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Game Design Document (GDD) Rongkai Guo Why Documentation? The - PowerPoint PPT Presentation

Game Design Document (GDD) Rongkai Guo Why Documentation? The purpose of design documentation is to express the vision for the game, describe the contents, and present a plan for implementation. Good and Bad comments The Benefits of


  1. Game Design Document (GDD) Rongkai Guo

  2. Why Documentation? • The purpose of design documentation is to express the vision for the game, describe the contents, and present a plan for implementation. • Good and Bad comments

  3. The Benefits of Guidelines • Elimination of hype • Clarity and certainty • Ease of drafting schedules and test plans • Varying from the guidelines

  4. Documentation • Concept Doc – Very small (2 or 3 pages) – Only has the core concepts • “Sales” Doc – To obtain financing • Functional Specification – Much larger – What the game is supposed to do • Technical Specification – How it should do it

  5. Elevator Pitch • Elevator Pitch – Should be able to describe the game in 2 or 3 sentences (or less) My game is a cross between Borderlands 2 and My Pretty Pony in which the players hunt pink ponies from Hell. + = fun

  6. General Concept Docs • Story • Characters • Environment/Level • Gameplay • Art Description • Sound • User Interface and Controls

  7. Sales Doc • To obtain money • It has much of the Concept Doc in it, plus – A Market Study • Are there other games that are similar? • Did they earn a lot of money • Are there other games that are going to launch at the same time? – A budget • How much to develop • How long will it take?

  8. Formal Design Document • 2 sections – Functional Specification – Technical Specification

  9. NDAs • Non Disclosure Agreements – Agreement not to steal ideas – Don’t worry about signing, but read – It’s very common

  10. Examples • https://www.scribd.com/doc/34994424/Viral-Light-Interactive-GDD • https://www.scribd.com/doc/5402045/The-Design-Document-Justin-Kelly • http://www.cs.tufts.edu/comp/150CIS/AnAntsLife/AnAntsLife- GameDesignDocument.pdf • http://5years.doomworld.com/doombible/doombible.pdf • http://www- personal.engin.umd.umich.edu/~bmaxim/cis488/BaldwinGameDesignDoc umentTemplate.doc • http://www.runawaystudios.com/articles/chris_taylor_gdd.asp • http://yunus.hacettepe.edu.tr/~htuzun/courses/bto616-2013- spring/DesignDocumentOrnekleri(Safiyeden)/Insecticide_GDD.doc • http://www- personal.engin.umd.umich.edu/~bmaxim/cis488/BaldwinGameDesignDoc umentTemplate.doc

  11. Any Alternatives? • Jagex's James Sweatman thought central design documents don't always work, and the alternatives available. • University always teaches how to write the best documentations. Why? • Any bad experiences?

  12. Reasons from James Sweatman • They make too many assumptions • They are always out of date • No one reads them • They are too rigid • It doesn't allow for failure

  13. James Sweatman's the alternative ***NO escaping documentation! • Keep it light early on • Keep it agile • Keep it collaborative • Research and record • Don't do it in Word

  14. • There is no design utopia! • Always do your own research • Or research with me 

  15. What we need: • The Name • The desired audience • Desired length of play • Targeted platform • Elevator Pitch • The story (one paragraph) • A description of what the player can do • Game Art • Plan/Schedule • NDAs

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