[casual_games] Res: Game design document
James Terry
JTerry at yatecgames.com
Tue Mar 20 11:52:45 EDT 2007
I usually use http://www.ihfsoft.com/designdocuments.htm for design document templates. The Capture the Dude design is usually what I base off of.
James R. Terry
Yatec, LLC
11606 Southfork, Suite 300
Baton Rouge, Louisiana 70816
(225) 274-1550 Ext. 136
www.yatecgames.com <http://www.yatecgames.com/>
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From: casual_games-bounces at igda.org [mailto:casual_games-bounces at igda.org] On Behalf Of Jose Marin
Sent: Tuesday, March 20, 2007 10:12 AM
To: IGDA Casual Games SIG Mailing List
Subject: [casual_games] Res: Game design document
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
There's 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 isn't 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 I've 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 can't 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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