After the GD-1 is completed, we go into GD phase 2. This would be the first half of pre-production in traditional game development. The GD-2 seeks to solidify the Clarity of Assumptions and establish a Clarity of Vision which everyone can agree on. Similar to the GD-1, the GD-2 is meant to be done relatively quickly so that we can define the direction of the game.

A document with a more in-detail description of the core; including a core game loop, secondary mechanics, and some hints at the game’s aesthetic.

Pitch presentation to the core team.

By this point, the core team of who will be working on the project should be established; This pitch should not be done just to the leads, but also to whoever will be implementing the main aspects of the game.

  1. Create a detailed one or two pager
  2. Diagram the core loop
  3. List out secondary mechanics
  4. Collect art references
  5. Present to the core team
Create a detailed one or two pager

Now that the broad level direction of the game has been established, it is important to go into more detail to make sure we are all on the same page. We need to create a simple one or two pager that expands on the bulletpoints presented in the GD-1. Critical features of the game, such as the 3 C’s (Character, Camera, Control), number of players and game structure should be presented here. You can find more infomation on One Pagers here.

Diagram the core loop

Together with the one pager, you should also create a diagram explaining the core loop. It should include the main actions the player takes in the game and how they feed into each other to keep the player engaged. It is often useful to have a small slide or page going into more detail on each element of the core loop and how players experience it.

List Secondary Mechanics

In DGD, every mechanic in the game is meant to either solve a problem or support the core. At this stage we want to take some time to think of what additional systems and mechanics are needed for the game. We just want to create a list and have a one-sentence description of what they are about or how they help the core experience.

Collect Art References

One of the main questions we need to start defining is what the game’s aesthetic will be. Although this is mainly the purview of Art, I’ve found it useful for design to have some stuff ready to serve as a conversation starter. Collecting art references, or making a mood board, will help Art understand how Design views the game experience and discussion can begin.

Art Reference Examples

More info in the Mood Board tool.

Present to the Core Team

At the GD-2, it is best if the documentation is presented to the core team that will be working on it. This way if there are any questions or concerns they can be addressed right there and you can get buy-in from everyone about the game’s vision.