[casual_games] Res: Game design document

oscar oscar oscar.oscar.oscar at gmail.com
Tue Mar 20 19:02:03 EDT 2007


Will NO ONE sacrifice one of their actual, completed design docs? ^_^

o

On 3/20/07, Jose Marin <jose_marin2 at yahoo.com.br> wrote:

>

> 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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