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Level Up.pdf

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Writing the GDD, Step 2: The Ten-Pager<br />

examples of how you should skew the information in your ten - pager for<br />

each audience type:<br />

Production Team Marketing/Executives<br />

Provide clear diagrams of gameplay Show exciting conceptual images<br />

Use short, punchy sentences Text in bullet points form<br />

63<br />

Use specific terminology to get your<br />

intention clearly across<br />

Use vivid, descriptive examples<br />

Compare gameplay to appropriate Use successful, modern games as<br />

games, even vintage titles comparative titles<br />

While the above table shows two different audiences for a ten - pager, that<br />

doesn ’ t mean you have to write two different documents. Just remember<br />

that both audiences will be reading it 5 .<br />

Keep in mind that the 10 pages of a ten - pager are more what you ’ d<br />

call “ guidelines ” than actual rules. Feel free to go over or under 6 the 10 ­<br />

page count as long as you succinctly communicate the basics of your<br />

game design. By the way, you will find an example of a ten - pager in Bonus<br />

<strong>Level</strong> 3 .<br />

The Rule of Threes<br />

Before we start writing our ten - pager, here is a very important rule of<br />

thumb, that I use when creating a ten - pager:<br />

THREE IS A MAGIC NUMBER<br />

History has observed that all good things come in threes. Don ’ t believe me?<br />

Observe!<br />

• The Holy Trinity of Christianity<br />

• The Star Wars trilogy (the original good ones)<br />

• Goldilocks and the Three Bears<br />

• Three ’ s a crowd<br />

5<br />

Then again, sometimes you might want to make a version that caters to one audience over<br />

another … it never hurts to be prepared.<br />

6<br />

Preferably under.

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