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ANATOMY OF A MODERN
GAME DESIGN DOCUMENT
VERA FRISCH & RALF C. ADAM
FULL SPECTRUM PRODUCERS
1
Freelancer Producer & Consultant
Tiger Team Productions
>25 years in the Games Industry
All-Time Favourites: Jagged Alliance 2,
HoMM 3, Civilization 2, Diablo 2, Pirates!
Beyond Games: Soccer, Karaoke, Golf
RALF C. ADAM
VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
2
Freelancer Producer & Consultant
Gamecorps
>8 years in the Games Industry
All-Time Favourites: World of WarCraft,
Larry, Spellforce, HoMM 3, NfS: Underground
Beyond Games: Cars, Photography
VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
VERA FRISCH
INTRODUCTION
4
INTRODUCTION
What this speech is about…
Different Game Design Types & Structures
Game Design meets Agile Development
Writing GDD‘s
Best Practice
VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
5
INTRODUCTION
What this speech is not about…
Design Methods (Brainstorming, etc.)
Project Planning
Team Management
Game Designer Skills
Story Telling
VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
(WHY) DO WE STILL NEED
GAME DESIGN DOCUMENTS?
7
SOUNDS FAMILIAR?
„But we‘re doing ‚agile‘ now!“
„We have a more iterative
approach!“
„No one reads Design Docs
anyway!“
„Design Docs are too much of
a ballast slowing us down!“
„We cannot commit that early in
production to specific features!“
„Design Docs are outdated
the minute you write them!“
„There are no GDD‘s
in SCRUM!“
VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
8
„But we‘re doing ‚agile‘ now!“
„We have a more iterative
approach!“
„No one reads Design Docs
anyway!“
„Design Docs are too much of
a ballast!“ slowing us down
„We cannot commit that early in
production to specific features!“
„Design Docs are outdated
the minute you write them!“
„There are no GDD‘s
in SCRUM!“
THE CAKE IS A LIE…
VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
9
LET’S TAKE A CLOSER LOOK
„No one reads Design Docs anyway“
This is not the fault of documentation per se…
…but rather a signal that YOUR documentation is poor
Could be a sign of: long prose text, bad formatting,
wrong tools, not keeping the docs alive & up-to-date,
insignificant information, relevant information hard
to find, written for wrong audience etc.
VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
10
LET’S TAKE A CLOSER LOOK
„We cannot commit that early to features“
If you do not know your feature set by the end of the
pre-production – when do you expect to know it?
True: No design survives 1st contact with reality…
…so, therefore: design for change (instead of not designing at all)
Also: this argument will hardly work out when collaborating
with a Publisher
VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
11
LET’S TAKE A CLOSER LOOK
„But we‘re doing ‚agile‘ now!“
„BACKLOG: A backlog is a list of features or technical tasks which
the team maintains and which, at a given moment, are known to be
necessary and sufficient to complete a project or a release.”
https://www.agilealliance.org/glossary/backlog/
Different name – same meaning
In a nutshell: the perfect description of a Game Design Document
We get back to this later again…
VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
12
WHO DO YOU WRITE FOR?
Horizontally (Internal)
Programmers
Co-Designers & Level-Designers
Artists (Graphic & Audio)
QA-Team
VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
13
WHO DO YOU WRITE FOR?
Vertically (External)
Publisher (Producer, Marketing, Sales etc.)
Outsourcing Houses (Art, Audio etc.)
External QA-Team
Sometimes even Media (through PR/Marketing)
VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
14
GOOD REASONS TO HAVE A GAME DESIGN
Ultimate Goals
Having a shared vision (both internally and with Publisher)
Helps keeping focus (again: internally & externally)
Foundation for: estimation, priorities and dependencies
Foundation for: QA, test plans, „Definition of Done“
Usually: amendment to contract
Therefore, also foundation for: change requests
VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
DIFFERENT STAGES OF
DOCUMENTATION
16
THE DIFFERENT STAGES
VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
17
1. VISION STATEMENT
VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
18
1. VISION STATEMENT
Goal of a Vision Statement
Create a common vision within development team
Foundation for all further documents
Checking device for all future design ideas
Always stays „first page“ of GDD
Preserves the core essential idea of the game
VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
19
1. VISION STATEMENT
Anatomy of a Vision Statement
1 – 2 Pages max.
Starting with the X (EA term for „Experience“)
Example: „Project Gotham: it‘s not about how fast you can drive,
it‘s about driving fast“
Summary of core gameplay
Primary and secondary gameplay elements
VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
20
1. VISION STATEMENT
When is a Vision Statement created?
Start of Pitching Phase
Target Audience
Complete Dev-Team
VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
21
1. VISION STATEMENT
Example
„A history themed real-time strategy game for the pc that presents the rise of the
first great civilizations on Earth by combining RTS game play from Warcraft 2
with the historical and economic features of Civilization”
Age of Empires/Ensemble Studios
VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
22
2. HIGH CONCEPT
VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
23
2. HIGH CONCEPT
Goal of a High Concept
Also known as: Design Draft, Pitch Bible, Concept Paper
Sales tool
Pitching your idea to interested Publishers
Setting goals for feature set, scope & USP‘s
Defining target audience, genre, tech etc.
Ideally in combination with 1st prototype
VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
24
2. HIGH CONCEPT
Anatomy of a High Concept
10 – 20 Pages max.
Product Vision, incl. Key features & USP‘s
Core Gameplay, incl. examples early-, mid-, end-game
Mock-Up visuals, prototype, competitors
Target audience, genre, market intelligence, monetization
Dev-Team description
VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
25
2. HIGH CONCEPT
When is a High Concept created?
In Pitching Phase after Vision Statement,
before reaching out to Publishers
Target Audience
Publisher (Business Dev/Producer)
Complete Dev-Team
VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
26
3. GAME DESIGN DOCUMENT (GDD)
VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
27
3. GAME DESIGN DOCUMENT (GDD)
Goal of a GDD
To describe all main features, scope and quality in such a way that all team
members can identify and label the extent/complexity of the relevant tasks
and/or user stories
Completed to a point that all key features and gameplay loops are defined
and prioritized
Size depends on scope of game, team size etc.
As big as needed – but not bigger (scale it to team size)
Keep it simple & clear
VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
28
3. GAME DESIGN DOCUMENT (GDD)
Anatomy of a GDD
All relevant game’s Features and Gameplay Loops
Definition Scope & Quality
Art Style Guide
Level/World- & Story Guide
Menu-Flow, UI/UX, Click-Dummies etc.
Monetization Strategy and Player Gating (F2P)
Usually not included: final formulas, balancing, fine-tooth detail
VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
29
3. GAME DESIGN DOCUMENT (GDD)
When is a GDD created?
During Pre-Production (foundation for
project plan, time estimations & budget)
Target Audience
Complete Dev-Team: for time estimation, asset list
creation, risk evaluation etc.
Publisher (Producer, all main stakeholders)
VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
30
4. PRODUCT BREAKDOWN STRUCTURE (PBS)
VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
31
4. PRODUCT BREAKDOWN STRUCTURE (PBS)
Goal of a PBS
Overview-Map of all features and assets
When working ‚agile‘: Summary of all Epics
Foundation for further planning & estimations
Helps prioritizing
VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
32
4. PRODUCT BREAKDOWN STRUCTURE (PBS)
Anatomy of a PBS
Usually MindMap
Features
Assets
Technology
No tasks, no detailed descriptions
No ressource allocation or dependencies
VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
33
4. PRODUCT BREAKDOWN STRUCTURE (PBS)
When is a PBS created?
In parallel when creating GDD (a good place
to start, when brainstorming – but finished at end of GDD)
Target Audience
Primarily Game Design &
Project Management/Product Owner
VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
34
4. PRODUCT BREAKDOWN STRUCTURE (PBS)
VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
35
5. DETAILED PRODUCTION DOCUMENTS
VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
36
5. DETAILED PRODUCTION DOCUMENTS
Goal of Production Documents
Design of all relevant features for next Sprint(s)/Milestone(s)
to fine-toothed level of detail
These designs will allow definition of all relevant tasks needed to
implement such features on a man-day granularity
Allows a „definition of done“ for all relevant tasks
Includes all detailed formulas, balancing values etc.
Should happen in close collaboration with Tech/Programmers
VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
37
5. DETAILED PRODUCTION DOCUMENTS
Anatomy of Production Documents
Priority of Feature (Must-Have, Should-Have, Nice-to-Have)
Feature Ambition (Simple, Competitive, Alternative, Innovative)
General overview of goals for this feature
Detailed description of feature implementation in bullet points or
user stories (or even Pseudocode)
Designer’s Note
Risks
Change History
VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
38
5. DETAILED PRODUCTION DOCUMENTS
When are Production Documents created?
During Production-Phase, ahead
of next Sprint(s)/Milestone(s)
Target Audience
Primarily: Programmers
QA for creation of Testplans
Publisher (Producer, Publishing QA)
VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
WRITING DOCS TEAM MEMBERS
WILL READ (AND UNDERSTAND)
40
MAKE IT READABLE
Brevity is the soul of wit
Keep it short, cut all fluff
Write in bullet points, no long prose
Break bigger features into smaller sub-features
Avoid redundancies
Work with hyperlinks, cross references and tables
Create your own template and stick to it
VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
41VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
EXAMPLE
GripsKids Mathe Š 2009 dtp/Engine Software
Game Design by Ralf Adam
Feature overview
In this mini-game 4 different colored containers are displayed in the Topscreen. They represent
the thousands, hundreds, tens and ones (the decade system).
A math problem is displayed above those containers. In the Touchscreen a conveyor belt with
different colored spheres moving along is displayed.
The player must keep “grabbing” spheres with his stylus and flick them into the correct container
above.
The player must fill each container with the exact amount of spheres to match the answer to the
task below. Each container can only contain 0 - 9 spheres.
42VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
EXAMPLE
GripsKids Mathe Š 2009 dtp/Engine Software
Game Design by Ralf Adam
Feature implementation
[…]
• In order to get the correct sphere in the correct container, the player has to
point on the selected sphere and hold the stylus pressed.
• The sphere is now "connected" to the stylus and lifted of the conveyor belt.
• The player has to move it under the right container and "flick it", so that it flies
into the container in the Topscreen of his Nintendo DS.
• If the player lifts off the stylus before flicking the sphere, the sphere drops back to
the conveyor belt.
• The player has to flick the sphere, until the math problem is solved correctly. The
program will automatically realize when all containers are filled correctly.
• In that case a "positive" sound signal is played and the player will get a visual
feedback on his success.
[…]
43
VISUALIZE
A picture is worth a thousand words
Visualize as much as possible: Prototypes, Click Dummy,
Menu-Flow
Use references from other games, films & other media
Great tools to visualize: Power Point, Visio
But careful: don‘t become the UI-Designer/Artist
Stay abstract and don‘t tell your team members how
to do their job
VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
44
GripsKids Mathe Š 2009 dtp/Engine Software
Game Design by Ralf Adam
VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
EXAMPLE: PROTOTYPE
PowerPoint Mock-Up Final Ingame (NDS)
45
GripsKids Mathe Š 2009 dtp/Engine Software
Game Design by Ralf Adam
VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
EXAMPLE: MENU-FLOW
46
Unnamed Mobile Game
UI Click Dummy Design by Jens Fiedler
VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
EXAMPLE: CLICK-DUMMY
47
BE PRECISE
But your statement shall be „Yes, yes“ or „No, no“
Don‘t use adjectives such as „maybe“, „potentially“ etc.
Don‘t use words such as „might“, „may“, „shall“, „could“ etc.
Don‘t use the word „we“
Do not only describe what a player CAN do – also describe
what he CAN‘T do
Don‘t expect your reader to know abbreviations (DOT, AOE, BoE, etc.)
VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
48
CHANGE: YES WE CAN
No battle plan survives 1st contact with the enemy
Knowing that your design will change is no excuse to
not document your ideas in the 1st place
Embrace change: enhance & iterate your design based on feedback
Only with proper design documentation impacts of change
request can be estimated (important when working with publisher)
Keep change logs for all features
Also document when and why a feature request have been declined –
otherwise you‘ll have the same discussion in 6 months again
VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
49
KEEP IT UP-TO-DATE
Don‘t be „Old School“
Keep your design documentation always up-to-date
Don’t use offline formats such as Word (everyone will have a
different version – no one knows what the actual status is)
Every Design-Doc has to be under version-control
Use tools such as Wiki, Google-Docs etc.
VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
SO, WHAT ABOUT THIS AGILE
DEVELOPMENT THING AGAIN?
51
IT’S NOT NEW…
VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
ÂťPick an idea. Write up a game
proposal. Get it OK'd by
management. Take a couple
weeks to bring up a playable
simple version. Management
reviews that and OKs it or axes
it. If OK'd, continue with the
whole game. Regular reviews by
management to make sure still
fun. Kill the game if not.ÂŤ
Dave Theurer (1980)
52
IT’S NOT THAT DIFFERENT…
SCRUM and other Agile Development Methods…
…still have description of specs
…still prioritize these specs (in the backlog)
…focus on interation and fast implementation (nothing wrong
with that – and not new to game development)
…are using Epics (general descriptions of feature from
player’s perspective) and User Stories (detailed description
of feature implementation from player’s perspective)
VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
53
HOWEVER…
Potential Pitfalls when working with SCRUM
Backlog is often just a list/summary of features…
…without any clear structure, paragraphs, index etc.
Context and links are often not easy to understand
Maintaining both – backlog/user stories and GDD – might be
a little overwhelming
Who‘s the product owner? The Producer? The Game Designer?
The Publisher? Shared Ownership?
VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
BEST PRACTICE
55
REGULAR PLAY SESSIONS
Design by playing
Do regular play sessions with all team members
At least once a week, once you have playable
Gets team buy-in and commitment
Don’t be afraid of critical comments
Also get outside feedback (Focus group testing,
friends & family etc.)
VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
56
FEATURE CUT
Don‘t be afraid to cut
If it does not work – kill it!
German Design (add features) vs. US-Design (cut features)
Beware of feature creep
“A designer knows he has achieved perfection not when there is
nothing left to add, but when there is nothing left to take away.”
(Antoine de Saint-Exupery)
VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
57
CHANGE ORDER
Brace yourself – Change is coming!
“A change order is work that is added to or deleted from the original
scope of work of a contract, which alters the original contract amount
and/or completion date.” -> WIKIPEDIA
Make sure you have a change order process in place
Make sure any change request is in concordance with
the soul of your game (Vision Statement)
Make sure any change order is either greenlit or declined
through official formal process
Document any change request (both: in case it’s greenlit or denied)
VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
58
STORY MAPPING
A great way to visualize
Perfect for Walkthroughs/User Experience descriptions
and UX-Flow
Can be easily turned into user stories/cards for Kanban
Supports QA in creation of testplans and acceptance criteria
Tools: Post-It, Visio, PowerPoint, GoogleDrawings etc.
https://www.thoughtworks.com/de/insights/blog/story-mapping-visual-way-building-product-backlog
VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
59
EXAMPLES
VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
60
OTHER TOOLS
The Game Designer‘s Utility Belt
MindMapping Tools such as XMind, Mind Manager etc.
Trello (perfect for asset tracking)
Power Point, Visio, Balsamiq, Pencil etc. for Wireframing
Wiki for Design Documentation (e.g. Confluence)
Google-Docs: great for Balancing-Sheets (live balancing),
no so great for structure / readability
VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
61
THE PROBLEM WITH GOOGLE DOCS
VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
No index – how
do you find stuff?
62
GENERAL RECOMMENDATIONS
Some Last-Minute Gems
Be more iterative in Pre-Production, and less in Production
Try to have as many prototypes as early as possible (playable version
always beats design on paper)
Start production with implementation of most crucial and risky features
Be the Vision-Keeper: You are ultimately responsible for the fun
Make sure contract with your Publisher takes change order as well as
full scope specs & planning earliest at End-of-Pre-Prod into account
VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
63
INTERESTING READS
How to write Great Design Docs / Damion Schubert
http://www.zenofdesign.com/wp-content/uploads/2014/12/Writing_Design_Docs_2008.pdf
Story Mapping, Visual way of building Product Backlog
https://www.thoughtworks.com/de/insights/blog/story-mapping-visual-way-building-product-backlog
The 400 Project / Hal Barwood & Noah Falstein
http://www.finitearts.com/pages/400page.html
Five rules for a Game Designer / Bruce Shelley
http://www.gamesauce.biz/2010/09/07/bruce-shelleys-five-rulessteps-for-a-game-design%E2%80%99s-first-draft/
What makes a great Game
http://pixelpaton.com/?p=3385
VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
VERA FRISCH & RALF ADAM
Full Spectrum Producers
vera@gamecorps.de
ralf@tigerteam-productions.de
ANY QUESTIONS?
conf4c.com
www.gamecorps.de
www.tigerteam-productions.de

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Modern Game Design Document Anatomy

  • 1. ANATOMY OF A MODERN GAME DESIGN DOCUMENT VERA FRISCH & RALF C. ADAM FULL SPECTRUM PRODUCERS
  • 2. 1 Freelancer Producer & Consultant Tiger Team Productions >25 years in the Games Industry All-Time Favourites: Jagged Alliance 2, HoMM 3, Civilization 2, Diablo 2, Pirates! Beyond Games: Soccer, Karaoke, Golf RALF C. ADAM VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
  • 3. 2 Freelancer Producer & Consultant Gamecorps >8 years in the Games Industry All-Time Favourites: World of WarCraft, Larry, Spellforce, HoMM 3, NfS: Underground Beyond Games: Cars, Photography VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT VERA FRISCH
  • 5. 4 INTRODUCTION What this speech is about… Different Game Design Types & Structures Game Design meets Agile Development Writing GDD‘s Best Practice VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
  • 6. 5 INTRODUCTION What this speech is not about… Design Methods (Brainstorming, etc.) Project Planning Team Management Game Designer Skills Story Telling VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
  • 7. (WHY) DO WE STILL NEED GAME DESIGN DOCUMENTS?
  • 8. 7 SOUNDS FAMILIAR? „But we‘re doing ‚agile‘ now!“ „We have a more iterative approach!“ „No one reads Design Docs anyway!“ „Design Docs are too much of a ballast slowing us down!“ „We cannot commit that early in production to specific features!“ „Design Docs are outdated the minute you write them!“ „There are no GDD‘s in SCRUM!“ VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
  • 9. 8 „But we‘re doing ‚agile‘ now!“ „We have a more iterative approach!“ „No one reads Design Docs anyway!“ „Design Docs are too much of a ballast!“ slowing us down „We cannot commit that early in production to specific features!“ „Design Docs are outdated the minute you write them!“ „There are no GDD‘s in SCRUM!“ THE CAKE IS A LIE… VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
  • 10. 9 LET’S TAKE A CLOSER LOOK „No one reads Design Docs anyway“ This is not the fault of documentation per se… …but rather a signal that YOUR documentation is poor Could be a sign of: long prose text, bad formatting, wrong tools, not keeping the docs alive & up-to-date, insignificant information, relevant information hard to find, written for wrong audience etc. VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
  • 11. 10 LET’S TAKE A CLOSER LOOK „We cannot commit that early to features“ If you do not know your feature set by the end of the pre-production – when do you expect to know it? True: No design survives 1st contact with reality… …so, therefore: design for change (instead of not designing at all) Also: this argument will hardly work out when collaborating with a Publisher VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
  • 12. 11 LET’S TAKE A CLOSER LOOK „But we‘re doing ‚agile‘ now!“ „BACKLOG: A backlog is a list of features or technical tasks which the team maintains and which, at a given moment, are known to be necessary and sufficient to complete a project or a release.” https://www.agilealliance.org/glossary/backlog/ Different name – same meaning In a nutshell: the perfect description of a Game Design Document We get back to this later again… VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
  • 13. 12 WHO DO YOU WRITE FOR? Horizontally (Internal) Programmers Co-Designers & Level-Designers Artists (Graphic & Audio) QA-Team VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
  • 14. 13 WHO DO YOU WRITE FOR? Vertically (External) Publisher (Producer, Marketing, Sales etc.) Outsourcing Houses (Art, Audio etc.) External QA-Team Sometimes even Media (through PR/Marketing) VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
  • 15. 14 GOOD REASONS TO HAVE A GAME DESIGN Ultimate Goals Having a shared vision (both internally and with Publisher) Helps keeping focus (again: internally & externally) Foundation for: estimation, priorities and dependencies Foundation for: QA, test plans, „Definition of Done“ Usually: amendment to contract Therefore, also foundation for: change requests VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
  • 17. 16 THE DIFFERENT STAGES VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
  • 18. 17 1. VISION STATEMENT VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
  • 19. 18 1. VISION STATEMENT Goal of a Vision Statement Create a common vision within development team Foundation for all further documents Checking device for all future design ideas Always stays „first page“ of GDD Preserves the core essential idea of the game VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
  • 20. 19 1. VISION STATEMENT Anatomy of a Vision Statement 1 – 2 Pages max. Starting with the X (EA term for „Experience“) Example: „Project Gotham: it‘s not about how fast you can drive, it‘s about driving fast“ Summary of core gameplay Primary and secondary gameplay elements VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
  • 21. 20 1. VISION STATEMENT When is a Vision Statement created? Start of Pitching Phase Target Audience Complete Dev-Team VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
  • 22. 21 1. VISION STATEMENT Example „A history themed real-time strategy game for the pc that presents the rise of the first great civilizations on Earth by combining RTS game play from Warcraft 2 with the historical and economic features of Civilization” Age of Empires/Ensemble Studios VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
  • 23. 22 2. HIGH CONCEPT VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
  • 24. 23 2. HIGH CONCEPT Goal of a High Concept Also known as: Design Draft, Pitch Bible, Concept Paper Sales tool Pitching your idea to interested Publishers Setting goals for feature set, scope & USP‘s Defining target audience, genre, tech etc. Ideally in combination with 1st prototype VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
  • 25. 24 2. HIGH CONCEPT Anatomy of a High Concept 10 – 20 Pages max. Product Vision, incl. Key features & USP‘s Core Gameplay, incl. examples early-, mid-, end-game Mock-Up visuals, prototype, competitors Target audience, genre, market intelligence, monetization Dev-Team description VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
  • 26. 25 2. HIGH CONCEPT When is a High Concept created? In Pitching Phase after Vision Statement, before reaching out to Publishers Target Audience Publisher (Business Dev/Producer) Complete Dev-Team VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
  • 27. 26 3. GAME DESIGN DOCUMENT (GDD) VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
  • 28. 27 3. GAME DESIGN DOCUMENT (GDD) Goal of a GDD To describe all main features, scope and quality in such a way that all team members can identify and label the extent/complexity of the relevant tasks and/or user stories Completed to a point that all key features and gameplay loops are defined and prioritized Size depends on scope of game, team size etc. As big as needed – but not bigger (scale it to team size) Keep it simple & clear VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
  • 29. 28 3. GAME DESIGN DOCUMENT (GDD) Anatomy of a GDD All relevant game’s Features and Gameplay Loops Definition Scope & Quality Art Style Guide Level/World- & Story Guide Menu-Flow, UI/UX, Click-Dummies etc. Monetization Strategy and Player Gating (F2P) Usually not included: final formulas, balancing, fine-tooth detail VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
  • 30. 29 3. GAME DESIGN DOCUMENT (GDD) When is a GDD created? During Pre-Production (foundation for project plan, time estimations & budget) Target Audience Complete Dev-Team: for time estimation, asset list creation, risk evaluation etc. Publisher (Producer, all main stakeholders) VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
  • 31. 30 4. PRODUCT BREAKDOWN STRUCTURE (PBS) VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
  • 32. 31 4. PRODUCT BREAKDOWN STRUCTURE (PBS) Goal of a PBS Overview-Map of all features and assets When working ‚agile‘: Summary of all Epics Foundation for further planning & estimations Helps prioritizing VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
  • 33. 32 4. PRODUCT BREAKDOWN STRUCTURE (PBS) Anatomy of a PBS Usually MindMap Features Assets Technology No tasks, no detailed descriptions No ressource allocation or dependencies VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
  • 34. 33 4. PRODUCT BREAKDOWN STRUCTURE (PBS) When is a PBS created? In parallel when creating GDD (a good place to start, when brainstorming – but finished at end of GDD) Target Audience Primarily Game Design & Project Management/Product Owner VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
  • 35. 34 4. PRODUCT BREAKDOWN STRUCTURE (PBS) VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
  • 36. 35 5. DETAILED PRODUCTION DOCUMENTS VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
  • 37. 36 5. DETAILED PRODUCTION DOCUMENTS Goal of Production Documents Design of all relevant features for next Sprint(s)/Milestone(s) to fine-toothed level of detail These designs will allow definition of all relevant tasks needed to implement such features on a man-day granularity Allows a „definition of done“ for all relevant tasks Includes all detailed formulas, balancing values etc. Should happen in close collaboration with Tech/Programmers VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
  • 38. 37 5. DETAILED PRODUCTION DOCUMENTS Anatomy of Production Documents Priority of Feature (Must-Have, Should-Have, Nice-to-Have) Feature Ambition (Simple, Competitive, Alternative, Innovative) General overview of goals for this feature Detailed description of feature implementation in bullet points or user stories (or even Pseudocode) Designer’s Note Risks Change History VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
  • 39. 38 5. DETAILED PRODUCTION DOCUMENTS When are Production Documents created? During Production-Phase, ahead of next Sprint(s)/Milestone(s) Target Audience Primarily: Programmers QA for creation of Testplans Publisher (Producer, Publishing QA) VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
  • 40. WRITING DOCS TEAM MEMBERS WILL READ (AND UNDERSTAND)
  • 41. 40 MAKE IT READABLE Brevity is the soul of wit Keep it short, cut all fluff Write in bullet points, no long prose Break bigger features into smaller sub-features Avoid redundancies Work with hyperlinks, cross references and tables Create your own template and stick to it VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
  • 42. 41VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT EXAMPLE GripsKids Mathe Š 2009 dtp/Engine Software Game Design by Ralf Adam Feature overview In this mini-game 4 different colored containers are displayed in the Topscreen. They represent the thousands, hundreds, tens and ones (the decade system). A math problem is displayed above those containers. In the Touchscreen a conveyor belt with different colored spheres moving along is displayed. The player must keep “grabbing” spheres with his stylus and flick them into the correct container above. The player must fill each container with the exact amount of spheres to match the answer to the task below. Each container can only contain 0 - 9 spheres.
  • 43. 42VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT EXAMPLE GripsKids Mathe Š 2009 dtp/Engine Software Game Design by Ralf Adam Feature implementation […] • In order to get the correct sphere in the correct container, the player has to point on the selected sphere and hold the stylus pressed. • The sphere is now "connected" to the stylus and lifted of the conveyor belt. • The player has to move it under the right container and "flick it", so that it flies into the container in the Topscreen of his Nintendo DS. • If the player lifts off the stylus before flicking the sphere, the sphere drops back to the conveyor belt. • The player has to flick the sphere, until the math problem is solved correctly. The program will automatically realize when all containers are filled correctly. • In that case a "positive" sound signal is played and the player will get a visual feedback on his success. […]
  • 44. 43 VISUALIZE A picture is worth a thousand words Visualize as much as possible: Prototypes, Click Dummy, Menu-Flow Use references from other games, films & other media Great tools to visualize: Power Point, Visio But careful: don‘t become the UI-Designer/Artist Stay abstract and don‘t tell your team members how to do their job VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
  • 45. 44 GripsKids Mathe Š 2009 dtp/Engine Software Game Design by Ralf Adam VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT EXAMPLE: PROTOTYPE PowerPoint Mock-Up Final Ingame (NDS)
  • 46. 45 GripsKids Mathe Š 2009 dtp/Engine Software Game Design by Ralf Adam VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT EXAMPLE: MENU-FLOW
  • 47. 46 Unnamed Mobile Game UI Click Dummy Design by Jens Fiedler VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT EXAMPLE: CLICK-DUMMY
  • 48. 47 BE PRECISE But your statement shall be „Yes, yes“ or „No, no“ Don‘t use adjectives such as „maybe“, „potentially“ etc. Don‘t use words such as „might“, „may“, „shall“, „could“ etc. Don‘t use the word „we“ Do not only describe what a player CAN do – also describe what he CAN‘T do Don‘t expect your reader to know abbreviations (DOT, AOE, BoE, etc.) VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
  • 49. 48 CHANGE: YES WE CAN No battle plan survives 1st contact with the enemy Knowing that your design will change is no excuse to not document your ideas in the 1st place Embrace change: enhance & iterate your design based on feedback Only with proper design documentation impacts of change request can be estimated (important when working with publisher) Keep change logs for all features Also document when and why a feature request have been declined – otherwise you‘ll have the same discussion in 6 months again VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
  • 50. 49 KEEP IT UP-TO-DATE Don‘t be „Old School“ Keep your design documentation always up-to-date Don’t use offline formats such as Word (everyone will have a different version – no one knows what the actual status is) Every Design-Doc has to be under version-control Use tools such as Wiki, Google-Docs etc. VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
  • 51. SO, WHAT ABOUT THIS AGILE DEVELOPMENT THING AGAIN?
  • 52. 51 IT’S NOT NEW… VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT ÂťPick an idea. Write up a game proposal. Get it OK'd by management. Take a couple weeks to bring up a playable simple version. Management reviews that and OKs it or axes it. If OK'd, continue with the whole game. Regular reviews by management to make sure still fun. Kill the game if not.ÂŤ Dave Theurer (1980)
  • 53. 52 IT’S NOT THAT DIFFERENT… SCRUM and other Agile Development Methods… …still have description of specs …still prioritize these specs (in the backlog) …focus on interation and fast implementation (nothing wrong with that – and not new to game development) …are using Epics (general descriptions of feature from player’s perspective) and User Stories (detailed description of feature implementation from player’s perspective) VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
  • 54. 53 HOWEVER… Potential Pitfalls when working with SCRUM Backlog is often just a list/summary of features… …without any clear structure, paragraphs, index etc. Context and links are often not easy to understand Maintaining both – backlog/user stories and GDD – might be a little overwhelming Who‘s the product owner? The Producer? The Game Designer? The Publisher? Shared Ownership? VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
  • 56. 55 REGULAR PLAY SESSIONS Design by playing Do regular play sessions with all team members At least once a week, once you have playable Gets team buy-in and commitment Don’t be afraid of critical comments Also get outside feedback (Focus group testing, friends & family etc.) VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
  • 57. 56 FEATURE CUT Don‘t be afraid to cut If it does not work – kill it! German Design (add features) vs. US-Design (cut features) Beware of feature creep “A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.” (Antoine de Saint-Exupery) VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
  • 58. 57 CHANGE ORDER Brace yourself – Change is coming! “A change order is work that is added to or deleted from the original scope of work of a contract, which alters the original contract amount and/or completion date.” -> WIKIPEDIA Make sure you have a change order process in place Make sure any change request is in concordance with the soul of your game (Vision Statement) Make sure any change order is either greenlit or declined through official formal process Document any change request (both: in case it’s greenlit or denied) VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
  • 59. 58 STORY MAPPING A great way to visualize Perfect for Walkthroughs/User Experience descriptions and UX-Flow Can be easily turned into user stories/cards for Kanban Supports QA in creation of testplans and acceptance criteria Tools: Post-It, Visio, PowerPoint, GoogleDrawings etc. https://www.thoughtworks.com/de/insights/blog/story-mapping-visual-way-building-product-backlog VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
  • 60. 59 EXAMPLES VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
  • 61. 60 OTHER TOOLS The Game Designer‘s Utility Belt MindMapping Tools such as XMind, Mind Manager etc. Trello (perfect for asset tracking) Power Point, Visio, Balsamiq, Pencil etc. for Wireframing Wiki for Design Documentation (e.g. Confluence) Google-Docs: great for Balancing-Sheets (live balancing), no so great for structure / readability VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
  • 62. 61 THE PROBLEM WITH GOOGLE DOCS VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT No index – how do you find stuff?
  • 63. 62 GENERAL RECOMMENDATIONS Some Last-Minute Gems Be more iterative in Pre-Production, and less in Production Try to have as many prototypes as early as possible (playable version always beats design on paper) Start production with implementation of most crucial and risky features Be the Vision-Keeper: You are ultimately responsible for the fun Make sure contract with your Publisher takes change order as well as full scope specs & planning earliest at End-of-Pre-Prod into account VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
  • 64. 63 INTERESTING READS How to write Great Design Docs / Damion Schubert http://www.zenofdesign.com/wp-content/uploads/2014/12/Writing_Design_Docs_2008.pdf Story Mapping, Visual way of building Product Backlog https://www.thoughtworks.com/de/insights/blog/story-mapping-visual-way-building-product-backlog The 400 Project / Hal Barwood & Noah Falstein http://www.finitearts.com/pages/400page.html Five rules for a Game Designer / Bruce Shelley http://www.gamesauce.biz/2010/09/07/bruce-shelleys-five-rulessteps-for-a-game-design%E2%80%99s-first-draft/ What makes a great Game http://pixelpaton.com/?p=3385 VERA FRISCH & RALF ADAM – ANATOMY OF A MODERN GAME DESIGN DOCUMENT
  • 65. VERA FRISCH & RALF ADAM Full Spectrum Producers vera@gamecorps.de ralf@tigerteam-productions.de ANY QUESTIONS? conf4c.com www.gamecorps.de www.tigerteam-productions.de