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Writer's pictureZack Scanlon

Game design documents analysis

Updated: Nov 6, 2020

1) What are different game design document types they discuss

An internal document so that programmers know what kind of features that they will be coding for the game or for the artists so that they know what kind of graphics they will be designing.


An external document so that publishers are aware of what they are paying for and are kept updated.


A vision statement is a 1-2 page maximum document that sums up things like the core gameplay elements along with other primary and secondary elements


A high concept document is usually after the vision statement and is flushed out at about 10-20 pages with things like a pitch to publishers, the setting goals for features, you also need to define your target audience, core gameplay, mock up visuals, prototype, competitors and monetization, development team and preferably with a 1st type of prototype.

Goal of the GDD is to figure out the scope of the game like the team size to actually develop the game and make sure the team is to scale to the ambition of the game. Things like art style guided so people can define the games visuals to expand on that level and world design are factors to considered along with the menu/Ui and how to monetize the game.


Product breakdown structure (PBS) to get an overview of the all features and assets. Foundation for further planning and estimations and to help prioritizing. Mind mapping things like features, assets and technology that will be used.


Detailed production documents to give an idea about current mile stones for the game also working closely with the programmers for the project. The designs allow relevant tasks to be implemented. Feature ambition is key as this is what allows you to innovate on features they may have been done before but you can improve. Having feature priorities show must haves, should have and nice to have so you can really figure out the key things needed for your game.

Make it readable so cut out anything unnecessary so you get right to the point, bullet pointing allows to list your ideas and or points. Break bigger features into smaller sub features to make it more understandable. Make sure to avoid redundancies and create your own template and stick to it.



2) What is meant by Agile development?

Be more collaborative when working in stages like pre production so when you have a feature you want to implement you can clearly explain that the programmers as if there are any issues it can be solved with a direct line of communication. Agile development also focuses on planning however also being flexible




3) What tools do they use to develop their GDDs and what 'best practices' do they employ?

Be iterative in pre production and less in production. The more prototypes you have means less documents needed as it can actually be played. When you start production start with the most crucial and or risky features, also be the vision keep as you are ultimately responsible. Also make sure to contact your publisher so you can work together in bringing the vision to life.

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