Far Frontier
Sihan Ma’s Game Design Document
Lecture Summary: Game Pitch
1. Pitch and GDD serve different purposes
A game pitch is aimed at publishers, investors or collaborators. It should briefly explain what the game is, why it is appealing and why it deserves support. A game design document (GDD) is aimed at the development team and explains the rules, systems and implementation requirements in detail.
2. Communicate the core experience through a short elevator pitch
Use one or two sentences to explain what the player does, what makes the game distinctive and what might spark curiosity. There is no need to explain every rule at the beginning.
3. Make the design clearer with a gameplay loop diagram
Connect player actions, obstacles, feedback, rewards and failure conditions, while showing how short-term actions support long-term goals. The pitch presents a clear overall loop, and the GDD breaks it down into specific details.
4. Demonstrate the game with an appropriate prototype
A simple prototype tests whether the core mechanic works. Greyboxing or whiteboxing helps test spaces and level experiences. A vertical slice uses a small, relatively complete and polished experience to demonstrate the direction of the finished game.
5. Make narrative, environment and gameplay support each other
Story, environmental clues and player goals should reinforce the core gameplay rather than conflict with what the player actually does. Flowcharts can also help design tutorials that teach players step by step. Presentation materials should be concise and readable, without relying on colour alone to communicate information.
6. Make an achievable plan and prepare to reduce scope
Break systems down into specific tasks, estimate the workload and plan milestones. Decide in advance which features can be removed if time runs short. Whatever changes are made to the scope, preserve the core experience that makes the game enjoyable.