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Aexora Game & Media Design Document Standard
The Aexora standard for designing a professional-grade game, interactive experience, or media production. It replaces the AIEA GDD Template v1.0.
The template is a workbook: every section is a required deliverable, not just reading material. When all sections are filled in and every stage gate has passed, the project is fully specified — any competent team could build it without asking the designers what was meant.
Contents
| File | Description |
|---|---|
template/aexora-gdd-template.pdf |
Compiled template (v2.0, 34 pages) — read this first |
template/aexora-gdd-template.tex |
LaTeX source — copy this to start a new project document |
Starting a New Project Document
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Copy
template/aexora-gdd-template.texinto your project repository and rename it (e.g.projectname-gdd.tex). -
Fill in the Project Identity block on page 2 before anything else.
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Work in vision-first order (Section 1.2 of the template), not front-to-back: vision → loops → scope → systems → production.
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Compile with any standard LaTeX toolchain:
pdflatex projectname-gdd.tex && pdflatex projectname-gdd.tex(Two passes for the table of contents.
latexmk -pdfalso works.) -
Log every significant revision in the Document History section.
For non-game media productions (film, series, animation), the gameplay sections translate to format, episode/beat structure, cast, and world bible; the gates and all other sections apply unchanged.
What Must Be Laid Out and Completed
The template encodes seven stage gates. A project is done designing when G1–G3 pass, and done building when G4–G7 pass. The full checklist lives in the template's Appendix and is used verbatim at gate reviews.
| Gate | What must be complete | Unlocks |
|---|---|---|
| G1 Concept | Identity block; elevator pitch; design pillars; target experience; comparables; game basics; declared scope class | Pitch & greenlight review |
| G2 Greenlight | Three gameplay loops; primary game elements; core mechanics documented with real values; economy (faucets/sinks/rates); business & compliance draft | Pre-production funding |
| G3 Vertical Slice | Player properties & verb set; progression; UI/HUD/controls; accessibility checklist; art pillars & asset scope; audio direction; technical spec; one slice of the game at shipping quality | Full production |
| G4 Alpha | Level roster locked; enemy/cast docs complete; narrative structure final; all features implemented (feature freeze) | Content push |
| G5 Beta | All content implemented (content freeze); test plan executing; blocker count trending to zero | Polish & certification |
| G6 Release Candidate | Localization complete; compliance checklist signed off; release checklist complete (store pages, ratings, cert, day-one patch, live-ops readiness) | Gold master submission |
| G7 Gold | Document history closed; final version archived | Launch |
Design Rules the Standard Enforces
- Vision is a contract. Three to five design pillars decide every later argument; nothing is locked before the pillars are.
- A mechanic without exact values is a wish. Mechanics, player stats, and enemies are documented with real numbers, marked "initial tuning" if necessary.
- One source of truth per topic. The verb set drives the control map and the animation list; the word count drives the localization budget.
- Scope is declared, not discovered. Projects declare a scope class (S / M / L) at G1 and cut at concept time, not at Alpha.
- Accessibility and compliance are launch requirements, not patches: both have checklists that block G3 and G6 respectively.
- The vertical slice gates production. One small piece at shipping quality proves the pipeline, the look, the loop, and the estimates before full production spend.
Versioning
| Version | Date | Notes |
|---|---|---|
| 2.0 | July 2026 | Full remake: stage gates, nested loops, scope classes, accessibility, live ops, rights & compliance, definition of done |
| 1.0 | March 2025 | Original AIEA GDD template (superseded) |
Changes to this standard are proposed by pull request to this repository.