Grim Fandango's game design document was recently released and then taken down for obvious reasons. It's still available somewhere else of course.
I also started a thread on the FreeGameDev Forums that lists all available professional GDDs. (Currently only two other: Space Crack, Planescape: Torment)
I like GDDs, but the main reason might be because I've never red one so far. (Just started.)
What do you think? Ever red one? Ever written one?
Professional Game Design Documents
- qubodup
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Professional Game Design Documents
lg.newImage("cat.png") -- made possible by lg = love.graphics
-- Don't force fullscreen (it frustrates those who want to try your game real quick) -- Develop for 1280x720 (so people can make HD videos)
-- Don't force fullscreen (it frustrates those who want to try your game real quick) -- Develop for 1280x720 (so people can make HD videos)
Re: Professional Game Design Documents
Nice. I'll keep an eye on that thread.
Never read any real, professional GDDs, much less written one.
Never read any real, professional GDDs, much less written one.
Re: Professional Game Design Documents
This interests me greatly! Do you know of any place where they provide guidelines on how to write such documents? As far as I could understand from browsing through the ones you linked to it seems like pretty much anything goes.
Now posting IN STEREO (where available)
Re: Professional Game Design Documents
I've worked on a game prototype for the Danish academy for digital interactive entertainment. The design document can be found here: http://wind.wikidot.com/design-document
Anyone lucky enough to have Half Life 2 should be able to play the prototype Alternatively you could check out the video.
Anyone lucky enough to have Half Life 2 should be able to play the prototype Alternatively you could check out the video.
Re: Professional Game Design Documents
I have two GDD sitting on my desk at work and I don't even want to touch them, heh.
I find them extremely boring though, hehe
Pretty much each game studio has its own GDD template. There are quite a few available out there, being Chris Taylor's (you can find a .doc version here) my favorite. If you're interested in the topic, be sure to read something about high-concept documents too because that's usually what you initially show to the client (to convince him that your game rocks and he should totally give you the moneyz you ask ). The full-blown GDD is more of a development "tool".mike wrote:This interests me greatly! Do you know of any place where they provide guidelines on how to write such documents? As far as I could understand from browsing through the ones you linked to it seems like pretty much anything goes.
I find them extremely boring though, hehe
Teh Blog -> http://cryodreams.com.ar
- qubodup
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Re: Professional Game Design Documents
To my current knowledge, your best bet is to look at Lost Garden (especially Persistent myths about Game Design)mike wrote:This interests me greatly! Do you know of any place where they provide guidelines on how to write such documents?
This looks quite well-structured on a first look. Only: Provide proper credit (list all authors of the doc and provide contact information)u9_ wrote:I've worked on a game prototype for the Danish academy for digital interactive entertainment. The design document can be found here: http://wind.wikidot.com/design-document
Can you say what principles/teaches/theories/whatever this document is based on? Perhaps you can mention a book or a template that was used or name the name of the teacher who told you to do a GDD the way you did it?
Linkz plzu9_ wrote:Alternatively you could check out the video.
How do you know? Care to share? (I *wish*)Merkoth wrote:Pretty much each game studio has its own GDD template.
I dislike Chris Tayolor's template with a passion. It's also the only one I know.Merkoth wrote:There are quite a few available out there
Hm, everything Google produces just looks like Chris Taylor's. This sucks. I like how Danc (Lost Garden) appears to be recommending a HCD-GDD mix instead of a GDD. (If I understand correctly what a HCD is..)
Thanks, I didn't know such a thing exists before you mentioned it. Bombard us with more terms if you will.Merkoth wrote:be sure to read something about high-concept documents too
lg.newImage("cat.png") -- made possible by lg = love.graphics
-- Don't force fullscreen (it frustrates those who want to try your game real quick) -- Develop for 1280x720 (so people can make HD videos)
-- Don't force fullscreen (it frustrates those who want to try your game real quick) -- Develop for 1280x720 (so people can make HD videos)
Re: Professional Game Design Documents
I work for a small gamedev studio in Argentina. We have a few ports going on right now, so we've been receiving GDD from other companies and believe me, you won't find two similar documents. In fact, sometimes there's no such thing as GDD but a bunch of smaller, more specific documents, describing each aspect of your game.qubodup wrote:How do you know? Care to share? (I *wish*)
A high-concept is, basically, a brief description of you game. You're supposed to specify the basic concept, gameplay actors and mechanics, the basic gameflow ("Start the level, collect coins, stomp turtles, kick Koopa's rear end. Start again."), controls, features, multiplayer modes, etc. Everything that makes your game, but explained briefly and without excessive detail. You have the GDD to go into as much detail as you wantqubodup wrote:Thanks, I didn't know such a thing exists before you mentioned it. Bombard us with more terms if you will.
And I don't think I have more terms for you qubo, I'm no game designer after all
PS. These smileys are freaking amazing
Teh Blog -> http://cryodreams.com.ar
Re: Professional Game Design Documents
qubodup, you can find a video of The Windblown Adventure under the various files section, where you also have the game installer. If you have a slow connection you might consider searching youtube for a low-quality video.
We used, among others, gamasutra as inspiration. I don't remember what else.
We used, among others, gamasutra as inspiration. I don't remember what else.
Re: Professional Game Design Documents
Can I suggest that you use Vimeo or something to host the video? It might speed things up for inquisitive people (like me) getting to a high quality video.u9_ wrote:...video of The Windblown Adventure...
Now posting IN STEREO (where available)
Re: Professional Game Design Documents
As I mentioned earlier, you could search youtube (click me click me)u9_ wrote:[...] consider searching youtube for a low-quality video.
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