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Understanding Game Design Documents:

Where Do I begin?

CREATING A GREAT DESIGN DOCUMENT - Tzvi Freeman

Notes

  • Set out goals clearly.

  • Experiment with prototypes which allows you to revise your ideas. Make changes/improvements.

  • Try different things/idea possibilities. Have discussions. Possibly make surveys, gather customer research.

  • "Ensure everyone involved has the same vision" - This can be achieved by organising the document clearly, with my intentions clear and easily understandable. Involving what the most important and necessary aspects of the game are.

  • Freeman continues to mention the importance of ensuring your idea is something the real world can handle. This involves making sure ideas are feasible. Have the research to back up your intentions and use details to establish how certain aspects can be achieved.

  • Define the scope, concept, feasibility and worthiness. Must be clear in the beginning.

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MAKING A SUCCESSFUL DESIGN DOCUMENT

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Notes:

  • Readable

  • Prioritise

  • Details

  • Demonstrate Ideas

  • Discuss variations - Possibilities.

  • Alternatives.

  • Change

  • Direct attention to important material - what is necessary? What is part of my essential experience? What will give the player this essential experience?

  • Good condition - Referencing where necessary, colour coding/labelling sections, evidence where necessary.

  • Agile - Test early on. Make the suitable changes if need be.

  • Research and Record - Document recordings. Always refer back to your documentation!

DEATH OF THE GAME DESIGN DOCUMENT - MCV Staff

Notes​

  • Define at the beginning what you need in order to prove your idea.

  • Make it clear, how will I make this happen? Use research to make it clear what my intentions are. Storyboards and Mood boards are good for this.

  • Prove its worth!

  • Discuss ideas with other people, discuss any concerns, solve issues together. Can do this by customer research, make surveys and questionnaires.

  • Keep document visual. Document all my findings and extremely important to cross reference. Always refer back by making connections to previous discoveries, research and recordings.

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LEVEL UP - THE GUIDE TO GREAT VIDEO GAME DESIGN - Scott Rogers

Pages 71-89

Notes

  • Keeping it interesting is the most important part of your document.

  • Plenty of visuals but must be relevant.

  • Keep readers engaged, must appeal so they want to continue reading.

  • Write inline with your target audience. (Cater to an audience)

  • "History observed that everything comes in threes" - The logic behind the rule of threes. The first example gives readers an idea of your intentions. Second gives readers something to compare to. The third example can complement or contrast the other two.

  • The first page should include Game Title, Intended game systems, Target age of players, Intended ESRB rating and projected ship date. (Not in this case)

  • Placeholder logo - choose a font that suggests your game genre.

  • Second page based on Game Outline. Summarise your game's story. Include beginning, middle and end.

  • Briefly explain game flow. Including player locations/environments. What might occur in these locations? What impact does this have? Any challenges? What do players encounter at specific points in the game?

  • Thirdly - Character; the specifics of that character. Don't list what isn't relevant or necessary for players/readers to know. What are their abilities, weapons, signature moves? Can include basic map of character controls. (Whether thats a Playstation/Xbox or Wii remote.

  • Page 4 should outline Gameplay - Sequence of play: Chapters? Levels? Call attention to these things. Use descriptions and visuals. Visuals demonstrate ideas that sometimes words cannot. Then write about platform-specific features. What technology requirements will be needed to produce your game?

  • Game world - images and descriptions of game world. All potential environments. How do the locations tie into your story? What mood is being evoked? Music? Include how players would navigate around world.

  • Game Experience - "Gestalt" of your game. E.g. Starting screens, cinematics, music, sound design, camera angles.

  • What do players first see when they start the game? Emotions/moods? Are music and sound used to convey your game's feel?

  • Use flowcharts - navigate the interface.

  • Mechanics - "An item or element that players interact with to create or aid with gameplay".

  • Hazard - A mechanic that can harm or kill players. Such as electrified platforms and spike pits.

  • Note specific mechanics/hazards in your game. Around three is fine for this stage.

  • Consider collectibles/additional features. Bonus materials. (Usually around page 9)

  • Enemies - Do we find enemies? If so where and how do players overcome them?

  • Introducing gameplay - start from ground zero. Little to no skills or abilities. No knowledge yet. Players have a significant power they can use at the beginning. What makes players want to put up with this and gradually progress? Have them feel as though they are advancing throughout.

"The Beat Chart"

Pages 82-83

According to Scott Rogers, The Beat Chart provide a map of the structure of your game. This allows you to examine progression.

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Additional Notes

GDD - Defines the scope of your game.

  • Rogers illustrated his game design document because his teammates understood concepts quickly that way.

  • Doesn't matter how you communicate your ideas, as long as they are clear.

  • How you can communicate your ideas clearly: Storyboards, Diagrams, Animatics, The beat chart.

  • "Everything is liquid" - Allow your game idea to change and evolve.

What to look out for

  • Beware of clumping - avoid too many enemies or mechanics being introduced at once and early on.

  • Mix things up, keep things fresh. Not repetitive.

  • Allow players to notice change, give them a sense of progression like they are getting somewhere/improving. Whether thats increasing levels or chapters.

  • Music tracks - Alternate, don't bore players.

  • Introduce elements in a reasonable way. For example new mechanics each level.

  • "A game is a game because you play it. Otherwise, it's a movie" - How long is your player playing for, or not moving?

NEXT STEPS

How am I going to use this research to my advantage?

I am going to use the guidance provided by Scott Rogers to ensure I communicate my ideas clearly. As well as this I will use methods such as the Beat Chart to refine my experience.

Use my research to prove the worth of my idea and make my intentions clear.

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