Zephyria
Game Design Document for an aerial adventure game: floating islands above an ocean of toxic clouds, flying on a bonded creature
Game Design · GDD · Level Design · Narrative · Unreal Engine 5 · Pandoc
Game Design Document for an aerial adventure-exploration game: in a world drowned under an ocean of toxic clouds, the Veil, humanity survives on floating islands that the player travels by flying on a Souffleur.
Context
Personal project from April 2026, at the pre-production stage: the design document is written, the pitch deck, the prototype and the visuals are planned. It follows an earlier GDD, "Éolia", written the same morning, and reuses its market study.
What I did
The whole GDD (gameplay, world, level design, art direction, sound, tech, production), a market study and a brief on the legal framework, and the document's build chain.
Links
The document
GDD v1.0 split into 20 modular parts (docs/gdd/parts/), compiled into a single document by a pandoc script:
| Part | Content |
|---|---|
| Game design | Vision and pillars, core gameplay, world and narrative, progression and economy, level design |
| Production | Interface and UX, art direction, sound design, technical specs, roadmap |
| Studio | Business model, market analysis, team, budget, risks |
| Framework | Intellectual property, regulatory compliance, appendices |
Gameplay loop
Micro (30 s – 2 min) Observe → Pick a direction → Fly → Discover → Interact
Session (20 – 45 min) Explore a zone → Story fragments → Sanctuary → New ability
Macro (12 – 15 h) 6 regions → Sanctuaries → The truth → Descend into the Veil → A choice
Sheet
| Genre | Aerial adventure-exploration, third person |
| Target engine | Unreal Engine 5 |
| Art direction | Watercolour cel-shading |