Monday, September 6, 2010

Game Design Document

In most cases, creating a game design document is a very important step in the production of a good game. While an experienced carpenter might build a dog house without a blueprint, he would never construct a real house without one. An entrepreneur might start a business without a business plan but he wouldn't get a dime from the Bank without one. Such is the way with Game Design documents.

A game design document may not be necessary for very small-scale, self-funded programs being written by one or two developers. However, for larger projects requiring funding from outside sources, game design documents are a must. Rather than just some interesting idea blurted out at a pitch meeting, the design doc shows the potential investor that the game has been thought out in detail. This indicates a level of seriousness, forethought, and planning that banks and investors really like to see.

Yet, more important than the financial aspects, a game design document forces the game's designers to flush out all the details of the project at all levels. This is an effective way to make sure that no design elements get taken for granted. While parts of it will likely change throughout the development process, once written, a design document functions as a blueprint, a task list, and perhaps most importantly, a reference point for all levels of function and detail.

As one of those programmers who likes to dream it up and start coding, I dislike administrative "paperwork" as much as anyone (that in itself is an understatement). However, I've coded myself into enough corners and had enough late-term design "misunderstandings" with project managers to appreciate any tool that can reduce these unpleasant situations. It's my opinion that a well written game design document can all but eliminate them.

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