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+# Game Name Here
+
+## Index
+1. [Index](#index)
+* [Game Overview](#overview)
+* [System Design](#system)
+* [World Design](#world)
+* [Level Design](#levels)
+* [Visual Design](#visuals)
+* [Music / Sound Design](#music)
+* [Required Assets](#assets)
+* [Schedule](#schedule)
+* [Other Notes](#etc)
+
+## Game Overview
+-------------------------
+### Summary
+
+Brief summary of the game. A kind of elevator pitch. Keep it simple.
+
+### Highlights
+
+ * What makes this game stand out?
+ * New/innovative uses of mechanics?
+ * Interesting algorithms?
+ * Interesting narrative?
+ * Appealing aesthetics?
+
+### Gameplay
+
+What role will the player take on? What is their *goal*, what *obstacles* stand in their way, and what are the *tactics* they'll use to overcome them?
+
+### Mindset
+
+How will the player feel throughout the game? What is their initial *expectation*? Should they feel powerful enough to overcome all the *obstacles* right out of the gate? Or should they feel overwhelmed at the challenge, in search of the proper *tactics*?
+
+What is the pace of the game? Is it a race against time, or does it require careful and deliberate planning/exploration?
+
+## System Design
+-------------------------
+### Input
+
+How will the player interact with the game? Keyboard, mouse, joystick?
+What kind of actions will the player be able to perform?
+Walking, running, shooting, jumping, attacks, combo moves, etc?
+If there are too many, how can you make them easy to use?
+
+### Output
+
+What kind of reactions will the system generate?
+What happens when a player collides with another entity?
+Will platforms fall when walked on? Will enemies get knocked back on attack?
+Will enemies need to respond to the actions of other enemies?
+
+### Behaviors
+
+* Player
+ * Can directly listen for input
+ * Can spawn variety of projectiles
+* Enemies
+ * Can spawn variety of projectiles
+ * Can follow paths
+ * Can be knocked back (by projectile)
+ * Can be stunned (by projectile)
+ * Uses state machines
+* Switches/buttons
+ * Can be toggled
+ * Can interact with platforms
+ * Can spawn projectiles and enemies
+* Platforms
+ * Can follow paths
+ * Can be switched on and off
+* Props
+ * Can be interacted with (rigid body)
+
+### Requirements
+
+#### Unique
+
+Are there any unique systems/algorithms you're going to have to implement? If so, describe them in detail.
+
+Some examples might be Portal's portal system, Spelunky's level generation, or Spore's character designer.
+
+#### Other
+
+ * Scene graph
+ * Application state management
+ * Navigation meshes
+ * A* path finding
+ * FSMs, decision trees
+ * Observer pattern (event listeners)
+
+## World Design
+-------------------------
+### World Setting
+Time and place, if applicable.
+
+### Subsettings
+ * Cell block
+ * Torture chamber
+ * Crypt
+ * Hell
+
+
+## Level Designs
+-------------------------
+### Cell block
+
+#### Goals
+Escape
+
+#### Obstacles
+Cell door, guards
+
+#### Tactics
+Murder guard, steal key
+
+#### Expectation
+Might not succeed, but death comes either way
+
+### Learned Mechanics
+ * Input (Explicitly taught)
+ * Call for attention
+ * Attack
+ * Output (Implicitly learned)
+ * Enemies follow sounds
+ * Attacks can be blocked
+ * Dead enemies leave loot
+
+...
+
+## Visual Design
+
+-------------------------
+
+### Color Palette
+
+What kind of color scheme are you planning to use?
+Dull, desaturated colors?
+Lively, vibrant colors?
+
+How will they be applied to the game objects? Will they be silhouettes? Will they be outlined? Will they be shaded? How so?
+
+Is there an existing work or two you want to draw from?
+
+### Stylistic Attributes / Effects
+
+Any particular visual motifs (signature shapes/effects) you're planning to incorporate into the overall style?
+
+Cute, round shapes? Aggressive, harsh triangles? Obscured silhouettes?
+
+What about design languages? Should enemies or hazards be of a certain color or shape?
+
+What about to call attention to specific parts of the game?
+Nostalgic film noir, tense wide angle cameras, glitchy static?
+
+Any visual influences (cultural, setting)?
+Mayan, celtic, post-apocalyptic dystopia, alien, etc.?
+
+### Effects
+
+What kind of visual effects are you going to need for this game?
+Motion blur? Bloom? Film noir?
+
+## Sound / Music Design
+
+-------------------------
+
+### Sound Palette / Instrumentation
+
+What are you going for with the instrumentation?
+Dark, bassy tones? Happy, high-pitched tones?
+
+Even electronically synthesized instruments can use a well-grounded basis. What real instruments do you want to base your palette on?
+Where is the emphasis, which instruments (if any) will carry the focus?
+
+Is there an existing song or two you want to draw from?
+
+### Stylistic Attributes / Effects
+
+Any particular musical/auditory motifs (signature phrases/effects) you're planning to incorporate?
+
+Does the game have a specific 'theme' you want to reuse throughout the soundtrack?
+
+Will you use musical cues to draw attention to certain parts of the game?
+
+### Efects
+
+What post-processing techniques are you going to need? Cross-fading? Reverberation? Filters?
+
+## Required Assets
+
+-------------------------
+
+### Visual
+
+#### Characters
+
+ * Player
+ * Town chief
+ * Basic enemy
+ * Blocking enemy
+ * Charging enemy
+
+#### Animations
+ * Player
+ * Walking
+ * running
+ * falling
+ * jumping
+ * hit
+ * dying
+ * chief
+ * idle
+ * enemy
+ * Walking
+ * attacking
+ * hit
+ * dying
+
+#### Maps
+
+ * Cells
+ * Crypt
+ * Hell
+
+### Audio
+
+ * Dungeon theme
+ * Tense
+ * + Battle variation
+
+## Schedule
+
+-------------------------
+
+ * Pre-alpha (idea)
+ * Game should be playable, concept roughly defined
+ * Assets should be entirely rough, placeholders
+ * Big idea should be present, smaller derived ideas are omittable
+ * Alpha (prototyping)
+ * Game should be mostly completable and running well
+ * Assets might still be rough, but should be introduced
+ * Smaller ideas can be introduced and refined here
+ * Beta (refinement)
+ * Game should be fully completable
+ * Iron out all obvious bugs
+ * All assets should be completed and in place
+ * Gather community feedback
+ * Gamma (RC1, finalize)
+ * Do stuff with the feedback
+ * Game should be fully "juiced"
+ * Interpolation
+ * Particles
+ * Screen quake
+ * Feedback!!!
+ * Auditory, visual, and tactile!
+ * If you needed one, you probably need another!
+ * Listen for bug reports
+ * Iron out as many of the non-obvious bugs as possible
+ * Delta (RC2, finalize)
+ * Listen for bug reports
+ * Iron out as many of the non-obvious bugs as possible
+ * Omega
+ * Celebrate
+ * Don't pay attention to the bug reports
+ * Drink
+ * Drink more
+ * Keep drinking
+
+## Other Notes
+
+-------------------------
+
+Lorem ipsum dolor sit amet...