I’ve got a question for other developers out there because it’s an issue our team struggles with and I was curious how other teams handle it. Typically in a project, there is a designer, or team of designers, who create a blueprint to be passed on to a production team. It can be called any number of things, usually a design document, and it contains assets, features, rules, etc. that describe how the project is intended to function. My question is, how much should a designer be expected to document, or design, for this document to be useful and effective?
There is a certain level of iteration that is expected in a creative project, especially one involving something as complex as software development. It’s unrealistic to expect a completely finished design to be documented because of this. Also, most designers have little or no experience with the tools and processes involved in creating the thing they’re actually designing for, so it’s also unrealistic to expect something on the level of an engineering document. However, when developing it is important to have a clear idea of the expected behavior and subsequent effect on the system. For example, it may be designed that a NPC in a game can be killed. For a developer, this implies other things like death states, quests or missions being active and available, animations and audio needing to be created and then triggered… and also brings up new questions like “Can the character respawn? If so, how long does it take to respawn?”. This area has been kind of a black hole for our team and is typically a source of confusion and frustration when developing. Generally developers are working on such a low level that they don’t have time to think about higher level functionality like this. Conversely, designers have to keep the big picture in mind and can get lost in lower level details.
How do you guys handle this situation? Where is that line drawn and what determines who is responsible for what?