Level im Kontext des ganzen Spiels (Was wiederholt sich, dinge die immer wieder auftauchen.