Tuesday, February 13, 2024

Game design documents: Plans come in many forms

When I was creating my first games, I didn’t think I needed to bother with design documents. 

Eventually, I realized that I was creating them anyway. I left notes for myself in various formats:
  • Comments in the code itself. It’s right there, which makes it easier to reference, but it gets distracting. The other problem is that it gets tricky to clean up comments later (unless you’re okay with distributing exasperated rants about your buggy, poorly implemented code).
  • Plans written on paper. Working in a space outside the game’s systems — especially outside of the computer — helps for visualizing problems in new ways. The tough part is maintaining the discipline necessary to convert those solutions back into digital formats.
  • Digital files. Donald and I have been doing more with Google Drive documents, and digital records are useful for copying and pasting ideas between plans and projects. The risk is that “the map is not the terrain”: It’s easy to waste time perfecting the design document instead of developing the game. 
Each format has its own strengths, which is why the broader concept of “what a Game Design Document should look like” ends up being such an amorphous glob. I have found many perspectives online:

  • What should a Game Design Document consist of and why should I write one? Thomas Steffen asks and answers this question, asserting that “Builders don’t just build, they make blueprints and follow measurements.” He also notes that the document will need to be flexible enough to accommodate changes and iterations during production. 

  • How To: Write a Game Design Document is the full Game Developer treatment from Danielle Riendeau, discussing common elements and providing examples (design documents from Grim Fandango and Deus Ex).

  • Creating a Game Design Document is Brenda Romero sharing her thinking. She writes, “There are sometimes multiple ways to do something right in the game industry.”

  • Common game design documents is a collection of archetypes put together by Max Nichols. He dismisses the idea of a monolithic, contains-every-detail-you-need design document as “a tidy fantasy.” Instead, he lists different ways that teams can communicate necessary information.

  • Game Design Document template for independent developers was created by Jason Bakker. I liked his advice to “Be thorough, but don't be absolute. Remember that everything must be allowed to change and evolve over the course of the project, and the design document is a general description more than a blueprint.” 

There are also documents online for Grand Theft Auto, Diablo, Doom, and Monaco

Ultimately, the game design document ends up taking on whatever form is most useful for the team that needs to use it. (Game design is all about testing and experimentation, which includes experimenting with the tools you use to make it easier.)

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