This document discusses different types and stages of game design documentation. It begins with a vision statement created early in development to establish a shared vision. A high concept document is used for pitching and includes key features and gameplay. The game design document fully describes all planned features and serves as the foundation for development. A product breakdown structure provides an overview of all features and assets. Detailed production documents are created during development to define individual features for implementation. The document provides tips for effective documentation, such as keeping it concise, using visuals, and being precise in descriptions.
Game Design Document - Step by Step GuideDevBatch Inc.
A well documented game design is your absolute asset to build a successful game. It doesn't only allow you picture the final shape of it but keeps you precise about the resources, expertise and team needed. For game development phase, you might want to consider pro services at hello@devbatch.com
Good Luck!
Game Design Document - Step by Step GuideDevBatch Inc.
A well documented game design is your absolute asset to build a successful game. It doesn't only allow you picture the final shape of it but keeps you precise about the resources, expertise and team needed. For game development phase, you might want to consider pro services at hello@devbatch.com
Good Luck!
Game design is the art of applying design and aesthetics to create a game for entertainment or for educational, exercise, or experimental purposes. Increasingly, elements and principles of game design are also applied to other interactions, in the form of gamification.
In this course concepts and requirements of the video game development will be taught. Students will get familiar to the fundamentals of the game industry and finally put all the learned stuff together to work on a small game project.
Learn how to design a game with Seth Sivak, CEO of Proletariat. This deck covers Basic game design skills, how to analyze an entertainment experience, and tips on how to leverage common user behaviors.
Killer Design Patterns for F2P Mobile/Tablet GamesHenric Suuronen
Presentation on Design Patterns for Mobile and Tablet games presented in July 2013 at ChinaJoy in Shanghai by Henric Suuronen, President & Co-Founder at Nonstop Games
A rough template to use and abuse when pitching Raw Fury (or other publishers as well, of course) Feel free to steal the structure and modify it as you see fit.
For a more in-depth explanation on How To Pitch Raw Fury:
https://rawfury.com/how-to-pitch-to-raw-fury/
CEGD Game Design Document in Thought and Action Part1CEGD
Creating a Game Design Document is often an important part of the game development process. This presentation from the January 12, 2013 meeting of the Chicago Experimental Game Development Group explores building a GDD in a fast paced, light briefing. (Part I of II)
Lecture 1 of 4 in the Game Design Class, Fall 2012 - Structure of Games: introduction to formal, dramatic, spatial elements, and a definition of games.
Game design is the art of applying design and aesthetics to create a game for entertainment or for educational, exercise, or experimental purposes. Increasingly, elements and principles of game design are also applied to other interactions, in the form of gamification.
In this course concepts and requirements of the video game development will be taught. Students will get familiar to the fundamentals of the game industry and finally put all the learned stuff together to work on a small game project.
Learn how to design a game with Seth Sivak, CEO of Proletariat. This deck covers Basic game design skills, how to analyze an entertainment experience, and tips on how to leverage common user behaviors.
Killer Design Patterns for F2P Mobile/Tablet GamesHenric Suuronen
Presentation on Design Patterns for Mobile and Tablet games presented in July 2013 at ChinaJoy in Shanghai by Henric Suuronen, President & Co-Founder at Nonstop Games
A rough template to use and abuse when pitching Raw Fury (or other publishers as well, of course) Feel free to steal the structure and modify it as you see fit.
For a more in-depth explanation on How To Pitch Raw Fury:
https://rawfury.com/how-to-pitch-to-raw-fury/
CEGD Game Design Document in Thought and Action Part1CEGD
Creating a Game Design Document is often an important part of the game development process. This presentation from the January 12, 2013 meeting of the Chicago Experimental Game Development Group explores building a GDD in a fast paced, light briefing. (Part I of II)
Lecture 1 of 4 in the Game Design Class, Fall 2012 - Structure of Games: introduction to formal, dramatic, spatial elements, and a definition of games.
Games Colonialism: Cultural Assumptions in Serious Game DesignMohini Dutta
Games are uniquely pliable systems. They can be used to generate empathy towards a situation by allowing players to inhabit parts of a topic, and contextualize the larger issue from a personalized perspective.
In leveraging games to impact environmental, social and economic issues, games are taken to a variety of unfamiliar cultures where game elements inhabit very different roles from those in the west, resulting in a new form of colonialism. In this 15 minute presentation, I elaborate on the assumptions that social impact game proponents bring to the field of games and humanitarian work and the problems that arise as a result of them.
As co-founder of a game design studio that makes games for beneficiaries of humanitarian organizations, I’m perpetually confronting the challenge of increasing popularization of games as a method of communication amid the lack of best practices for using them in these fraught arenas.
Game based learning is fast replacing the hackneyed workshop format, the core intended recipients of which are either small communal groups entrenched in folk customs and traditional belief systems, or impoverished urban communities. When constructing interactive communication tools (such as games) for such a diverse group, it is necessary to study their cultural morés and social etiquette to find common themes that can be used to encourage empathy towards the topic. In this situation games are used as metaphors to explain the topic presented, and since effective metaphors are analogous to the audience, it is important to chose efficient analogies. By choosing an analogy that is negative to that community, such as dice which are solely associated with gambling in many cultures, the reach of the game is reduced, impacting the effectiveness of the overall project goals.
A second impediment to constructing effective game-interactions on a community level is the process of project development. From experience in the humanitarian sector dealing with climate change, games are vetted by a hierarchy of scientists, project managers, and administrative staff. All of whom have a deep understanding of the core topic being represented though the games, but have completely different cultural expectations from the medium of games. As a result, the end product is finessed and tailored to satisfy a target audience that has very little in common to the end-audience.
Humanitarian organizations have an existing culture of talking down to these communities instead of talking with them. Aid constructs a hierarchy of givers and receivers, where the receiver is seen as a victim needing help, but incapable of providing any input into the process.
What steps can organizations take to overcome these challenges? What is the relevance of games to cross cultural humanitarian and social justice work given these limitations? What considerations should be taken by designers when creating these types of games?
Typische Lügen im Projektmanagement | Ralf C. AdamRalf C. Adam
Dieser Vortrag wurde im August 2006 im Rahmen der GCDC Game Developer’s Conference in Leipzig/GERMANY gehalten (Übersetzung des "7 Lies my Project Manager told me" Vortrags)
Casual Game Design: Designing Play for the Gamer in All of UsGreg Trefry
I recently gave an hour long webinar on casual game design for the International Game Developers Association. The talk touched on some of the ground I cover in my book, "Casual Game Design." (http://bit.ly/aFDxd7) I also gave a very brief analysis of some of the design decisions that informed our iPhone Gigaputt. The slides provide a visual guide to the ideas illustrated in the talk (though they make much more sense with the audio). If I can get the audio from the IGDA I will post it here as well.
In the presentation I try to define casual games and define some defining characteristics of casual play. I also touch on the importance of developing a mental model to explain games before going into the process of being a game designer. After laying this initial groundwork I look at some specific games and the mechanics that comprise the gameplay.
The Presence of Absence: Observing the Political in PlayMohini Dutta
Can any medium exist outside of the political?
Looking at media theory, cognitive theory, philosophy and personal stories to understand games and some of their community problems.
Bica Studios Game Design Document and the Importance of TestingBica Studios
This is the presentation made by Bica Studios at the Microsoft Game Dev Camp 2014 in Lisbon.
This document features the evolution of a Game Design Document and The Importance of Testing in the game development scene.
The intelligent game designer: Game design as a new domain for automated disc...rndmcnlly
Designing video games is commonly understood to be a creative task,
drawing on a designer's talent, inspiration, and personal experience.
The last ten years have seen multiple calls from the design community to
produce reusable knowledge about the structure of games and the design
process itself. These designers would like to establish a standardized
language and libraries of design patterns so that the next generation of
designers can benefit from the best of past generations. The
realization of such a move can be read as a transition from thinking
about game design as a playable-artifact creation process to a science
of play in which we might see the designer's goal as discovering new
gameplay structures and their production of concrete games as a side
effect of this process.
Thirty years ago, a similar-yet-disconnected thread of research in
artificial intelligence was just being born. First marked by Doug
Lenat's AM (an “automated mathematician”), discovery systems aim to
automatically produce new and interesting knowledge. Such systems
contrast sharply with the then-popular expert systems which applied
fixed libraries of “expert” knowledge to various tasks. Discovery
systems, which have commonly operated in the domains of natural science
and mathematics, are now seen as distant ancestors of contemporary,
statistical machine learning techniques which find extensive application
in a wide array of industries. Contrary to the current emphasis on the
optimal learning statistical descriptions of data, some recent
developments in machine learning, specifically combined abductive and
inductive logic learning systems, are bringing the production and
revision of structured, symbolic knowledge back into focus.
Simultaneous research in computational creativity is making inroads into
modeling the creative process and the production of creative artifacts.
This is the question I aim to answer: If we squint a bit to see game
design as the science-of-play that some designers imagine it to be, can
we build a discovery system that really works in the domain of game
design? Can we build an intelligent game designer?
In my thesis proposal I lay out a plan to build an intelligent game
designer that learns from the process of game design, including the
observation of human players, and exports newly discovered design
knowledge. This will require an operationalization of game design as an
automatable, scientific process and a detailed re-synthesis of the
creative design of expressive artifacts as a knowledge-seeking effort.
Consumer expectations are changing. There's an escalating distrust of traditional advertising among Millennial and Generation Z audiences and a major shift towards experiential marketing. Consumers want an emotional connection over products, sharing over sole ownership, and entrepreneurship over employment.
On Wednesday, March 22, 2017 at 1:30 PM EST, co-authors of Good is the New Cool: Market Like You Give a Damn Afdhel Aziz and Bobby Jones taught their 7 principles for reaching customers and attracting top talent.
If you're interested in learning more about how Catalant can help connect you to marketing leaders like Afdhel and bobby, check out our website at gocatalant.com.
Best of Unleash: Relevance at Scale and Outbound Ops with DogpatchSales Hacker
What You'll Learn:
- How to build next generation outbound at your company
- How to expand your playbook to include “visual prospecting” plays
- How to design a data pipeline to power a modern outbound playbook
2019 - Getting the right partner for your gameRalf C. Adam
This lecture was held in November 2019 at the IGDA Game Start-Ups 101 in Oulu/Finland. The presentation may not include all original materials shown during this talk (pictures, videos etc.) – but has been enhanced with additional explanatory text which was given during the presentation in form of voice over by the speakers.
10 surefire ways to screw up your studioRalf C. Adam
First held at the DevCom Conference in Cologne, August 2019. Since the early days publishers and development teams have always sought the most diverging approaches on their way to the top during times of prosperity. However, the mistakes that led to the downfall of quite many of them are surprisingly identical and few in numbers on the other hand.
History seems to be repeating itself year after year. And this becomes the more obvious the longer you work in this crazy industry.
In this talk I tried to illustrate the 10 most commonly made mistakes I saw studios of all shapes and sizes repeatedly do again and again throughout my more than 25 years long lasting career, independently from any platform, genre or business model.
Dieser Vortrag wurde von mir im Mai 2018 im Rahmen der German Dev Days in Frankfurt gehalten. Er beschäftigt sich damit, wie man sich als Developer vor (vermeintlicher) Publisher-Wilkür schützen kann.
MS-Project - Unleash the Force | Ralf C. AdamRalf C. Adam
A talk about using MS-Project (or similar tools such as Hansoft) in an efficient way. First held at Quo Vadis Game Developer Conference in Berlin, May 2009
Building the right team | Ralf C. AdamRalf C. Adam
This lecture was first held in August 2006 at the GCDC Game Developer’s Conference in Leipzig/GERMANY, together with Eric Labelle (VP Production Infogrames).
Pitching Workshop for Game Developers | Ralf C. AdamRalf C. Adam
This Workshop-Panel was held in 2010 at Game Developer's Conference Europe in Cologne. The Panelist were Bob Wallace (Strategic Alternatives), Sean Kauppinen (IDEA), Ralf C. Adam (Gameforge), Justin Bailey (Perfect World), Aaron Pulkka (Activsion), Mike Scharnikow (Atari)
German Game Development Post Mortems | Ralf C. AdamRalf C. Adam
"Getting it wrong at any budget" Talk at Casual Connect 2009, together with Jan Wagner (Cliffhanger Productions). Post Mortem of typical German Videogames Development mistakes.
Moving from boxed title Game Development to F2P | Ralf C. AdamRalf C. Adam
This lecture was held at the Game Developer's Conference GDC Europe in Cologne in 2010. Target Audience: Studios working in the traditional games industry, thinking about switching to development of online F2P titles.
Beyond agile - Pitfalls & misconceptions when working with SCRUM & Co | Ralf ...Ralf C. Adam
A talk about agile project management workflows & methods and their potential advantages and pitfalls. First held at Quo Vadis Game Developer Conference in Berlin, May 2015
Skeem Saam in June 2024 available on ForumIsaac More
Monday, June 3, 2024 - Episode 241: Sergeant Rathebe nabs a top scammer in Turfloop. Meikie is furious at her uncle's reaction to the truth about Ntswaki.
Tuesday, June 4, 2024 - Episode 242: Babeile uncovers the truth behind Rathebe’s latest actions. Leeto's announcement shocks his employees, and Ntswaki’s ordeal haunts her family.
Wednesday, June 5, 2024 - Episode 243: Rathebe blocks Babeile from investigating further. Melita warns Eunice to stay clear of Mr. Kgomo.
Thursday, June 6, 2024 - Episode 244: Tbose surrenders to the police while an intruder meddles in his affairs. Rathebe's secret mission faces a setback.
Friday, June 7, 2024 - Episode 245: Rathebe’s antics reach Kganyago. Tbose dodges a bullet, but a nightmare looms. Mr. Kgomo accuses Melita of witchcraft.
Monday, June 10, 2024 - Episode 246: Ntswaki struggles on her first day back at school. Babeile is stunned by Rathebe’s romance with Bullet Mabuza.
Tuesday, June 11, 2024 - Episode 247: An unexpected turn halts Rathebe’s investigation. The press discovers Mr. Kgomo’s affair with a young employee.
Wednesday, June 12, 2024 - Episode 248: Rathebe chases a criminal, resorting to gunfire. Turf High is rife with tension and transfer threats.
Thursday, June 13, 2024 - Episode 249: Rathebe traps Kganyago. John warns Toby to stop harassing Ntswaki.
Friday, June 14, 2024 - Episode 250: Babeile is cleared to investigate Rathebe. Melita gains Mr. Kgomo’s trust, and Jacobeth devises a financial solution.
Monday, June 17, 2024 - Episode 251: Rathebe feels the pressure as Babeile closes in. Mr. Kgomo and Eunice clash. Jacobeth risks her safety in pursuit of Kganyago.
Tuesday, June 18, 2024 - Episode 252: Bullet Mabuza retaliates against Jacobeth. Pitsi inadvertently reveals his parents’ plans. Nkosi is shocked by Khwezi’s decision on LJ’s future.
Wednesday, June 19, 2024 - Episode 253: Jacobeth is ensnared in deceit. Evelyn is stressed over Toby’s case, and Letetswe reveals shocking academic results.
Thursday, June 20, 2024 - Episode 254: Elizabeth learns Jacobeth is in Mpumalanga. Kganyago's past is exposed, and Lehasa discovers his son is in KZN.
Friday, June 21, 2024 - Episode 255: Elizabeth confirms Jacobeth’s dubious activities in Mpumalanga. Rathebe lies about her relationship with Bullet, and Jacobeth faces theft accusations.
Monday, June 24, 2024 - Episode 256: Rathebe spies on Kganyago. Lehasa plans to retrieve his son from KZN, fearing what awaits.
Tuesday, June 25, 2024 - Episode 257: MaNtuli fears for Kwaito’s safety in Mpumalanga. Mr. Kgomo and Melita reconcile.
Wednesday, June 26, 2024 - Episode 258: Kganyago makes a bold escape. Elizabeth receives a shocking message from Kwaito. Mrs. Khoza defends her husband against scam accusations.
Thursday, June 27, 2024 - Episode 259: Babeile's skillful arrest changes the game. Tbose and Kwaito face a hostage crisis.
Friday, June 28, 2024 - Episode 260: Two women face the reality of being scammed. Turf is rocked by breaking
Panchayat Season 3 - Official Trailer.pdfSuleman Rana
The dearest series "Panchayat" is set to make a victorious return with its third season, and the fervor is discernible. The authority trailer, delivered on May 28, guarantees one more enamoring venture through the country heartland of India.
Jitendra Kumar keeps on sparkling as Abhishek Tripathi, the city-reared engineer who ends up functioning as the secretary of the Panchayat office in the curious town of Phulera. His nuanced depiction of a young fellow exploring the difficulties of country life while endeavoring to adjust to his new environmental factors has earned far and wide recognition.
Neena Gupta and Raghubir Yadav return as Manju Devi and Brij Bhushan Dubey, separately. Their dynamic science and immaculate acting rejuvenate the hardships of town administration. Gupta's depiction of the town Pradhan with an ever-evolving outlook, matched with Yadav's carefully prepared exhibition, adds profundity and credibility to the story.
New Difficulties and Experiences
The trailer indicates new difficulties anticipating the characters, as Abhishek keeps on wrestling with his part in the town and his yearnings for a superior future. The series has reliably offset humor with social editorial, and Season 3 looks ready to dig much more profound into the intricacies of rustic organization and self-awareness.
Watchers can hope to see a greater amount of the enchanting and particular residents who have become fan top picks. Their connections and the one of a kind cut of-life situations give a reviving and interesting portrayal of provincial India, featuring the two its appeal and its difficulties.
A Mix of Humor and Heart
One of the signs of "Panchayat" is its capacity to mix humor with sincere narrating. The trailer features minutes that guarantee to convey giggles, as well as scenes that pull at the heartstrings. This equilibrium has been a critical calculate the show's prosperity, resounding with crowds across different socioeconomics.
Creation Greatness
The creation quality remaining parts first rate, with the beautiful setting of Phulera town filling in as a scenery that upgrades the narrating. The meticulousness in portraying provincial life, joined with sharp composition and solid exhibitions, guarantees that "Panchayat" keeps on hanging out in the packed web series scene.
Expectation and Delivery
As the delivery date draws near, expectation for "Panchayat" Season 3 is at a record-breaking high. The authority trailer has previously created critical buzz, with fans enthusiastically anticipating the continuation of Abhishek Tripathi's excursion and the new undertakings that lie ahead in Phulera.
All in all, the authority trailer for "Panchayat" Season 3 recommends that watchers are in for another drawing in and engaging ride. Yet again with its charming characters, convincing story, and ideal mix of humor and show, the new season is set to enamor crowds. Write in your schedules and prepare to get back to the endearing universe of "Panchayat."
Are the X-Men Marvel or DC An In-Depth Exploration.pdfXtreame HDTV
The world of comic books is vast and filled with iconic characters, gripping storylines, and legendary rivalries. Among the most famous groups of superheroes are the X-Men. Created in the early 1960s, the X-Men have become a cultural phenomenon, featuring in comics, animated series, and blockbuster movies. A common question among newcomers to the comic book world is: Are the X-Men Marvel or DC? This article delves into the history, creators, and significant moments of the X-Men to provide a comprehensive answer.
Tom Selleck Net Worth: A Comprehensive Analysisgreendigital
Over several decades, Tom Selleck, a name synonymous with charisma. From his iconic role as Thomas Magnum in the television series "Magnum, P.I." to his enduring presence in "Blue Bloods," Selleck has captivated audiences with his versatility and charm. As a result, "Tom Selleck net worth" has become a topic of great interest among fans. and financial enthusiasts alike. This article delves deep into Tom Selleck's wealth, exploring his career, assets, endorsements. and business ventures that contribute to his impressive economic standing.
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Early Life and Career Beginnings
The Foundation of Tom Selleck's Wealth
Born on January 29, 1945, in Detroit, Michigan, Tom Selleck grew up in Sherman Oaks, California. His journey towards building a large net worth began with humble origins. , Selleck pursued a business administration degree at the University of Southern California (USC) on a basketball scholarship. But, his interest shifted towards acting. leading him to study at the Hills Playhouse under Milton Katselas.
Minor roles in television and films marked Selleck's early career. He appeared in commercials and took on small parts in T.V. series such as "The Dating Game" and "Lancer." These initial steps, although modest. laid the groundwork for his future success and the growth of Tom Selleck net worth. Breakthrough with "Magnum, P.I."
The Role that Defined Tom Selleck's Career
Tom Selleck's breakthrough came with the role of Thomas Magnum in the CBS television series "Magnum, P.I." (1980-1988). This role made him a household name and boosted his net worth. The series' popularity resulted in Selleck earning large salaries. leading to financial stability and increased recognition in Hollywood.
"Magnum P.I." garnered high ratings and critical acclaim during its run. Selleck's portrayal of the charming and resourceful private investigator resonated with audiences. making him one of the most beloved television actors of the 1980s. The success of "Magnum P.I." played a pivotal role in shaping Tom Selleck net worth, establishing him as a major star.
Film Career and Diversification
Expanding Tom Selleck's Financial Portfolio
While "Magnum, P.I." was a cornerstone of Selleck's career, he did not limit himself to television. He ventured into films, further enhancing Tom Selleck net worth. His filmography includes notable movies such as "Three Men and a Baby" (1987). which became the highest-grossing film of the year, and its sequel, "Three Men and a Little Lady" (1990). These box office successes contributed to his wealth.
Selleck's versatility allowed him to transition between genres. from comedies like "Mr. Baseball" (1992) to westerns such as "Quigley Down Under" (1990). This diversification showcased his acting range. and provided many income streams, reinforcing Tom Selleck net worth.
Television Resurgence with "Blue Bloods"
Sustaining Wealth through Consistent Success
In 2010, Tom Selleck began starring as Frank Reagan i
Scandal! Teasers June 2024 on etv Forum.co.zaIsaac More
Monday, 3 June 2024
Episode 47
A friend is compelled to expose a manipulative scheme to prevent another from making a grave mistake. In a frantic bid to save Jojo, Phakamile agrees to a meeting that unbeknownst to her, will seal her fate.
Tuesday, 4 June 2024
Episode 48
A mother, with her son's best interests at heart, finds him unready to heed her advice. Motshabi finds herself in an unmanageable situation, sinking fast like in quicksand.
Wednesday, 5 June 2024
Episode 49
A woman fabricates a diabolical lie to cover up an indiscretion. Overwhelmed by guilt, she makes a spontaneous confession that could be devastating to another heart.
Thursday, 6 June 2024
Episode 50
Linda unwittingly discloses damning information. Nhlamulo and Vuvu try to guide their friend towards the right decision.
Friday, 7 June 2024
Episode 51
Jojo's life continues to spiral out of control. Dintle weaves a web of lies to conceal that she is not as successful as everyone believes.
Monday, 10 June 2024
Episode 52
A heated confrontation between lovers leads to a devastating admission of guilt. Dintle's desperation takes a new turn, leaving her with dwindling options.
Tuesday, 11 June 2024
Episode 53
Unable to resort to violence, Taps issues a verbal threat, leaving Mdala unsettled. A sister must explain her life choices to regain her brother's trust.
Wednesday, 12 June 2024
Episode 54
Winnie makes a very troubling discovery. Taps follows through on his threat, leaving a woman reeling. Layla, oblivious to the truth, offers an incentive.
Thursday, 13 June 2024
Episode 55
A nosy relative arrives just in time to thwart a man's fatal decision. Dintle manipulates Khanyi to tug at Mo's heartstrings and get what she wants.
Friday, 14 June 2024
Episode 56
Tlhogi is shocked by Mdala's reaction following the revelation of their indiscretion. Jojo is in disbelief when the punishment for his crime is revealed.
Monday, 17 June 2024
Episode 57
A woman reprimands another to stay in her lane, leading to a damning revelation. A man decides to leave his broken life behind.
Tuesday, 18 June 2024
Episode 58
Nhlamulo learns that due to his actions, his worst fears have come true. Caiphus' extravagant promises to suppliers get him into trouble with Ndu.
Wednesday, 19 June 2024
Episode 59
A woman manages to kill two birds with one stone. Business doom looms over Chillax. A sobering incident makes a woman realize how far she's fallen.
Thursday, 20 June 2024
Episode 60
Taps' offer to help Nhlamulo comes with hidden motives. Caiphus' new ideas for Chillax have MaHilda excited. A blast from the past recognizes Dintle, not for her newfound fame.
Friday, 21 June 2024
Episode 61
Taps is hungry for revenge and finds a rope to hang Mdala with. Chillax's new job opportunity elicits mixed reactions from the public. Roommates' initial meeting starts off on the wrong foot.
Monday, 24 June 2024
Episode 62
Taps seizes new information and recruits someone on the inside. Mary's new job
As a film director, I have always been awestruck by the magic of animation. Animation, a medium once considered solely for the amusement of children, has undergone a significant transformation over the years. Its evolution from a rudimentary form of entertainment to a sophisticated form of storytelling has stirred my creativity and expanded my vision, offering limitless possibilities in the realm of cinematic storytelling.
From the Editor's Desk: 115th Father's day Celebration - When we see Father's day in Hindu context, Nanda Baba is the most vivid figure which comes to the mind. Nanda Baba who was the foster father of Lord Krishna is known to provide love, care and affection to Lord Krishna and Balarama along with his wife Yashoda; Letter’s to the Editor: Mother's Day - Mother is a precious life for their children. Mother is life breath for her children. Mother's lap is the world happiness whose debt can never be paid.
Meet Crazyjamjam - A TikTok Sensation | Blog EternalBlog Eternal
Crazyjamjam, the TikTok star everyone's talking about! Uncover her secrets to success, viral trends, and more in this exclusive feature on Blog Eternal.
Source: https://blogeternal.com/celebrity/crazyjamjam-leaks/
In the vast landscape of cinema, stories have been told, retold, and reimagined in countless ways. At the heart of this narrative evolution lies the concept of a "remake". A successful remake allows us to revisit cherished tales through a fresh lens, often reflecting a different era's perspective or harnessing the power of advanced technology. Yet, the question remains, what makes a remake successful? Today, we will delve deeper into this subject, identifying the key ingredients that contribute to the success of a remake.
From Slave to Scourge: The Existential Choice of Django Unchained. The Philos...Rodney Thomas Jr
#SSAPhilosophy #DjangoUnchained #DjangoFreeman #ExistentialPhilosophy #Freedom #Identity #Justice #Courage #Rebellion #Transformation
Welcome to SSA Philosophy, your ultimate destination for diving deep into the profound philosophies of iconic characters from video games, movies, and TV shows. In this episode, we explore the powerful journey and existential philosophy of Django Freeman from Quentin Tarantino’s masterful film, "Django Unchained," in our video titled, "From Slave to Scourge: The Existential Choice of Django Unchained. The Philosophy of Django Freeman!"
From Slave to Scourge: The Existential Choice of Django Unchained – The Philosophy of Django Freeman!
Join me as we delve into the existential philosophy of Django Freeman, uncovering the profound lessons and timeless wisdom his character offers. Through his story, we find inspiration in the power of choice, the quest for justice, and the courage to defy oppression. Django Freeman’s philosophy is a testament to the human spirit’s unyielding drive for freedom and justice.
Don’t forget to like, comment, and subscribe to SSA Philosophy for more in-depth explorations of the philosophies behind your favorite characters. Hit the notification bell to stay updated on our latest videos. Let’s discover the principles that shape these icons and the profound lessons they offer.
Django Freeman’s story is one of the most compelling narratives of transformation and empowerment in cinema. A former slave turned relentless bounty hunter, Django’s journey is not just a physical liberation but an existential quest for identity, justice, and retribution. This video delves into the core philosophical elements that define Django’s character and the profound choices he makes throughout his journey.
Link to video: https://youtu.be/GszqrXk38qk
Hollywood Actress - The 250 hottest galleryZsolt Nemeth
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Maximizing Your Streaming Experience with XCIPTV- Tips for 2024.pdfXtreame HDTV
In today’s digital age, streaming services have become an integral part of our entertainment lives. Among the myriad of options available, XCIPTV stands out as a premier choice for those seeking seamless, high-quality streaming. This comprehensive guide will delve into the features, benefits, and user experience of XCIPTV, illustrating why it is a top contender in the IPTV industry.
Maximizing Your Streaming Experience with XCIPTV- Tips for 2024.pdf
Anatomy of a Modern Game design Document - Ralf Adam, Vera Frisch - 4C:Kyiv
1. ANATOMY OF A MODERN
GAME DESIGN DOCUMENT
VERA FRISCH & RALF C. ADAM
FULL SPECTRUM PRODUCERS
2. 1
Freelancer Producer & Consultant
Tiger Team Productions
>25 years in the Games Industry
All-Time Favourites: Jagged Alliance 2,
HoMM 3, Civilization 2, Diablo 2, Pirates!
Beyond Games: Soccer, Karaoke, Golf
RALF C. ADAM
VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
3. 2
Freelancer Producer & Consultant
Gamecorps
>8 years in the Games Industry
All-Time Favourites: World of WarCraft,
Larry, Spellforce, HoMM 3, NfS: Underground
Beyond Games: Cars, Photography
VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
VERA FRISCH
5. 4
INTRODUCTION
What this speech is about…
Different Game Design Types & Structures
Game Design meets Agile Development
Writing GDD‘s
Best Practice
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INTRODUCTION
What this speech is not about…
Design Methods (Brainstorming, etc.)
Project Planning
Team Management
Game Designer Skills
Story Telling
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SOUNDS FAMILIAR?
„But we‘re doing ‚agile‘ now!“
„We have a more iterative
approach!“
„No one reads Design Docs
anyway!“
„Design Docs are too much of
a ballast slowing us down!“
„We cannot commit that early in
production to specific features!“
„Design Docs are outdated
the minute you write them!“
„There are no GDD‘s
in SCRUM!“
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„But we‘re doing ‚agile‘ now!“
„We have a more iterative
approach!“
„No one reads Design Docs
anyway!“
„Design Docs are too much of
a ballast!“ slowing us down
„We cannot commit that early in
production to specific features!“
„Design Docs are outdated
the minute you write them!“
„There are no GDD‘s
in SCRUM!“
THE CAKE IS A LIE…
VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
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LET’S TAKE A CLOSER LOOK
„No one reads Design Docs anyway“
This is not the fault of documentation per se…
…but rather a signal that YOUR documentation is poor
Could be a sign of: long prose text, bad formatting,
wrong tools, not keeping the docs alive & up-to-date,
insignificant information, relevant information hard
to find, written for wrong audience etc.
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LET’S TAKE A CLOSER LOOK
„We cannot commit that early to features“
If you do not know your feature set by the end of the
pre-production – when do you expect to know it?
True: No design survives 1st contact with reality…
…so, therefore: design for change (instead of not designing at all)
Also: this argument will hardly work out when collaborating
with a Publisher
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LET’S TAKE A CLOSER LOOK
„But we‘re doing ‚agile‘ now!“
„BACKLOG: A backlog is a list of features or technical tasks which
the team maintains and which, at a given moment, are known to be
necessary and sufficient to complete a project or a release.”
https://www.agilealliance.org/glossary/backlog/
Different name – same meaning
In a nutshell: the perfect description of a Game Design Document
We get back to this later again…
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WHO DO YOU WRITE FOR?
Horizontally (Internal)
Programmers
Co-Designers & Level-Designers
Artists (Graphic & Audio)
QA-Team
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WHO DO YOU WRITE FOR?
Vertically (External)
Publisher (Producer, Marketing, Sales etc.)
Outsourcing Houses (Art, Audio etc.)
External QA-Team
Sometimes even Media (through PR/Marketing)
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GOOD REASONS TO HAVE A GAME DESIGN
Ultimate Goals
Having a shared vision (both internally and with Publisher)
Helps keeping focus (again: internally & externally)
Foundation for: estimation, priorities and dependencies
Foundation for: QA, test plans, „Definition of Done“
Usually: amendment to contract
Therefore, also foundation for: change requests
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1. VISION STATEMENT
Goal of a Vision Statement
Create a common vision within development team
Foundation for all further documents
Checking device for all future design ideas
Always stays „first page“ of GDD
Preserves the core essential idea of the game
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1. VISION STATEMENT
Anatomy of a Vision Statement
1 – 2 Pages max.
Starting with the X (EA term for „Experience“)
Example: „Project Gotham: it‘s not about how fast you can drive,
it‘s about driving fast“
Summary of core gameplay
Primary and secondary gameplay elements
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1. VISION STATEMENT
When is a Vision Statement created?
Start of Pitching Phase
Target Audience
Complete Dev-Team
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1. VISION STATEMENT
Example
„A history themed real-time strategy game for the pc that presents the rise of the
first great civilizations on Earth by combining RTS game play from Warcraft 2
with the historical and economic features of Civilization”
Age of Empires/Ensemble Studios
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2. HIGH CONCEPT
Goal of a High Concept
Also known as: Design Draft, Pitch Bible, Concept Paper
Sales tool
Pitching your idea to interested Publishers
Setting goals for feature set, scope & USP‘s
Defining target audience, genre, tech etc.
Ideally in combination with 1st prototype
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2. HIGH CONCEPT
Anatomy of a High Concept
10 – 20 Pages max.
Product Vision, incl. Key features & USP‘s
Core Gameplay, incl. examples early-, mid-, end-game
Mock-Up visuals, prototype, competitors
Target audience, genre, market intelligence, monetization
Dev-Team description
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2. HIGH CONCEPT
When is a High Concept created?
In Pitching Phase after Vision Statement,
before reaching out to Publishers
Target Audience
Publisher (Business Dev/Producer)
Complete Dev-Team
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3. GAME DESIGN DOCUMENT (GDD)
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3. GAME DESIGN DOCUMENT (GDD)
Goal of a GDD
To describe all main features, scope and quality in such a way that all team
members can identify and label the extent/complexity of the relevant tasks
and/or user stories
Completed to a point that all key features and gameplay loops are defined
and prioritized
Size depends on scope of game, team size etc.
As big as needed – but not bigger (scale it to team size)
Keep it simple & clear
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3. GAME DESIGN DOCUMENT (GDD)
Anatomy of a GDD
All relevant game’s Features and Gameplay Loops
Definition Scope & Quality
Art Style Guide
Level/World- & Story Guide
Menu-Flow, UI/UX, Click-Dummies etc.
Monetization Strategy and Player Gating (F2P)
Usually not included: final formulas, balancing, fine-tooth detail
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3. GAME DESIGN DOCUMENT (GDD)
When is a GDD created?
During Pre-Production (foundation for
project plan, time estimations & budget)
Target Audience
Complete Dev-Team: for time estimation, asset list
creation, risk evaluation etc.
Publisher (Producer, all main stakeholders)
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4. PRODUCT BREAKDOWN STRUCTURE (PBS)
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4. PRODUCT BREAKDOWN STRUCTURE (PBS)
Goal of a PBS
Overview-Map of all features and assets
When working ‚agile‘: Summary of all Epics
Foundation for further planning & estimations
Helps prioritizing
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4. PRODUCT BREAKDOWN STRUCTURE (PBS)
Anatomy of a PBS
Usually MindMap
Features
Assets
Technology
No tasks, no detailed descriptions
No ressource allocation or dependencies
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4. PRODUCT BREAKDOWN STRUCTURE (PBS)
When is a PBS created?
In parallel when creating GDD (a good place
to start, when brainstorming – but finished at end of GDD)
Target Audience
Primarily Game Design &
Project Management/Product Owner
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4. PRODUCT BREAKDOWN STRUCTURE (PBS)
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5. DETAILED PRODUCTION DOCUMENTS
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5. DETAILED PRODUCTION DOCUMENTS
Goal of Production Documents
Design of all relevant features for next Sprint(s)/Milestone(s)
to fine-toothed level of detail
These designs will allow definition of all relevant tasks needed to
implement such features on a man-day granularity
Allows a „definition of done“ for all relevant tasks
Includes all detailed formulas, balancing values etc.
Should happen in close collaboration with Tech/Programmers
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5. DETAILED PRODUCTION DOCUMENTS
Anatomy of Production Documents
Priority of Feature (Must-Have, Should-Have, Nice-to-Have)
Feature Ambition (Simple, Competitive, Alternative, Innovative)
General overview of goals for this feature
Detailed description of feature implementation in bullet points or
user stories (or even Pseudocode)
Designer’s Note
Risks
Change History
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5. DETAILED PRODUCTION DOCUMENTS
When are Production Documents created?
During Production-Phase, ahead
of next Sprint(s)/Milestone(s)
Target Audience
Primarily: Programmers
QA for creation of Testplans
Publisher (Producer, Publishing QA)
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MAKE IT READABLE
Brevity is the soul of wit
Keep it short, cut all fluff
Write in bullet points, no long prose
Break bigger features into smaller sub-features
Avoid redundancies
Work with hyperlinks, cross references and tables
Create your own template and stick to it
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VISUALIZE
A picture is worth a thousand words
Visualize as much as possible: Prototypes, Click Dummy,
Menu-Flow
Use references from other games, films & other media
Great tools to visualize: Power Point, Visio
But careful: don‘t become the UI-Designer/Artist
Stay abstract and don‘t tell your team members how
to do their job
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Unnamed Mobile Game
UI Click Dummy Design by Jens Fiedler
VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
EXAMPLE: CLICK-DUMMY
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BE PRECISE
But your statement shall be „Yes, yes“ or „No, no“
Don‘t use adjectives such as „maybe“, „potentially“ etc.
Don‘t use words such as „might“, „may“, „shall“, „could“ etc.
Don‘t use the word „we“
Do not only describe what a player CAN do – also describe
what he CAN‘T do
Don‘t expect your reader to know abbreviations (DOT, AOE, BoE, etc.)
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CHANGE: YES WE CAN
No battle plan survives 1st contact with the enemy
Knowing that your design will change is no excuse to
not document your ideas in the 1st place
Embrace change: enhance & iterate your design based on feedback
Only with proper design documentation impacts of change
request can be estimated (important when working with publisher)
Keep change logs for all features
Also document when and why a feature request have been declined –
otherwise you‘ll have the same discussion in 6 months again
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KEEP IT UP-TO-DATE
Don‘t be „Old School“
Keep your design documentation always up-to-date
Don’t use offline formats such as Word (everyone will have a
different version – no one knows what the actual status is)
Every Design-Doc has to be under version-control
Use tools such as Wiki, Google-Docs etc.
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IT’S NOT NEW…
VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
»Pick an idea. Write up a game
proposal. Get it OK'd by
management. Take a couple
weeks to bring up a playable
simple version. Management
reviews that and OKs it or axes
it. If OK'd, continue with the
whole game. Regular reviews by
management to make sure still
fun. Kill the game if not.«
Dave Theurer (1980)
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IT’S NOT THAT DIFFERENT…
SCRUM and other Agile Development Methods…
…still have description of specs
…still prioritize these specs (in the backlog)
…focus on interation and fast implementation (nothing wrong
with that – and not new to game development)
…are using Epics (general descriptions of feature from
player’s perspective) and User Stories (detailed description
of feature implementation from player’s perspective)
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HOWEVER…
Potential Pitfalls when working with SCRUM
Backlog is often just a list/summary of features…
…without any clear structure, paragraphs, index etc.
Context and links are often not easy to understand
Maintaining both – backlog/user stories and GDD – might be
a little overwhelming
Who‘s the product owner? The Producer? The Game Designer?
The Publisher? Shared Ownership?
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REGULAR PLAY SESSIONS
Design by playing
Do regular play sessions with all team members
At least once a week, once you have playable
Gets team buy-in and commitment
Don’t be afraid of critical comments
Also get outside feedback (Focus group testing,
friends & family etc.)
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FEATURE CUT
Don‘t be afraid to cut
If it does not work – kill it!
German Design (add features) vs. US-Design (cut features)
Beware of feature creep
“A designer knows he has achieved perfection not when there is
nothing left to add, but when there is nothing left to take away.”
(Antoine de Saint-Exupery)
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CHANGE ORDER
Brace yourself – Change is coming!
“A change order is work that is added to or deleted from the original
scope of work of a contract, which alters the original contract amount
and/or completion date.” -> WIKIPEDIA
Make sure you have a change order process in place
Make sure any change request is in concordance with
the soul of your game (Vision Statement)
Make sure any change order is either greenlit or declined
through official formal process
Document any change request (both: in case it’s greenlit or denied)
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STORY MAPPING
A great way to visualize
Perfect for Walkthroughs/User Experience descriptions
and UX-Flow
Can be easily turned into user stories/cards for Kanban
Supports QA in creation of testplans and acceptance criteria
Tools: Post-It, Visio, PowerPoint, GoogleDrawings etc.
https://www.thoughtworks.com/de/insights/blog/story-mapping-visual-way-building-product-backlog
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OTHER TOOLS
The Game Designer‘s Utility Belt
MindMapping Tools such as XMind, Mind Manager etc.
Trello (perfect for asset tracking)
Power Point, Visio, Balsamiq, Pencil etc. for Wireframing
Wiki for Design Documentation (e.g. Confluence)
Google-Docs: great for Balancing-Sheets (live balancing),
no so great for structure / readability
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THE PROBLEM WITH GOOGLE DOCS
VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
No index – how
do you find stuff?
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GENERAL RECOMMENDATIONS
Some Last-Minute Gems
Be more iterative in Pre-Production, and less in Production
Try to have as many prototypes as early as possible (playable version
always beats design on paper)
Start production with implementation of most crucial and risky features
Be the Vision-Keeper: You are ultimately responsible for the fun
Make sure contract with your Publisher takes change order as well as
full scope specs & planning earliest at End-of-Pre-Prod into account
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INTERESTING READS
How to write Great Design Docs / Damion Schubert
http://www.zenofdesign.com/wp-content/uploads/2014/12/Writing_Design_Docs_2008.pdf
Story Mapping, Visual way of building Product Backlog
https://www.thoughtworks.com/de/insights/blog/story-mapping-visual-way-building-product-backlog
The 400 Project / Hal Barwood & Noah Falstein
http://www.finitearts.com/pages/400page.html
Five rules for a Game Designer / Bruce Shelley
http://www.gamesauce.biz/2010/09/07/bruce-shelleys-five-rulessteps-for-a-game-design%E2%80%99s-first-draft/
What makes a great Game
http://pixelpaton.com/?p=3385
VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
65. VERA FRISCH & RALF ADAM
Full Spectrum Producers
vera@gamecorps.de
ralf@tigerteam-productions.de
ANY QUESTIONS?
conf4c.com
www.gamecorps.de
www.tigerteam-productions.de