Doom Bible

“In 1993, we fully expect to be the number one cause of decreased productivity in businesses around the world.”

The game design document (GDD) I found for this week is the ‘Doom Bible’, the original GDD for the 1993 game Doom.

Doom-cover-screenAlthough I discovered several other documents during my google search, I found that the ‘Doom Bible’ mapped more closely to a GDD than some others, namely Amensia‘s and Grim Fandango’s level layouts and puzzle documents.

The usefulness of this document is quite evident. The ‘Doom Bible’ works to keep the development team on the same page and on track. It outlines the games themes, backstory and characters. These elements help the developers to establish the feel of the game that they are creating. It also goes into detail, outlining a comprehensive asset list (with the priority level) and other code requirements. This really helps with the nitty-gritty side of development.

There are a lot of differences between the game and the GDD. Namely, the several cinematic cutscenes mentioned throughout and a variety of other smaller details. These elements may have been adjusted for scoping / time reasons or simply because they did not suit the game.


Hall, T. (1992). Doom Bible. Retrieved from

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