Game Design Document

Discuss game development design and post your game ideas

Post » Thu May 09, 2013 11:29 am

Thanks for the suggestions.
@alspal Coggle looks neat for brainstorming
@Rory I've taken Kyatric's suggestion of the Post-It, but use Evernote to jot down simple notes on the fly with regards to Idea's, Events, Gameplay etc. works a charm.
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Post » Thu May 09, 2013 9:27 pm

Personally I believe it depends on the project at hand, a large scale or larger scale project would require such a document and I wouldn't attempt to create a game without some form of plan down first.

With smaller game projects I use the a 1 to 2 page document to flesh out my idea and if I decide that I like it I further it to a 10 page document and go from there, my larger projects I would definitely create a larger and more traditional GDD.

Ultimately I would say yes I do, but I know that there are people out there who have made it through development on their own without much documentation at all and it's fine to go that route if you're working on your own but it will GREATLY help you to have a GDD when working with multiple people even if it's just one or two.

My two cents =]


Kind Regards
Patrick
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Post » Thu May 09, 2013 10:30 pm

For me GDD are good in 2 cases: "big" teams (+3-5 ppl) or big games.

I'm a game designer myself, and when I was working in a studio we used game design documents to let the rest of the team know how the game work, because we had several developers from different countries, several artists, etc. Also when we made branded games, our clients liked to check the document to feel that we made good work

Now I am full time indie developer and I make little html5 mobile games for game portals, I never write GDD again. But of course it's useful to make little documents to take notes though.
Also if you plan to make a big game with scenario, huge gameplay mechanics etc, you'll have to write design documents.Lowren2013-05-09 22:40:46
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Post » Fri May 10, 2013 10:53 am

Thanks for the different perspectives from the hobbyist to indie/studio developers.

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Post » Tue Oct 22, 2013 10:39 am

Perhaps, someone could create a separate plugin for Construct where one could "doodle" out a GDD. Something that lingers in the corner of your screen to keep you on track.
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Post » Thu Oct 24, 2013 7:24 pm

For bigger projects i use a wiki. For smaller ones just a google doc and some excel sheets for tracking all the assets and animations.
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Post » Sat Nov 16, 2013 1:31 am

I don't write design document. I first write down the ideas organised in to groups: Player, enemies, levels, menu etc. Then I'm choosing what to do first, and then I starting to explore possibilities and expand on basic ideas with added one to few words descriptions. I look at how elements would connect to each other, how they suppose to work etc. At some point I will start programming the part I've just worked one. Once I have it programmed, I'm moving on to next idea. And so on. Everything I plan I'm doing on A3 paper. This way I am not constrain to fixed layout of digital tools, and I can write annotations quickly, sketch basic concepts next to the plans etc. And it's nice to have it in front of me and be able to quickly go between pages while programming.
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Post » Wed Nov 27, 2013 9:44 pm

Even Tarantino agreas with me! :)

http://youtu.be/u5ck9Ci0zN4megatronx2013-11-27 21:44:19
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Post » Wed Nov 27, 2013 10:38 pm

Yeah that's good when you're working on your own. A GDD isn't really made to remind you of your own ideas...it's so that a team has the same collective vision for the game.
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Post » Wed Dec 04, 2013 3:43 pm

For small games, use Post it notes. It just works.

Starting from complex games, yeah, GDDs are the way to go.
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