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13. Appendices

Serves as an index and central repository for asset lists, glossaries, and KPI definitions.

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13. Appendices

Serves as an index and central repository for asset lists, glossaries, and KPI definitions.

13.1 Asset List

  • Maintenance: Format (Spreadsheet / External Link / Asset Management System).
  • Fields: ID, Name, Type, System, Path, Owner, Status.

13.1.1 Art

  • Model and Texture List: Character meshes, environment props, and material maps.
  • Animation List: Cycles for characters, objects, and UI.
  • Effects List: VFX particles, shaders, and post-processing.
  • Interface Art List: Icons, frames, buttons, and backgrounds.
  • Cutscene List: Storyboards and assets for cinematic sequences.

13.1.2 Sound

  • Environmental Sounds: Ambience, weather, and looping background tracks.
  • Weapon Sounds: Fire, reload, impact, and handling foley.
  • Interface Sounds: Clicks, hovers, confirms, and errors.

13.1.3 Music

  • Ambient: Background tracks for exploration and safe zones.
  • Action: High-intensity tracks for combat and chases.
  • Victory / Defeat: Short stingers for round results.

13.1.4 Voice

  • Actor Lines: Script breakdown by character.
  • Asset Table: Organized by Character / Chapter / Language.

13.2 Glossary

  • Definitions: Unified terminology for key game concepts.
  • Acronyms: Standard abbreviations (e.g., FTUE, ARPDAU, DAU).
  • Goal: Preventing misinterpretation across teams and regions.

13.3 KPI Definitions

Precise definitions for metrics mentioned in Sections 3.9, 9.9, and 12.8.

  • Retention: D1 / D7 / D30 calculation methods.
  • Monetization: ARPU, ARPPU, ARPDAU, Conversion Rate formulas.
  • Engagement: Participation rates, completion rates, and lift analysis.

13.4 External References

  • Competitor Analysis: Links to market research and teardowns.
  • Internal Docs: Post-mortems, sharing sessions, and technical wikis.
  • Platform Specs: Documentation for Identity, Payment, Data, and Anti-cheat SDKs.

13.5 Asset Roadmap

  • Definition: Converting asset lists into an actionable production schedule (Phases, Timeline, Dependencies, Milestones).
  • Core Steps:
    • Input: Asset lists (Characters, Backgrounds, Props, VFX, Audio, UI).
    • Phasing: Concept → Modeling → Texturing → Animation → Testing → Release.
    • Scheduling: Gantt chart or Kanban, including 10–20% buffer and cross-team dependencies.
    • Tools: Excel/Google Sheets, GanttPRO, Miro.
  • Header Suggestions:
    • ID, Category, Description, Quantity, Variant, Specs (Res/Poly), Priority, Dependency, Owner, Start/End Date, Status, Source (GDD Page/Storyboard).
  • Benefits: Reduces delays and costs, improves collaboration efficiency.

13.5.1 Templates

13.5.2 Specific Asset Templates

13.5.3 Video Asset Templates

13.5.4 Image Sequence Guide

13.5.5 Asset Extraction Guide

13.5.6 Universal Storyboard Method

13.5.7 Format Production Guides

13.5.8 VFX Discussion

13.5.9 Playable Ad Guide

13.6 Common-language Mapping

  • Character (Actor): Protagonist, Enemy, NPC; capable of movement and interaction.
  • Background (Set): Forests, cities, rooms.
  • Prop (Object): Weapons, furniture, interactive items.
  • Light (Source): Torches, sunlight, shadow casters.
  • VFX (Visual Effects): Explosions, fire, smoke.
  • Sound (Score/SFX): BGM, footsteps, vocal cues.
  • Screen (Subtitle/HUD): Health bars, menus, notifications.
  • Usage: Facilitates communication between technical teams and non-specialists.

13.7 Advanced Templates & Checklists

Detailed configuration tables and checklists for complex systems.

13.7.1 Economy & Monetization

  • Economy CSV Configs:
    • Structure for items, pricing, sources, and sinks.
  • Monetization Checklist:
    • Pre-launch verification (Price anchors, Confirmation flows, Sale tags).
  • Subscription Growth Checklist:
    • LTV optimization items for subscription-based games.

13.7.2 VIP System Tables

  • VIP Level & Privilege Table:
    • XP requirements and specific benefits per VIP tier.

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