Six flavor of quarks, six colors of M&Ms, and six varieties of game design documents: coincidence? Almost certainly. But can you really take that chance?
Whether you’re trying to record design decisions, refine project scope, or get investors on board, a good game design document can be critical factor in success. Get vital tips on choosing the right format and crafting the perfect document to lead to a more perfect game design. We’ll discuss document structure, defining goals, best tools for the job, place in a game’s lifecycle, pitfalls to avoid, and examples of both good and bad design documents. Whether you’re a fledgling developer or long established and looking to improve your process, you’ll walk away with a clearer understanding of how to make the best design documents possible. And maybe, just maybe, you’ll learn to love great documentation as much as I do.
3. Orientation
Why do you care?
Better design docs make for better
(faster, stronger):
- Ideas
- Processes
- Games
Documents are not:
- Unchangeable
- Solitary
- Universally useful
4. Development Timeline
This isn’t accurate … little better
Concept Design Production QA
When design documents are written
Two Pager
Brainstormer
Bible
Review Copy
Prototype
Documentation
5. Development Timeline
Concept Design Production QA
When design documents are useful
Two Pager
Brainstormer
Bible
Review Copy
Prototype
Documentation
6. What’s the Design Document Purpose?
Same as the purpose of a game designer
Communication
8. Talking to the World
Two Pager
Truly necessary
A component of most other documents
• Elevator pitch
• Vision
• Keywords
• What game is like
• What makes it different
• Maybe one picture
• Sentences ≈ Paragraphs
9. Talking to the World
Two Pager
Technology:
• MSWord / OpenOffice
• Webpage
• Whatever works for you
10. Talking to the Game Designers
Brainstormer
Early stage, collaborative, blue-sky
Needs a designer to drive it
• Document all ideas
• Can organize / sort ideas later
• Can be in sessions or over time
11. Talking to the Game Designers
Brainstormer
Technology:
• Wiki
• Evernote
• Google Docs
• Dry erase board with notes and dissemination
12. Talking to the Team
Bible
Communicate design ideas to the entire team
Bring new team members up to speed
• Include many many flowcharts
• Not one thing – really a set of documents
– Documents
– Sample Text
– Illustrations / Style Guides / Concept Art
– Spreadsheets / Formulae
• Repeat information for redundancy of concepts
13. Talking to the Team
Bible
Technology:
• Google Docs
• MSOffice (Word, Excel, Visio, PPT)
+ Source Control
• Wiki
• XML / YML / Other markup languages
• Email and Skype or other IM
14. Talking to Outsiders
Review Copy
Snapshot of design thinking
Similar to core document of the Bible
Can be early marketing/investing material
Have graphic design pass in addition to writing
“No one will read it”
Except: “They will only read the first page”
Except: One person will read it, and give
invaluable feedback
15. Talking to Outsiders
Review Copy
• Hierarchy / Structure
– Logo
– One pager at front
– Player types
– Game description and features
– Market analysis / competition
• Many pictures
• If it’s an external property, show love and respect
• Show capability for deep thought
16. Talking to Outsiders
Review Copy
Technology:
• MSWord
– better than OpenOffice
– way better than wikis
• + Photoshop
• + PDF converter
17. Talking to Your Future Self
Documentation
To remember what you thought
To remember what you said
May be set of documents
for different purposes
Must have explicit references to other documents
/ consistent naming scheme / clear folder
structure
18. Talking to Your Future Self
Documentation
Technology:
• MSWord, Excel, Visio, Powerpoint
• Google Docs
• Whatever works to communicate with others
19. Talking to the Game
Prototype
“Non-Document”
Good for determining / displaying interactions
Not same code as full game
You can throw it away
For some games, prototype is rules
(such as tabletop RPGs)
20. Talking to the Game
Prototype
Technology:
• Paper, post-its, index cards, markers
• Whatever tech you work in fastest
• Quick prototyping software (e.g. Moai for 2D,
Protoshare for web)
21. Hybrids
Further specific purposes
Bible x Documentation: long-running projects
or part-time projects (e.g. student work)
Brainstormer x Bible: future features list
Review Copy x Prototype: investor packet
One Pager x Prototype: kickstarter video?
22. Examples
Two Pager: FanSwarm Two Pager:
Brainstormer: 50 Cent’s Blackjack: 23
pages
Bible: 50 Cent’s Blackjack: 59 pages
Review Copy: 50 Cent’s Blackjack: all
documentation exposed
Documentation: 50 Cent’s Blackjack:
~100 documents ; FanSwarm: ~50
documents
Prototype: 50 Cent’s Blackjack Tech
prototype to ensure simultaneous play
possible, included game rules
23. Example
Game of Thrones Ascent
Two Pager: Executive Summary;
Vision; Overview; Market
Differentiation
Brainstormer: 20 text-heavy pages
Bible: v2 had no pictures, incomplete,
26 pages ; v8 had painted concepts,
incorporated external feedback, 154
pages
Review Copy: same as Bible from v5.1
onward
Documentation: well over 100
documents
Prototype: paper prototype confirmed
core mechanics ; prototype city layout
decided to go different art direction
24. Best Practices
Integrated designer better than short-term contractor
If you believe a design doc is useful that makes it useful
Vision-holder should be in charge of design docs
Solicit feedback about doc content
Solicit feedback about doc structure
There is always time to iterate
Adapt doc structure to fit how the readers learn
Ultimately document less useful than making the game