Games GDD
Games GDD
What is the GDD for?
A Game Design
Document (GDD) is a blueprint for the design and development of a game.
The GDD is a way of
being creative and documenting the approach to the development of the game. Gonzale (1999) states that “ the important thing
is to have something that describes your game project (or any other
project for that matter) before jumping into production. ( Gamasutra ) It should help to plan out your game.
Though it is recommended that the GDD should be short it needs to be detailed
enough so as game developers and artists can coordinate the development of the
game independently whilst still keeping to the design. The GDD is a blueprint
for how the game is going to be designed and built, similar to a mind map. In
conclusion, the game design document is vital to making a game and it is
important to have in order to describe your game project.
How do we make one?
There are a variety
of tools that could be used to create a GDD. These include word processing
tools, visual tools like Powerpoint, or new web-based tools such as DunDoc.
Each of these tools has its advantages and are a personal choice. Many of the
examples shared via the internet are in Microsoft Word format. Romero
Games(creators of Doom) favour a more visual tool such as PowerPoint. Whichever
tool is used they should support the development of the game in an open and
transparent manner.
What should be in it?
The GDD should be simple enough to read
through details about your game design and concept. Schubert (2007), who was at
the time lead designer for Bioware Austin, gave a GDC talk in about how to
create design documentation, some of the most relevant elements include:
- Know your target.- Have a clear vision and understanding of what you want to make. Make sure your game is suitable and fits your target audience.
- Keep it short. Keep it to the point and clear, the shorter they are, the easier it is to read, write, and maintain.
- Prioritize the design. - Divide your game in order of importance e.g have a functional game. Concentrate on core mechanics and visuals, and then expand.
- Illustrate. - Draw sketches of your plans that make it easier to structure and implement. Present what your game would look like as it’s important to have a clear idea of the visuals before you begin creating.
- Use user stories.- Describing the game through the player’s vision (Similar to what we did in the game vision statement).
Take into account the games users, their ideas may help develop future
storylines or ideas.
1.
Invest in a good format. Take the time to structure your work so that it is easy to navigate.
2.
Use clear terminology. Don’t over-complicate the document. Make sure language is concise and
accessible.
3.
Kill redundancy. -Recycle your code - use variables, not hard
code). Always reference the new section on your page to have a clean document.
Avoid copy and pasting sections.
4.
Capture your reasoning - why did you make the choices you made? What led to that thought
process?
References
Nachen, Lennart. 2014 Communication and
Game Design Documents accessed 02/11/2020 http://acagamic.com/game-design-course/communication-and-game-design-documents/
Ferns, Shaun (2020) Readings Week 06
accessed 02/11/2020 https://cdmonline.ie/multidev1/reading-week-06/
Gonzalez
Leandro. 2016 How to Write a Game Design Document
accessed 02/11/2020
How do we make one?
There are a variety of tools that could be used to create a GDD. These include word processing tools, visual tools like Powerpoint, or new web-based tools such as DunDoc. Each of these tools has its advantages and are a personal choice. Many of the examples shared via the internet are in Microsoft Word format. Romero Games(creators of Doom) favour a more visual tool such as PowerPoint. Whichever tool that is used they should support the development of the game in an open and transparent manner.
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