Slot Game Design Document — Template
Заповнюйте всі обов'язкові поля. Якщо розділ не застосовується, вкажіть
N/Aі коротку причину. Не використовуйтеTBDу версії, що передається девелоперам.
1. Document control
Change log
2. Approval status
3. High concept
One-sentence pitch
<What the slot is, its primary mechanic, and why it is distinct.>
Player experience goals
<experience goal 1><experience goal 2><experience goal 3>
Design pillars
Target audience and session context
<Audience, expected familiarity, intended pacing. Do not describe harmful or exploitative targeting.>
Non-goals
<Explicitly excluded mechanic or experience>
4. Game summary
5. Core gameplay loop
Describe deviations from this flow:
<Exact deviations, player choices, intermediate wagers, persistent state.>
6. Terminology
7. Symbols
Payout values belong to the linked Math Spec/PAR sheet. This table defines design behavior and presentation.
7.1 Symbol presentation metrics
Required before placeholder implementation. These values are presentation metadata only: they do not change reel occupancy, evaluation, RNG, RTP or the canonical math-config identity.
Use one reel cell as the resolution-independent reference box: 1.0 × 1.0. Width and height are
maximum visible-content bounds inside that box, not source-image dimensions. Placeholder art and
final art must use the same bounds so replacing placeholders does not change reel composition.
Global rules:
symbol_safe_area:<0.00–1.00>of the reel cell on each axis.placeholder_label_safe_width:<0.00–1.00>of the reel-cell width.- Default anchor is
[0.5, 0.5]; any exception must be explicit in the table. - Bounds include glow, frame and persistent ornament, but exclude temporary win/anticipation VFX.
- No required content may touch or cross the reel-cell clipping edge in its idle state.
- Multi-cell or expanding presentation needs its own row stating occupied visual cells and bounds; visual expansion does not imply a larger mathematical symbol footprint unless the Math Spec says so.
- Frontend placeholder acceptance must verify the configured bounds at the reference layout and at the smallest supported viewport.
8. Base-game rules
Define unambiguously:
- When the bet is committed.
- How the visible grid is constructed from the outcome.
- Which evaluator runs: lines, ways, clusters, or multiple evaluators.
- Minimum match size and allowed directions.
- Wild substitution and exclusions.
- Scatter/bonus evaluation.
- Simultaneous-win aggregation.
- Multiplier application order.
- Cascade/respin order and termination.
- Rounding and win-cap application.
Evaluation order
Base-game pseudocode
9. Feature specification
Copy this section once per feature.
Feature: <feature name>
State machine
Feature rules
<normative rule><normative rule>
Feature edge cases
10. Player controls and UX states
11. Win presentation
12. Anticipation rules
Anticipation must not alter the generated outcome or imply player control where none exists.
13. Art direction
Theme and visual language
<Description>
Asset inventory
14. Animation direction
All animation completion events must be deterministic from the runtime state and must not change payouts.
15. Audio direction
16. Help, paytable and disclosures
The player-facing rules must explain:
- bet basis and payout basis;
- paylines/ways/clusters;
- every special symbol;
- feature triggers and retriggers;
- multipliers and their order;
- max-win/win-cap rules;
- published RTP and the conditions under which it applies;
- jackpot or variable contribution where applicable;
- interrupted-game behavior;
- market-required responsible-gaming information.
17. Market and compliance matrix
This matrix is a design aid, not legal advice. Compliance must approve each target market.
18. Error and recovery behavior
19. Telemetry
20. Acceptance criteria
- Every payout-affecting rule is normative and unambiguous.
- Evaluation order matches the Math Spec and runtime evaluator.
- Every feature has trigger, state, termination, recovery, and cap rules.
- Player-facing help can be derived without inventing behavior.
- Edge cases have deterministic test-vector IDs.
- GDD and Math Spec reference the same Game ID and Math Version.
- Every wire-visible symbol has approved normalized presentation metrics for placeholder handoff.
- Compliance matrix is approved for every launch market.
- No unsupported backend capability is claimed by the GDD.
21. Open decisions
This section must be empty before integration handoff.
22. References
- Math Spec:
<path/link> - PAR sheet:
<generated artifact path/link> - Test vectors:
<path/link> - Art bible:
<path/link> - Audio specification:
<path/link> - Market requirements:
<authoritative links>