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The Design Document
Videogame Design and Programming

Prof. Pier Luca Lanzi
Reference

2

§ Chapter 14 “The Design Document” of the
course textbook: Tracy Fullerton. Game
Design Workshop, Second Edition. Morgan
Kaufmann 2008.

§ Chapter 24 “The Team Sometimes
Communicates Through Documents” of the
course textbook: Jesse Schell. The Art of
Game Design: A Book of Lenses. CRC Press;
1 edition (August 4, 2008)

Prof. Pier Luca Lanzi
What is the Game Design Document?
Game development is inherently collaborative!
Communicating the overall vision of the game
to all the team member is essential.
The most effective way is to write down the vision
as well as a detailed plan for executing it

Prof. Pier Luca Lanzi
what is the game design document?
it is like the blueprints for a building.

Prof. Pier Luca Lanzi
game documents have two purposes
memory and communication

Prof. Pier Luca Lanzi
Design Document as Memory

6

•  A game design has thousands of important decisions that define
• 
• 

how the game works and why
When ideas are fresh, people feel like they are impossible to
forget, but it is very easy to forget even the most fundamental
decisions and solutions
Recording all the design decisions in your design document will
save you the trouble of having to solve the same problems all
over again

Prof. Pier Luca Lanzi
Design Document for Communication

7

•  Design decisions must be communicated to many people
•  Such communication is never one-way but it is more a dialog
•  In fact, 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
The design document can get more minds on the design faster to
more quickly find and fix weaknesses in the game design
The design document is also used to solve possible disputes
about how/who/when things should be done

Prof. Pier Luca Lanzi
Types of Design Documents

Prof. Pier Luca Lanzi

8
Types of Design Documents (Design)

9

1.  Game Design Overview

§  High-level brief document (might only be a few pages) written primarily for

management, explains what this game is, and who it is for
Useful for the whole team to get a sense of the big picture of the game
2.  Detailed Design Document
Describes all the game mechanics and interfaces in great detail
Help the designers remember all the little detailed ideas 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
Describes the dialog and narration of the game

§ 
§ 
§ 
§ 

Prof. Pier Luca Lanzi
Types of Design Documents (Engineering)
4. 

Technical Design Document
High-level brief document (might only be a few pages) written primarily for
management, explains what this game is, and who it is for
Useful for the whole team to get a sense of the big picture of the game
Pipeline Overview
Brief document by the engineers for the art team describing the do’s and don’ts
System Limitation
Explicit what limits should not be crossed, e.g., number of polygons on the screen
at once, number of simultaneous explosions on screen at once, drawcalls, etc.
Art Bible
A document that provides the guidelines to keep the game art consistent when
more than one artist work on the project
Concept Art Overview
A collection of images that show how they will look and feel in the context of the
game design put together by the art team with the design team

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5. 
6. 

7. 

8. 

10

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Prof. Pier Luca Lanzi
Types of Design Documents (Management)

11

9.  Game Budget

§  Prospect of the cost required to develop the game
§  Possibly, the first document created, since it is used to help secure fundings

10.  Project Schedule

§  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
Probably, the most frequently updated document of the project

Prof. Pier Luca Lanzi
Types of Design Documents (Writing)

12

11.  Story Bible

§  Lays down the law about what is and is not possible in the story world
§  It make it easier for everyone on the team to contribute story ideas, within

the technical limits of the underlying engine/technology
12.  Script
Their dialogs of NPCs and other story scripts
13.  Game Tutorial and Manual
The text that goes into in-game tutorials, Web pages, and printed manuals

§ 
§ 

Prof. Pier Luca Lanzi
Types of Design Documents (Players)

13

14.  Game Walkthrough

§  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
By the time, a player walkthrough is written, of course, it is often too late
to change your game — but at least you’ll know for next time

Prof. Pier Luca Lanzi
Prof. Pier Luca Lanzi
The Game Design Document

15

•  Describes the overall concept of the game, target audience, gameplay,
interfaces, controls, characters, levels, media assets, etc. In short,
everything that teams need to know (and has agreed) about the design

•  Most of the developers and publishers today would never go into
production without a detailed design document

•  It is a living document, updated throughout production.
•  Without the design document, the team members might interpret what
they know about the game in their own unique ways

•  Game developers tend to be visual people so supplementing the
document with lots of visuals is generally a good thing

Prof. Pier Luca Lanzi
The Game Design Document

16

•  It should be succinct, around 25 pages (more if you like)
•  Its objective is communication, developers should do whatever it
takes to accomplish that goal

•  Writing the document provides a process for establishing
communication and serves as a touchstone for the entire team

•  It is not a substitute for team meetings and in-person
communication

Prof. Pier Luca Lanzi
Contents of a Design Documents

17

•  There is no standard format for documenting design.
•  In general, the contents of a game design document contain
§ Overview and vision statement
§ Audience, platform, and marketing
§ Gameplay
§ Characters (if applicable)
§ Story (if applicable)
§ World (if applicable)
§ Media list
•  The design document can also include technical details which might also
be articulated in a separate document, the technical specification

Prof. Pier Luca Lanzi
Examples of game design documents
http://digitalworlds.wetpaint.com/page/Example+Blank+Design+Document
http://www.gamasutra.com/view/feature/3384/the_anatomy_of_a_design_document_.php

Prof. Pier Luca Lanzi
When writing a design document, don’t get distracted!
Don’t forget its ultimate goal: to communicate your game design
to the production team, the publisher, the marketing team and
anyone else involved in the game.
Think about it as a living document which needs to be modular
(easier to update/manage as it grows in size and complexity)

Prof. Pier Luca Lanzi
Design History

20

•  A design document is a continuously changing reference tool
•  Alert team mates about any significant modifications or updates
•  The design history contains a section for every major change
made

•  When using a wiki, this section will be replaced by the editing
history feature of the software

Prof. Pier Luca Lanzi
Vision Statement

21

•  It is were the vision of the game is stated. Typically, 500 words long. Try
to capture the essence of your game and convey this to the reader in
as compelling and accurate a way as possible.

•  Game logline
§ In one sentence, describe your game
•  Gameplay synopsis
§ Describe how your game plays and what the user experiences. Try
to keep it concise—no more than a couple of pages. You might
want to reference some or all of the following topics:
Uniqueness: What makes your game unique?
Mechanics: How does the game function? What is the core play
mechanic?
Setting: What is the setting for your game?
Look and feel: Give a summary of the look and feel of the game.

§ 
§ 
§ 
§ 

Prof. Pier Luca Lanzi
Audience, Platform, and Marketing

• 

• 
• 

Target audience: Who will buy
your game? Describe the
demographic you are targeting,
including age, gender, and
geographic locations.
Platform: What platform or
platforms will your game run
on? Why did you choose these
platforms?
System requirements: might
limit your audience, especially
on the PC, where the hardware
varies widely. Describe what is
required to play the game and
why those choices were made.

• 

• 
• 

Prof. Pier Luca Lanzi

22

Top performers: List other top-selling
games in the same market. Provide
sales figures, release dates,
information on sequels and platforms,
as well as brief descriptions of each
title.
Feature comparison: Compare your
game to the competition. Why
would a consumer purchase your
game over the others?
Sales expectations: Provide an
estimate of sales over the first year
broken down by quarter. How many
units will be sold globally, as well as
within key markets, like the United
States, England, Japan, etc.?
Legal Analysis

•  Discusses the legal and financial obligations regarding copyrights,
trademarks, contracts and licensing agreements

Prof. Pier Luca Lanzi
Gameplay

•  Overview: describes the core gameplay
•  Gameplay description: tells how the game functions
•  Controls
§ Interfaces: wireframes and descriptions of how each interface
functions
Rules: if there is a prototype the description of the rules is
much easier.
Scoring/winning conditions
Modes and other features
Levels: the design of each level should be laid out here.
Flowchart: create a flowchart showing all the areas and screens
needed
Editor

§ 

• 
• 
• 
• 

§ 

Prof. Pier Luca Lanzi
Game Characters

•  Character design: describe any game characters and their
attributes

•  Types: describe all the types of PCs and NPCs

Prof. Pier Luca Lanzi
Prof. Pier Luca Lanzi
Prof. Pier Luca Lanzi
Story

• 
• 
• 
• 
• 

Synopsis: if the game includes a story, summarize it here. Keep it down to one
or two paragraphs.
Complete story: outline the entire story in a way that mirrors the gameplay.
Do not just tell your story, but structure it so that it unfolds as the game
progresses.
Backstory: describe any important elements of your story that do not tie
directly into the gameplay.
Narrative devices: describe the various ways in which you plan to reveal the
story. What are the devices you plan to use to tell the story?
Subplots: Because games are not linear like books and movies, there might be
numerous smaller stories interwoven into the main story. Describe each
subplots and explain how they tie into the gameplay and the master plot.

Prof. Pier Luca Lanzi
The Game World

•  If the game involves the creation of a world, you need to go into detail
on all aspects of that world such as

§ Overview
§ Key locations
§ Travel
§ Mapping
§ Scale
§ Physical objects
§ Weather conditions
§ Day and night
§ Time
§ Physics
§ Society/culture
Prof. Pier Luca Lanzi
Media List

•  List all media that will be required.
•  The list will depend on the game specifics
•  Interface assets
•  Environments
•  Characters
•  Animation
•  Music and sound effects
Prof. Pier Luca Lanzi
Technical Spec

• 

Technical analysis
New technology
Major software
development tasks
Risks
Alternatives
Estimated resources
required
Development platform and
tools
Delivery
Game Engine
Technical Specs
Design
Collision Detection

§ 
§ 
§ 
§ 
§ 

• 
• 
• 

§ 
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§ 

• 
• 
• 
• 
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• 

Prof. Pier Luca Lanzi

Interface technical specs
Controls’ technical specs
Lighting models
Rendering system
Technical specs
2D/3D rendering
Camera
Internet/network spec
System parameters
Max players, servers,
customization, connectivity,
websites, …
Other
Help, manual, setup

§ 
§ 
§ 
§ 
§ 
Writing Your Design Document

•  Before writing the design document, quite an amount of time should be
spent thinking about the gameplay

•  The best way to do this is to build a physical or software prototype and
play test it, improving and expanding the design until a solid foundation
is reached

•  Only after several iteration of prototyping, the design document can
start

•  Use flowcharts and wireframes to explain the game areas and features
•  By working through your concept from prototype to flowchart to
wireframes to documentation, the design document is actually easy to
write

Prof. Pier Luca Lanzi
What about the course project?
As soon as you team up, your team is required to write an
initial draft (the version zero) of your game design document
The draft should contain all the important element/documents
discussed in this lecture that are applicable to your project.
The draft must be quite short, around 10 pages, and its objective
is to assess that your team has agreed on a gameplay vision

Prof. Pier Luca Lanzi
Why do you need the document?
to speed up communication
in our short development window,
as a reference to what has been decided
to solve any dispute raising during the development

Prof. Pier Luca Lanzi

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Videogame Design and Programming - 08 The Design Document

  • 1. The Design Document Videogame Design and Programming Prof. Pier Luca Lanzi
  • 2. Reference 2 § Chapter 14 “The Design Document” of the course textbook: Tracy Fullerton. Game Design Workshop, Second Edition. Morgan Kaufmann 2008. § Chapter 24 “The Team Sometimes Communicates Through Documents” of the course textbook: Jesse Schell. The Art of Game Design: A Book of Lenses. CRC Press; 1 edition (August 4, 2008) Prof. Pier Luca Lanzi
  • 3. What is the Game Design Document? Game development is inherently collaborative! Communicating the overall vision of the game to all the team member is essential. The most effective way is to write down the vision as well as a detailed plan for executing it Prof. Pier Luca Lanzi
  • 4. what is the game design document? it is like the blueprints for a building. Prof. Pier Luca Lanzi
  • 5. game documents have two purposes memory and communication Prof. Pier Luca Lanzi
  • 6. Design Document as Memory 6 •  A game design has thousands of important decisions that define •  •  how the game works and why When ideas are fresh, people feel like they are impossible to forget, but it is very easy to forget even the most fundamental decisions and solutions Recording all the design decisions in your design document will save you the trouble of having to solve the same problems all over again Prof. Pier Luca Lanzi
  • 7. Design Document for Communication 7 •  Design decisions must be communicated to many people •  Such communication is never one-way but it is more a dialog •  In fact, 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 The design document can get more minds on the design faster to more quickly find and fix weaknesses in the game design The design document is also used to solve possible disputes about how/who/when things should be done Prof. Pier Luca Lanzi
  • 8. Types of Design Documents Prof. Pier Luca Lanzi 8
  • 9. Types of Design Documents (Design) 9 1.  Game Design Overview §  High-level brief document (might only be a few pages) written primarily for management, explains what this game is, and who it is for Useful for the whole team to get a sense of the big picture of the game 2.  Detailed Design Document Describes all the game mechanics and interfaces in great detail Help the designers remember all the little detailed ideas 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 Describes the dialog and narration of the game §  §  §  §  Prof. Pier Luca Lanzi
  • 10. Types of Design Documents (Engineering) 4.  Technical Design Document High-level brief document (might only be a few pages) written primarily for management, explains what this game is, and who it is for Useful for the whole team to get a sense of the big picture of the game Pipeline Overview Brief document by the engineers for the art team describing the do’s and don’ts System Limitation Explicit what limits should not be crossed, e.g., number of polygons on the screen at once, number of simultaneous explosions on screen at once, drawcalls, etc. Art Bible A document that provides the guidelines to keep the game art consistent when more than one artist work on the project Concept Art Overview A collection of images that show how they will look and feel in the context of the game design put together by the art team with the design team §  §  5.  6.  7.  8.  10 §  §  §  §  Prof. Pier Luca Lanzi
  • 11. Types of Design Documents (Management) 11 9.  Game Budget §  Prospect of the cost required to develop the game §  Possibly, the first document created, since it is used to help secure fundings 10.  Project Schedule §  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 Probably, the most frequently updated document of the project Prof. Pier Luca Lanzi
  • 12. Types of Design Documents (Writing) 12 11.  Story Bible §  Lays down the law about what is and is not possible in the story world §  It make it easier for everyone on the team to contribute story ideas, within the technical limits of the underlying engine/technology 12.  Script Their dialogs of NPCs and other story scripts 13.  Game Tutorial and Manual The text that goes into in-game tutorials, Web pages, and printed manuals §  §  Prof. Pier Luca Lanzi
  • 13. Types of Design Documents (Players) 13 14.  Game Walkthrough §  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 By the time, a player walkthrough is written, of course, it is often too late to change your game — but at least you’ll know for next time Prof. Pier Luca Lanzi
  • 15. The Game Design Document 15 •  Describes the overall concept of the game, target audience, gameplay, interfaces, controls, characters, levels, media assets, etc. In short, everything that teams need to know (and has agreed) about the design •  Most of the developers and publishers today would never go into production without a detailed design document •  It is a living document, updated throughout production. •  Without the design document, the team members might interpret what they know about the game in their own unique ways •  Game developers tend to be visual people so supplementing the document with lots of visuals is generally a good thing Prof. Pier Luca Lanzi
  • 16. The Game Design Document 16 •  It should be succinct, around 25 pages (more if you like) •  Its objective is communication, developers should do whatever it takes to accomplish that goal •  Writing the document provides a process for establishing communication and serves as a touchstone for the entire team •  It is not a substitute for team meetings and in-person communication Prof. Pier Luca Lanzi
  • 17. Contents of a Design Documents 17 •  There is no standard format for documenting design. •  In general, the contents of a game design document contain § Overview and vision statement § Audience, platform, and marketing § Gameplay § Characters (if applicable) § Story (if applicable) § World (if applicable) § Media list •  The design document can also include technical details which might also be articulated in a separate document, the technical specification Prof. Pier Luca Lanzi
  • 18. Examples of game design documents http://digitalworlds.wetpaint.com/page/Example+Blank+Design+Document http://www.gamasutra.com/view/feature/3384/the_anatomy_of_a_design_document_.php Prof. Pier Luca Lanzi
  • 19. When writing a design document, don’t get distracted! Don’t forget its ultimate goal: to communicate your game design to the production team, the publisher, the marketing team and anyone else involved in the game. Think about it as a living document which needs to be modular (easier to update/manage as it grows in size and complexity) Prof. Pier Luca Lanzi
  • 20. Design History 20 •  A design document is a continuously changing reference tool •  Alert team mates about any significant modifications or updates •  The design history contains a section for every major change made •  When using a wiki, this section will be replaced by the editing history feature of the software Prof. Pier Luca Lanzi
  • 21. Vision Statement 21 •  It is were the vision of the game is stated. Typically, 500 words long. Try to capture the essence of your game and convey this to the reader in as compelling and accurate a way as possible. •  Game logline § In one sentence, describe your game •  Gameplay synopsis § Describe how your game plays and what the user experiences. Try to keep it concise—no more than a couple of pages. You might want to reference some or all of the following topics: Uniqueness: What makes your game unique? Mechanics: How does the game function? What is the core play mechanic? Setting: What is the setting for your game? Look and feel: Give a summary of the look and feel of the game. §  §  §  §  Prof. Pier Luca Lanzi
  • 22. Audience, Platform, and Marketing •  •  •  Target audience: Who will buy your game? Describe the demographic you are targeting, including age, gender, and geographic locations. Platform: What platform or platforms will your game run on? Why did you choose these platforms? System requirements: might limit your audience, especially on the PC, where the hardware varies widely. Describe what is required to play the game and why those choices were made. •  •  •  Prof. Pier Luca Lanzi 22 Top performers: List other top-selling games in the same market. Provide sales figures, release dates, information on sequels and platforms, as well as brief descriptions of each title. Feature comparison: Compare your game to the competition. Why would a consumer purchase your game over the others? Sales expectations: Provide an estimate of sales over the first year broken down by quarter. How many units will be sold globally, as well as within key markets, like the United States, England, Japan, etc.?
  • 23. Legal Analysis •  Discusses the legal and financial obligations regarding copyrights, trademarks, contracts and licensing agreements Prof. Pier Luca Lanzi
  • 24. Gameplay •  Overview: describes the core gameplay •  Gameplay description: tells how the game functions •  Controls § Interfaces: wireframes and descriptions of how each interface functions Rules: if there is a prototype the description of the rules is much easier. Scoring/winning conditions Modes and other features Levels: the design of each level should be laid out here. Flowchart: create a flowchart showing all the areas and screens needed Editor §  •  •  •  •  §  Prof. Pier Luca Lanzi
  • 25. Game Characters •  Character design: describe any game characters and their attributes •  Types: describe all the types of PCs and NPCs Prof. Pier Luca Lanzi
  • 28. Story •  •  •  •  •  Synopsis: if the game includes a story, summarize it here. Keep it down to one or two paragraphs. Complete story: outline the entire story in a way that mirrors the gameplay. Do not just tell your story, but structure it so that it unfolds as the game progresses. Backstory: describe any important elements of your story that do not tie directly into the gameplay. Narrative devices: describe the various ways in which you plan to reveal the story. What are the devices you plan to use to tell the story? Subplots: Because games are not linear like books and movies, there might be numerous smaller stories interwoven into the main story. Describe each subplots and explain how they tie into the gameplay and the master plot. Prof. Pier Luca Lanzi
  • 29. The Game World •  If the game involves the creation of a world, you need to go into detail on all aspects of that world such as § Overview § Key locations § Travel § Mapping § Scale § Physical objects § Weather conditions § Day and night § Time § Physics § Society/culture Prof. Pier Luca Lanzi
  • 30. Media List •  List all media that will be required. •  The list will depend on the game specifics •  Interface assets •  Environments •  Characters •  Animation •  Music and sound effects Prof. Pier Luca Lanzi
  • 31. Technical Spec •  Technical analysis New technology Major software development tasks Risks Alternatives Estimated resources required Development platform and tools Delivery Game Engine Technical Specs Design Collision Detection §  §  §  §  §  •  •  •  §  §  §  •  •  •  •  •  •  •  Prof. Pier Luca Lanzi Interface technical specs Controls’ technical specs Lighting models Rendering system Technical specs 2D/3D rendering Camera Internet/network spec System parameters Max players, servers, customization, connectivity, websites, … Other Help, manual, setup §  §  §  §  § 
  • 32. Writing Your Design Document •  Before writing the design document, quite an amount of time should be spent thinking about the gameplay •  The best way to do this is to build a physical or software prototype and play test it, improving and expanding the design until a solid foundation is reached •  Only after several iteration of prototyping, the design document can start •  Use flowcharts and wireframes to explain the game areas and features •  By working through your concept from prototype to flowchart to wireframes to documentation, the design document is actually easy to write Prof. Pier Luca Lanzi
  • 33. What about the course project? As soon as you team up, your team is required to write an initial draft (the version zero) of your game design document The draft should contain all the important element/documents discussed in this lecture that are applicable to your project. The draft must be quite short, around 10 pages, and its objective is to assess that your team has agreed on a gameplay vision Prof. Pier Luca Lanzi
  • 34. Why do you need the document? to speed up communication in our short development window, as a reference to what has been decided to solve any dispute raising during the development Prof. Pier Luca Lanzi