Full width home advertisement

Welcome Home

Post Page Advertisement [Top]

How To Plan Your First Game -  A Practical Guide

Image Via Medium

Every game project, regardless of scale, requires careful planning. One of the primary reasons for this is that ideas change with time.

Jumping straight into a game without having a plan often deviates from its original concept. Having a plan helps you avoid deviation; simultaneously, it helps you better convey your ideas to the team.

Almost every aspiring artist and game enthusiast at some point wants to turn their ideas into a game. Making games is not necessarily difficult. Instead, it is a tedious process.

Create a game design document

The best way to start is to get all this out of your head. Regardless of the game engine or 3D creative applications you might use, it's always advisable to plan things before starting the project or asking for online help or even hiring developers.

If those you ask for assistance can't see your vision right at the beginning, they will lose interest quickly. Even when you intend to build a game on your own, things can get out of hand if you don't have a solid plan.

Your plans will serve as the basis for your idea, as well as a guide to follow throughout the process. In the gaming industry, It is called the game design document (GDD).

In a typical GDD, you will work out anything related to the game in question. Everything from the mechanics of your game, specify what type of game it will be, the game's story (if any), the original artwork, a summary, etc.

Tips to get you started with the game design document

Sometimes getting started can be the most challenging part, so here are some starting questions to help you build your own GDD. 


You always have room in a GDD for brainstorming. Nothing is a bad idea during brainstorming, so get everything out of your head and throw it in the GDD!


  • What is the basic interactive design?
  • What is the proposed interface (UI and controls)?
  • What is the proposed perspective (first person vs. third person)?
  • What kind of interactive structure are you looking at (chapters, significant middle sections, stages)?
  • What is the genre of the game (adventure, FPS, RPG, etc...)?
  • Is it single or multiplayer?
  • How difficult is the game?
  • What duration will it take for the average player to complete?

Story and script (if any)

  • What is the synopsis of the whole story?
  • What is the complete (in-depth) story?
  • What kind of scenarios are in play? Are there movie images and movie scenes? Where in the story do they fit?


  • Narrate the gameplay
  • Explain what a player would experience in a typical game session (to give a kinetic atmosphere of the gameplay):
  • Explain each mission or level of the game (as appropriate):
  • Describe the preparatory maps of each level or mission of the game (as appropriate):
  • Describe all the game characters, secondary characters, and monsters or bosses:
  • Explain the sound design in as much detail as possible (voices, music, and sound effects):


  • Does the game target the primary audience or multiple audiences?
  • Who is the target audience, and what are their expectations for a game like this?
  • Is this a game for hardcore players or more "general market"?
  • What is the primary competition for this game?
  • How does this game measure up to its competition?
  • What does this game offer that the competition does not offer?
  • What does the competition offer that this game does not offer?

Start simple

When you are just starting in game design or want to embark on a project on your own, it is good to start with something simpler and small. The most straightforward game can be a success if it is fun to play.

For instance, it will often be seen that something like an MMORPG is initiated by gaming enthusiasts who start making games. These games are typically immense. Also, the title, MMORPG (massively-multiplayer online role-playing game), is tearing apart. It's not something a person or even a small team would want to address.

Key Takeaway

A great concept can't become a successful game if you or your team don't have a substantial idea about the work involved. It can also be overwhelming for your team, draining their passion for building the game. By drafting a GDD initially, you will start the game on the right track by giving everyone a better idea of how much the real game idea can work.

No comments:

Post a Comment

Bottom Ad [Post Page]