Types of Game Design Document

In the last article, we already figured out what is a game design document. Now is the time to learn about game design papers and how they differ from one another.

In the game industry, game design documents have a terrible rep. There are a lot of misconceptions about game design documents. One of these illusions is that, with the correct style and conceptual model, design documents are a magical tool that designers can use to communicate ideas to their team. However, each kit has its own set of documentation criteria, and a model rarely meets all of them. The goal of design documentation is twofold:

  • Revoke. There are a lot of crucial design decisions that determine how the game works. Game development takes a long time, and if the first design decisions aren’t made, you might as well forget about it.
  • Tool for communication. We need an effective means to communicate our design ideas because we frequently collaborate with many people on the game development team. Links to design documents are two-way, allowing you, the designer, and your team to communicate. You’ll be ready for better communication within your team as you expand and design and create papers that are easy to comment on.

Different game development teams require documentation in different ways. Depending on the size of the team and the project’s scope, project documentation can be classified into the following categories:

  • A look at the game design. These are a few pages that give you an overview of the game and are frequently used as guides. It’s utilized to express the game’s overall image, as well as the primary creative vision.
  • Construction documentation in great detail. The designer explains how the game and user interface function in this document. Assist the designer in remembering the details so that the artist or engineer can be informed. Because the documentation have changed through time and integrated many fundamental functionalities, they are frequently disregarded and appear to be mixed during the development process.
  • Review of the past. Third-party scriptwriters frequently work on a game’s storytelling, but the game’s makers want them to learn about relationships, characters, and actions. The screenwriter can make changes to the documentation to convey the game’s design.
  • Technical and construction documents. The game development team must submit technical specifics about the game (displaying items on the screen, sending data over the network, saving files, etc.). It contains the underlying system architecture that the game code is built on.
  • Specifications. Game assets (graphics, music, and other files) are frequently required to meet certain requirements. This paper conforms with these specifications and requirements.
  • Limitations imposed by the system This document is used by game developers to express limitations on game engines and other systems (such as polygons). It aids in the management of the workload for the creative team. This can save you a lot of time later on in the development process if done correctly.
  • A work of fiction. The look of the game cover must be consistent. The recommendations in this paper frequently reflect this in considerable detail.
  • Check out some concept art. Reviewing concept art, similar to a mood board, aids other team members in comprehending the game’s vision and fine-tuning their creative concepts. The usage of concept art in design papers is also common.
  • Game balance is important. This is often a spreadsheet that lists all the work and related expenditures in order to assist managers in staying within production restrictions. Many projects, not just games, still require a budget proposal in order to be funded.
  • The plan for the project. Game development should, in theory, be an iterative process with weekly revisions and updates. This document, on the other hand, should include all the tasks and critical phases involved in building a game. Overtime may be kept to a minimum with careful planning, but it is often very difficult to prevent overtime towards the conclusion of the project cycle owing to numerous dependencies within the project team.

If you are interested in this topic or van necessary services related to the development of documents on game design, find more information here.

Dharmesh is Co-Founder of TechnoFizi and a passionate blogger. He loves new Gadgets and Tools. He generally covers Tech Tricks, Gadget Reviews etc in his posts. Beside this, He also work as a SEO Analyst at TechnoFizi Solutions.


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