[casual_games] Res: Game design document
Jose Marin
jose_marin2 at yahoo.com.br
Tue Mar 20 11:11:52 EDT 2007
Maybe here?
http://www.gamasutra.com/features/20060516/carless_01.shtml
----- Mensagem original ----
De: "allen.partridge at iup.edu" <allen.partridge at iup.edu>
Para: IGDA Casual Games SIG Mailing List <casual_games at igda.org>
Enviadas: Terça-feira, 20 de Março de 2007 11:44:02
Assunto: Re: [casual_games] Game design document
Theres a good overview in the Rollings and Morris Game Architecture and Design as well. I know that off and on there are good examples online too. One of the problems is that just like in film, ther really isnt a single standard. For me these have evolved based on the needs of the game and honestly the most useful ones have spent the bulk of their life on a yellow notepad. ;)
I think it helps to go from concept to rules to game logic (program architecture) but Ive heard people argue effectively that it should start with experiments on features and then move to design standards etc. I read a nice article not long ago on the process used by Reflexive to create Wik but I cant recall the source. Perhaps someone else recalls.
--al
-----Original Message-----
From: casual_games-bounces at igda.org [mailto:casual_games-bounces at igda.org] On Behalf Of Juan Gril
Sent: Tuesday, March 20, 2007 10:00 AM
To: IGDA Casual Games SIG Mailing List
Subject: Re: [casual_games] Game design document
I started to write GDDs based on Chris Taylor's and Ernest Adams' templates, but after a while I came up with my own style, which fits better our development style. I start with the treatment, which becomes the How To Play section, and then I start adding sections as follows:
- Introduction: the introduction from the treatment.
- How To Play: the rest of the treatment. All elements of the core gameplay go here, so this section is heavily modified with a lot of specs added throughout the process.
- User Interface: all GUI specs go here.
- Sounds: Initially I was listing all sounds here, but now this is only a description of the overall goal for sounds and music, and we use a separate spreadsheet for every sound and its description.
- "Additional Assets": Depending on the game, the title of this section may differ, or won't exist.
- Developer Notes: a section where the developers write anything they want. It's their own scratchpad for the project.
- Feedback from Publisher: I was using this section to paste the feedback from the publisher of every build, and have a list of pending issues. But I'm phasing it out, as I moved it to a spreadsheet in the timeline.
I don't do level design on the GDD. I use spreadsheets for it.
I hope this helps. I just realized that the GDD question is popping up fairly often, so I added in my wish list of topics for the Casual Games White Paper to expand a Documentation section with a GDD and timelines example (for timelines, I guess we can use what I presented in Amsterdam last month).
Cheers,
Juan
On 3/20/07, Jose Marin <jose_marin2 at yahoo.com.br> wrote:
Hi!
Do you know any good sample of a Casual Game Design Document?
There are some on Gamasutra and Gamedev, but I would like to see some made for casual games...
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