Game Development Documents GözdeÇetin • documentation does have a legitimate place in the creation of modern computer games, and it is the designer’s job to make sure those documents are created, maintained, and used effectively. Document Your Game • As a game designer, you will be primarily concerned with what is commonly called the design document. • However, there are many other pieces of documentation used in the creation of modern computer games. Concept Document, Pitch Document or Proposal • This document is shown to the money, the suits, the decision makers, in order to convince them to spend a lot of money on the idea, thereby funding its development • Writing a concept document can be quite a lot of fun, since the writer gets to focus on the most exciting parts of the game and does not have to worry about all the messy details of actually implementing the game. Competitive Analysis • The competitive analysis is another document used in trying to sell your game. • The competitive analysis then lists a number of other games that have shipped in the recent past that are similar to the proposed game, and then describes how each of these games performed (via average review score, quotes from various reviews, and sales figures, if available). Design Document • The design document’s goal is to fully describe and detail the gameplay of the game. • The design document needs to describe how the game functions so that someone working on the development team can see exactly what he needs to create. Flowcharts • Flowcharts can be used to chart the areas the players progress to and from in the game. • Flowcharts can be either handmade or developed using various flowchart creation tools, such as Visio. Sample Progress Flowchart Story Bible • A story bible, is a good place to document a game’s potentially extensive back-story. • On the other hand, even with a complex game-world, you may not need a story bible at all. Script • Dialogs and the accompanying descriptions of the situations during which the dialog occurs (stage directions) should be contained within the game’s script. For instance, here is an example of a script that could be used for a cut-scene in an adventure game: • When the PLAYER approaches PAUL and SANDY after resurrecting the TREE OF PLENTY, PAUL will be visibly thrilled at the player’s arrival. He immediately bursts into effusive praise for the player’s accomplishments: • PAUL: That’s just the solution we have been praying for! You have saved our great Tree, and nothing we can do could ever thank you enough. Please accept this token of our appreciation... • PAUL tosses a BAG OF FLIMFLAMS at the player’s feet. SANDY steps forward: • SANDY: [Apologetically] We know it’s not much, but . . . • PAUL: [Interrupting] It’s all we have! • SANDY: [Cowering] Please do not hate us for our poverty. . . • If players have branching conversations, the script will need to take on a special form. • Here a script might use small amounts of pseudocode, using IF-THEN-ELSE or SWITCHtype syntax to communicate when the players would hear different pieces of dialog. Returning to our adventure game example • IF The player asks about “FLIMFLAM”: PAUL: A FlimFlam is a drop of dew, fallen from the morning sky, carefully wrapped in a baby leaf from the Tree of Plenty. It has special curative properties for Humanoids, when rubbed on the back of the neck. • IF the player asks about “TREE” OR “PLENTY”: PAUL: The Tree of Plenty has been my people’s source of life since before any of us can remember. Without the shade it provides, my people grow exhausted in the noonday sun. Without its leaves, we have nothing to eat. Without its strength, my people are weak. • DEFAULT if the player asks about anything else: PAUL: I do not know of what you speak, stranger. We are not the most intelligent of peoples; we are not as wise as a great traveler, such as yourself. • Games that feature a lot of branching conversations, such as Deus Ex, often include a scripting language specifically for implementing the dialog. Art Bible • The art bible is often composed primarily of concept sketches and other resources that artists can refer to as they are working on creating various visual assets for the game. • The art bible is usually not compiled or written by the designer, but instead by the lead artist working with his team. The Game Minute • The game minute is typically a one- to threepage document that describes in detail a short section of gameplay. Storyboards • Storyboards are an established film and television device for sketching or mocking-up shots before they are actually filmed. • Sometimes when people get overly excited by storyboarding a game it can be another case of movie envy, where developers actually wish they were filmmakers. Technical Design Document • A technical design document (TDD) is the sister specification to the design document. Whereas the design document focuses on how the game will function, the technical design document discusses how that functionality will be implemented. • The document may include the overall code structure, what major classes will be used, descriptions of the rendering architecture, details of how the AI will function, and any amount of other implementation-side information. Pseudocode is appropriate, though not required. Schedules & Business/Marketing Documents • Business-oriented information is neither appropriate in the design document, nor does it belong in any of the other documents we have discussed, except for the concept document. • It is best to separate out such marketing plans and business data into distinct documents, where the people concerned with such information can best review it. No Standard Documentation • Some teams may split the design document into two documents, one containing only gameplay information and the other containing only story and level progression descriptions. • Some development teams may create only a design document, having no need for a story bible. The Benefits Of Documentation • Beyond making the suits happy, good documentation really can help make your game better, regardless of whether you are developing it alone in your basement or with a team of thirty other developers. Thank You.