Hello everyone. I’m new here, so pleasure to meet you (and don’t kick me too hard if my topic is old or dumb pls :))
For me personally, writing design documents is a torture. Not because I cannot express my thoughts or because I hate to write, but… Well I don’t really know why. It feels like I should be making games, not pages filled with letters.
One other thing is that long thinking over the paper kills enthusiasm. You cannot see the result for your work. You cannot test it or check if your ideas work. So after a while team just fall apart and you just silently put your project aside.
My point is
When you are making other art like drawing or writing or coding, you don’t sit and write down all the little detail of your picture or program. You know your theme, story or feature set that you want to achieve in the end and just start working with that.
Some preparations are made, of course, like characters, plot point, guidelines, class hierarchy and basic workflow. But you don’t describe every action of every scene, every line of dialog, every muscle and piece of close, every variable and line of code beforehand. Then why it is so different with game design?
Problems
First, games are complex and there is a lot of people working together to make them.
Second, games are complex and made out of different kinds of art, that should work together to create an experience.
Third, time is a big issue, no one wants to spend hours on work that is going to be redesigned later.
Fourth, time again, you need to meet your release dates and can’t just say “when it’s done” (unless you are Blizzard).
And the last problem in my opinion is that design document does not solve any of those issues in a long term.
Methods?
Let’s imagine the a game development workflow without design document.
There should be some starting guild lines, so every one knows, what game they are dealing with. What those guidelines should be?
One method that I know of is Design Canvas (google if interested, or ask in comments, i’ll provide some info)
Design Canvas (my understanding of it)
A helpful link (original site is down, so gamasutra)
The Design Canvas is a small (2 to 10 pages) document, that describes the game, but provides only the most basic info. Think about it as My Game Idea document.
It helps you write down stuff that pops in your head as ideas and fill in some blanks, to make it a full, but basic game description.
The document is divided into five main parts.
Core experience - is a very short (1-4 phrases) description of the focus and overall feeling of your game. Like Soldier on the modern battlefield (Battlefield 3). Or a Hero saving the galaxy (Mass effect). It helps feel your game and set focus to what is important.
Basic mechanics - what buttons player presses, while playing the game? There goes your controls and play style. Like first person shooter with WASD controls, or touch enemy to shoot it. You can go deep and describe all of your controls, or just mention the most important or original ones. It helps to imagine the gameplay.
Reward and Punishment - what is the rules of your game? What would you like your player to do and how are you going to guide him? What is important to the players gameplaywise? Like you don’t want the player to take hits from the monsters, so you give him a health bar and when he runs out of health, level resets. Or may be you want player to collect stuff, so you show a cutscene, every time player finds something and so on. Again you can go deep and describe all the rules, bar, stats and values in your game, or just fill in the most important or unique. It helps understand the player behavior in your game.
Aesthetic Layout - how does your game look and sound? What is the art style? What kind of music is going to play in the background? Everything that related to visuals and sound goes here.
As a subpart here goes the story and the way you integrate your story into the gameplay. Is it linear or player have some choices to make? Is there cutscenes (mass effect) or everything is gameplay (portal, half life)?
This section helps to images the game world and story.
Long term incentive - what is going to keep players in the game? Is it replayable? Is there going to be new content or unlocks or more difficulty levels? It helps define the future of the game and understand is it fun enough to keep players playing.
Check out google or link above for more info.
How can you keep people updated with latest changes and decisions?
One of the methods that i know of is Design Logs (pretty self explanatory)
Design logs (the way i understand it)
A helpful link
The Design Logs is a document that holds updates of the game design in process. It is basically a log of decisions, issues, updates and goals, that describe the current state of the game and the current goals and issues, that should be addressed.
Updates - the log is made of updates. Each update have a date as the title and a short description of the design process. The description includes:
Ideas that worked - if you think that something works and should be left alone, at lean for now, like: new grenades work just fine
Issues+Solution - if you find something in new build, that is buggy or you don’t like, example: the damage of the new sword is way too high, nerf it down to 100 from 140; or: new Sleep skill for the mage does not give this class the playstyle that we wanted to, consider changing it to Blind skill
Prioritized next step - what to do next and in what order, like: implementing new abilities of the mage class
Tasks accomplished - if some major piece of work is finished, that state it, like: parkour is fully implemented and working just fine
Experiments - stuff that you are not sure about, but want to try, like: let’s add some flying spiders to the Forest of Doom level ![]()
Tips:
Keep it short. If you don’t have to, don’t write it. Keep the length of an update so it can be read it 5 minutes.
Prioritize. Write stuff that matters now. Specify the order of next steps, if there is a lot of them.
Make sure others can comment. It should not be a monologue from the High Commander. Discussions help the project grow.
This approach helps to resolve multiple issues:
You are not limited by the design document, so you can grow your game the way you think it should, and take turns if needed.
Allows to jump to the development and actual prototype as soon as possible.
Keep everyone updated.
Focuses your team on most important tasks.
Can quickly provide all the needed info to the new member of the team (especially with Design Canvas)
Google and see link above for more info.
How can you prevent people from wasting hours on things that are going to be changed later? (It’s safe to say that 90% of art in alpha going to be replaced)
One of the methods i know of is Thin Slices (google or ask for more info)
Thin Slices (the way i understand it)
A helpful link
A Thin Slices is a development method, that allows to develop and change content without artists going crazy. Or in other word a process of game development with quick iterations as the centerpiece.
And by saying quick, i mean very quick, faster then you are comfortable with.
The few basic ideas is:
Prototype. Prototype fast. Prototype a lot. Prototype everything. Treat it as a prototype.
Don’t overpolish. Things will change. Keep it in mind all the time. Better make next step in iterating, then the polished version. It will save a lot of time and nerves.
Reuse assets. Prototype with what you have, then change it to prototype of what you really need there.
Switch back and forth between assets. Jump from one asset to another few times a day.
Polish when your asset meet all the requirements (like artsyle, render time and so on).
Iterate and gather feedback fast and a lot. Every day or twice a day.
This simple rules will help you resolve issues with:
Wasting time on polishing.
Keeping the enthusiasm up.
Save nerves of artists, because when you know that you are prototyping and you jump back and forth between assets, you don’t get too attached to assets and can change them.
Google and check link above for more info.
How can you estimate dates in such a workflow? (I have nothing here)
Or may be all this is just a nonsense and Design Document are mandatory?
Please leave your comments. Share some methods and techniques, if you did use something like that, or your thoughts on the subject.