Director's Cut

Components — L3

Never design a component before reading its L1 context and the goals block it answers to in the GDD.

Narrative & Quest Plan

How the story is delivered: quest list, cinematics, dialogue style and localization notes.

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World & Level Plan

World map, level list and pacing plan.

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Systems & Balancing

The gameplay systems list with goals and balancing targets.

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UX, Accessibility & Localization Plan

UX flows, the HUD/menu inventory, and how accessibility and localization targets are met.

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Asset Specs & Catalog

Per-family technical specs for every asset type, and the catalog of what exists.

Template — not started