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Game Design Document Bundle

What the game is, how it plays, its systems, features, and design decisions. Concept clarity and communication with the team.

🎮 Game Design Document (GDD)

Projects: Version: 1.0 Author: Priyanshi Singh

a. Emergency Quest (VR) — Master Thesis prototype b. DeadZone — FPS 3D Shooter c. 3D Solar System — Interactive Simulation


Table of contents-

  1. Emergency Quest (VR) Game
  2. DeadZone — FPS
  3. 3D Solar System
  4. Common repo & workflow templates
  5. Playtesting, metrics & accessibility
  6. Export to GitHub quick-start checklist

Emergency Quest (VR) Game

Overview / Elevator Pitch:

Emergency Quest is an immersive VR training game for Meta Quest devices where players respond to road-accident scenarios to practice first-aid, triage, and decision-making under pressure. The game combines realistic environments, NPC animations, and guided feedback for learning outcomes.

Target audience & learning goals

  • Primary: learners and trainees (medical volunteers, high school/uni safety programs).
  • Secondary: general VR players interested in realistic simulations.
  • Learning goals: recognize accident types, triage priority, apply basic first-aid (CPR, bleeding control), and practice communication & empathy.

Core gameplay loop

  • Receive dispatch & move to accident scene.
  • Assess victims & environmental hazards.
  • Apply first-aid actions (bandaging, CPR, stop bleeding, repositioning).
  • Get scored on correctness, time, and safety.
  • Receive instructor feedback, repeat with adjusted difficulty.

Key features (MVP / v1 / stretch)

  • MVP: 3 accident scenarios (car crash, bike collision, pedestrian fall), interactive tools (bandage, tourniquet, CPR), scoring & instructor HUD.
  • v1: Branching scenarios, NPC dialogue trees, environmental hazards (fire, broken glass), replayable scenarios with analytics.
  • Stretch: Multiplayer instructor mode, learning management system (LMS) export, adaptive difficulty via analytics.

Controls & interaction

  • XR Interaction Toolkit interactable objects (grab, place, use).
  • Teleport + smooth locomotion toggle for comfort.
  • Contextual radial menu for tools and instructions.
  • Haptics for success/failure feedback.

Level design & flow

  • Intro tutorial (tool use, movement).
  • Scenario 1: simple single-victim — focus on assessment.
  • Scenario 2: multi-victim — prioritization & triage.
  • Scenario 3: environmental hazard — scene safety, extrication.

Story & Characters

  • Non-heavy story; scenario-based vignettes with short hero NPCs and a dispatcher voice guiding players.

Art & Audio

  • Semi-realistic low-poly assets mixed with high-fidelity audio cues (breathing, groans, ambient traffic).
  • UI: diegetic hints + non-diegetic HUD for scores and instructions.

Technical spec & Unity notes

  • Engine: Unity LTS (recommended 2022.3+ or latest LTS at start). Use URP for performance on Quest.
  • Target: Meta Quest 3 / Quest 2 (build configs included).
  • Packages: XR Interaction Toolkit, Oculus Integration / Meta XR SDK, Cinemachine, TextMeshPro, DOTS (optional), Unity Analytics or a lightweight custom telemetry.
  • Physics: Rigidbody-based interactions, kinematic ragdoll transitions for NPCs.

UX & Usability (important for training)

  • Comfort options: teleport/smooth locomotion, vignetting, adjustable height.
  • Tutorials with guided hands-on practice.
  • Clear feedback and post-scenario debrief screens.

Playtesting & evaluation plan

  • Iterative usability tests using task completion metrics and surveys.
  • Logging: time-to-first-action, errors, incorrect procedures, tool selection path.

Accessibility

Subtitles and large text options, color-blind-friendly palettes, options for left/right handedness.


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