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Game Design Principles
BSCGD III-A/B
Course Instructor: Mr Altaf Hussain
Lecture 2 Game Design Documentation Importance of design documentation • Game documents have exactly two purposes: memory and communication. 1. Memory A game design will be full of thousands of important decisions that define how the game works and why. There is a good chance you will not be able to remember them all. When these brilliant ideas are fresh in your mind, you will likely feel that they are impossible to forget. But two weeks, and two hundred design decisions later, it is very easy to forget even the most ingenious of solutions. If you get in the habit of recording your design decisions, it will save you the trouble of having to solve the same problems all over again. 2. Communication Documents are a very effective way to do that. And this communication, will not be one-way. It will be a dialog, for as soon as a decision is put on paper, someone will find a problem with it, or come up with a way to make it better. Documents can get more minds on the design faster to more quickly find and fix weaknesses in the game design. Creating game design documentation • A Game Design Document (GDD) is a comprehensive document used in the game development process to outline and describe various aspects of a video game. It serves as a blueprint or roadmap for the development team, providing detailed information about the game's concept, mechanics, features, storyline, characters, levels, and much more. The GDD acts as a reference guide that helps ensure everyone involved in the project understands the vision and goals for the game. • Since the purpose of documents is for memory and communication, the types of documents you will need are defined by what needs to be remembered and what needs to be communicated. • It is the rare game where one document serves all necessary purposes — usually it makes sense to create several different kinds of documents. • There are six main groups that need to remember and communicate different things, and each generates its own special kind of documents. • The figure shows some possible paths of memory and communication on a game design team. Each arrow could be a document, or more than one document. • Let’s look at each of the six groups and what documents they might create. Design 1. Game Design Overview. This high-level document might only be a few pages. It is often written primarily for management so that they can understand enough about what this game is, and who it is for, without getting into too much detail. The overview document can be useful for the whole team to get a sense of the big picture of the game. 2. Detailed Design Document. This document is the one that describes all the game mechanics and interfaces in great detail. This document usually serves two purposes: so the designers remember all the little detailed ideas they came up with, and to help communicate those ideas to the engineers who have to code them and the artists who need to make them look nice. 3. Story Overview. Many games call for professional writers who will create dialog and narration for the game. These writers are often contracted, and often far away from the rest of the team. The game designers often find it necessary to create a short document that describes the important settings, characters, and actions that will take place in the game. Frequently, the writers respond to this with interesting new ideas that change the whole game design. Engineering 4. Technical Design Document. Often, a videogame has many complex systems that have nothing to do with game mechanics and everything to do with getting things to appear on the screen, sending data over networks, and other crunchy technical tasks. Usually, no one outside the engineering team cares much about these details, but if the engineering team is more than one person, it often makes sense to record these details in a document so that when others join the team they can understand how the whole thing is supposed to work. 5. Pipeline Overview. Much of the challenging work of engineering a videogame comes from properly integrating art assets into the game . There are often special “do’s and don’ts” the artists must adhere to, if the art is to appear properly in the game. This brief document is usually generated by the engineers explicitly for the art team, and the simpler it is, the better. 6. System Limitations. Designers and artists are often completely unaware of what is and is not possible on the system they are designing for (or so they pretend). For some games, the engineers find it useful to create documents that make clear certain limits that should not be crossed — number of polygons on the screen at once, number of update messages sent per second, number of simultaneous explosions on screen at once, etc. 7. Art Bible. If several artists are going to work together on a title to create a single, consistent look and feel, they must have some guidelines to help maintain this consistency. An “art bible” is simply a document that provides these guidelines. These might be character sheets, examples of environments, examples of color usage, examples of interface, or anything else that defines the look of any element in the game. 8. Concept Art Overview. There are many people on the team that need to understand what the game is going to look like before it is built. This is the job of concept art. The art alone doesn’t usually tell the story, though — it often makes the most sense in a design document, so often the art team works with the design team to come up with a set of images that show how they will look and feel in the context of the game design. Management 9. Game Budget. While we would all like to just “work on the game until it is done,” the economic realities of the game business seldom allow this. Usually, the team is required to come up with a cost to develop the game before they completely understand what they are building. This cost is usually arrived at through a document, usually a spreadsheet, that attempts to list all the work that needs to be done to complete the game, complete with time estimates which translate into dollars. 10. Project Schedule. On a well-run project, this document will be the one most frequently updated. We know the process of game design and development is rife with surprises and unexpected changes. Nevertheless, some kind of planning is necessary, ideally planning that can change on a weekly basis at the least. A good project schedule document lists all the tasks that need to be accomplished, how long each will take, when each task must be completed, and who will do them. Writing 11. Story Bible. While one might think that the story of the game might be determined entirely by the writers (if any) on the project, it is often the case that everyone on the project contributes meaningful changes to the story. The engine programmers might realize that a certain story element is going to be too much of a technical challenge, and they might propose a story change. The artists might have a visual idea for a whole new part of the story that the writers never imagined. The game designers might have some ideas for gameplay concepts that require story changes. 12. Script. If the NPCs in the game are going to talk, their dialog has to come from somewhere! This dialog is often written in a script document that is either separate from, or an appendix to, the detailed design document. It is crucial that the game designers review all of the dialog, since it is all too easy for a line of dialog to be inconsistent with a rule of gameplay. 13. Game Tutorial and Manual. Videogames are complex, and the players have to learn how to play them somehow. In-game tutorials, Web pages, and printed manuals are how this usually happens. The text that goes into these is important — if players can’t understand your game, how can they enjoy it? The details of your game design will likely continue to change up until the last minute of development, so it is important to be sure someone is continually checking this text to make sure it is still accurate with the game implementation. Players 14. Game Walkthrough. The developers aren’t the only ones who make documents about the game! If players like a game, they are going to write their own documents about it and post them online. Studying what your players write about your game can be a great way to find out, in detail, what players like and dislike about your game, which parts are too hard, and which are too easy.