[GD-Design] Re: Design Documents
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From: Daniel C. <dan...@an...> - 2001-11-07 15:59:48
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This is more of a software development generic response, though it seems applicable to games as well. A design doc is heavily dependent on the type of organization. I tend to use design documents to communicate key ideas and get people excited about various concepts. Some organizations have great mechanisms for communication. These tend to be bogged down by heavy design docs. Other organizations have poor communication. In these cases, a detailed design doc can be a critical crutch to getting the game finished. First off I'd split up the terms 'design document' and 'art bible'. An art bible is full of pictures and concepts to help artists. Some folks include this in the definition of 'design doc' but I find it often confuses the issue. A design document is the list of rules and systems needed to make the game mechanics function. It includes UI, reward systems, and perhaps even plot points. :-) I've done big design docs and small ones for games and tools. These days, I lean towards lightweight design and development processes. We use a variation of XP (extreme programming) that involves a database of 'feature cards'. Each 3 week iteration involves the programming of a few feature cards. The wacky part. Each feature card has at most a short paragraph or two of text. The rest of the design is fleshed out with constant conversations between the designer and the programmers. This has a couple of benefits: - Avoids massive time spent on upfront design of a unproven complex system that will probably be reworked anyway during user testing. - People read the design. How many developers in your company read and understand 100% of the 300 page design documents? Every developer understands new features because the feature cards keep it short, sweet, and manageable. And we talk. - You can react quickly to new discoveries, or changes in focus by simply adding a new feature card. There is no need to rework a giant doc. The downside: - If your publisher doesn't trust your abilities, then you don't have a massive 'Design Tome' to placate them. :-) Daniel Cook -----Original Message----- From: gam...@li... [mailto:gam...@li...]On Behalf Of Sellers, Mike Sent: Tuesday, November 06, 2001 8:33 AM To: 'gam...@li...' Subject: RE: [GD-Design] Design Documents Matt Newport wrote: > How long and how detailed are people's design docs generally? > I personally feel that our design docs could do with being a > little longer and more in depth but I don't know how they > compare to those used elsewhere in the industry. I read in > the Deus Ex post mortem that their design doc ran to hundreds > of pages, which is rather more detail than we have in ours... Design docs can easily be hundreds of pages, but I'm not sure they have to be. That's like asking how long a novel is -- it's as long as you need to tell the story. A design doc serves several purposes, including selling the design and memorializing it (so you'll remember that incredible idea in context six weeks from now). I've seen design docs with too little high-level design: what's this about, why is it fun, what's the player's experience, how does this fit together, etc.; and ones with too little low-level design: what are the pieces, how does movement work, what's the overall UI like, etc. The question of when to leave off with the low-level design and get into implementation is a tough one, but generally I'd say sooner than later. Iterate, try it out, and then write it down. If you've done the high-level design right, you'll be able to focus on the areas you need to iterate on a lot more quickly and effectively. But honestly, this is all still seat-of-the-pants stuff. I don't know *anyone* who has a sure-fire design documentation methodology. Mike Sellers _______________________________________________ Gamedevlists-design mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-design |