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

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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


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Game Design Document (GDD)

Rongkai Guo

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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
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The Benefits of Guidelines

  • Elimination of hype
  • Clarity and certainty
  • Ease of drafting schedules and test plans
  • Varying from the guidelines
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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

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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

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General Concept Docs

  • Story
  • Characters
  • Environment/Level
  • Gameplay
  • Art Description
  • Sound
  • User Interface and Controls
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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?
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Formal Design Document

  • 2 sections

– Functional Specification – Technical Specification

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NDAs

  • Non Disclosure Agreements

– Agreement not to steal ideas – Don’t worry about signing, but read – It’s very common

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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

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