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1
Game Design Documents
2
Design Documentation Stages
• Design treatment or concept paper
– Game feasibility
• Design summary/design documents
– Pitch document or proposal
• Design specification/product
specification/production document
– Functional product specification
3
Game Treatment
• Game story
– Abstract or “Reader’s Digest” type overview
• Game play and look
– Focus on appearance
– Player roles and actions
– Strategies and motivations
• Development Specification
– Hardware
– Software
– Algorithm style
4
Sample Development
Specification
• This game uses a new 3D engine
• Backgrounds are animated
• Roughly 50 scenes will be rendered using 3D
Studio
• Will be developed for Windows
• Programmed using C++, DirectX, and our in-
house physics API
• Estimated development time 10-16 months
5
Design Document
• More formal and complete than game
treatment
– What does the player do?
– What is the interface?
– What is the plot?
• Level Details
– What are the levels?
– Who are the characters?
– How do characters interact?
6
Design Document Content
• Game Overview
– More detailed revision of game treatment
• Plotline detail
– List player goals and achievements and
work backwards
• Story outlines for each game section
7
Outlining Your Game
• Describe universal elements- common
features to every part of the game
– scoring rules
– names
– special powers
– anything else?
• Details of every scene or game level
– Name for scene
– Resource details
– Physical and audio appearance
8
Outlining Your Game
• Details of every scene (continued).
– Background or playfield
– Foreground objects and characters
– Animations present for the scenes
– Music and sound effects
– Script for characters
– Scenes and transitions
– Flow charts for story branches
– Miscellaneous elements (credits, saving games,
setup, etc.
9
Game Design Document
Sections
• Table of Contents
• Introduction/Overview
• Game Mechanisms
• Artificial Intelligence
• Game Elements
• Story Overview
• Game Progression
• Bibliography
10
Product Specification
• Who is the production team?
• Target audience
• Gameplay
• Shelf-life?
• Production tools
• Schedule with milestones and
deliverables
11
Game Specification
• What is it like to play the game?
• Interface mock-up
• Story-line summary
– Major: final accomplishments
– Minor: intermediate tasks
• Storyboards
– Prototype artwork and screen sequences
12
Game Specification
• Character bibles
– Profiles and biographies for each character
• Flowcharting
– What are the decision points and scene
transitions?
• Scripts
– What happens in each scene and during
each level?
13
Storyboarding
• Story outline
• Draw 6-12 scenes from game and
assemble them like a comic strip
• Add some notes to each sketch
describing the action, artwork, sounds
14
Detail Questions
• What can characters do (fly,jump,invisible)?
• How many enemies does hero fight?
• What weapons are available?
• How does the player get rejuvenated?
• Multi-player stuff?
• Game perspective (side, tops, 3D, first
person)?
• What kind of sound track?
• What about main character’s personality?
15
Level Outline
• Name of section, level, or scene
• Physical or audio appearance
• Foreground objects and characters
– Actions?
– Animation?
– Sound effects?
• Character scripts
• Transitions
16
Puzzle Types - 1
• Ordinary use of objects
• Unusual use of an ordinary object
• Creating new objects out of old?
• Information puzzles (e.g. find missing piece)
• Codes and word puzzles
• Excluded middle
– (relies on cause and effect type relationships)
• People puzzles (outwit the guard)
• Timing puzzles
17
Puzzle Types - 2
• Sequence puzzles
• Logic puzzles (e.g. riddles)
• Trial and error
• Machinery puzzles
• Alternate interfaces
• Mazes
18
Bad Puzzles
• Unnecessary repetition
• Restore puzzle
– find answer to puzzle when you die
• Arbitrary puzzles
– cause should be linked to effects instead of random
• Designer puzzles
– only designer can solve the puzzle
• Binary puzzle (e.g. wrong answer = death)
• Hunt the pixel
• Unnecessary interludes
19
Good Puzzles
• Solvable
• Being fair
• No down time
• Some randomness – different each time you
played
• Naturalness to environment
• Amplify a theme
• Principle of least astonishment
20
Hints
• Bread crumbs – at first everything works well
and then give less direct help, if user
struggles give more help
• Proximity of puzzle to solution – a fair game
gives users everything they need to know
• Alternate solutions
• Red herrings (things that “don’t compute”)
• Steering a player
21
Designing Puzzles
• Break story into scenes
• Puzzles are obstacles to moving between
scenes
• Trick is to make the puzzles match the story
and setting
• Keep your character’s abilities in mind
• Empathize with the player and what he or she
will know when puzzle is encountered
22
Character Bible
• Journal in which the designer writes a
profile and biography for characters
used in the script
• Script may not be linear, so hypertext
technology may need to be used to
maintain continuity
23
Good Design Documents
• State the goals of the game explicitly
• Make the document itself readable
• Give priorities to ideas so that team
members know what is important and
what may be rejected
• List all details (e.g. behavioral model)
• Describe how you will do things
24
Why Use Prototypes?
• Minimize risk of starting over from
scratch
• Involve client in development process
early
• Prototypes can function as an animated
storyboard
25
Prototypes Answer Questions
• What will the finished product look like?
• What do we need to do?
• Can we produce the product at all?
• Can we attract a publisher?
26
27
Typical Game Sections
1. Game startup
– Initialize variables
– Set up data structures
– Allocate memory
– Load graphics and sound files
1. Game enters main loop or exits to OS
2. User is prompted for input
3. User input retrieve
28
Game Sections - 2
5. Game state updated based on user’s
last input
6. Based on last player action AI is applied,
collisions processed, objects move
7. Once player logic processing is
complete, background animation
performed, music, sound effects,and
housekeeping performed
29
Game Sections - 3
8. Current animation frame is rendered (drawn
to virtual buffer)
9. Program displays frame by copying buffer to
screen
10. Frame display rate locked to 30 fps
11. Exit section (game over)
– Release resources
– Restore system settings
– Exit to OS

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Game designdocs

  • 2. 2 Design Documentation Stages • Design treatment or concept paper – Game feasibility • Design summary/design documents – Pitch document or proposal • Design specification/product specification/production document – Functional product specification
  • 3. 3 Game Treatment • Game story – Abstract or “Reader’s Digest” type overview • Game play and look – Focus on appearance – Player roles and actions – Strategies and motivations • Development Specification – Hardware – Software – Algorithm style
  • 4. 4 Sample Development Specification • This game uses a new 3D engine • Backgrounds are animated • Roughly 50 scenes will be rendered using 3D Studio • Will be developed for Windows • Programmed using C++, DirectX, and our in- house physics API • Estimated development time 10-16 months
  • 5. 5 Design Document • More formal and complete than game treatment – What does the player do? – What is the interface? – What is the plot? • Level Details – What are the levels? – Who are the characters? – How do characters interact?
  • 6. 6 Design Document Content • Game Overview – More detailed revision of game treatment • Plotline detail – List player goals and achievements and work backwards • Story outlines for each game section
  • 7. 7 Outlining Your Game • Describe universal elements- common features to every part of the game – scoring rules – names – special powers – anything else? • Details of every scene or game level – Name for scene – Resource details – Physical and audio appearance
  • 8. 8 Outlining Your Game • Details of every scene (continued). – Background or playfield – Foreground objects and characters – Animations present for the scenes – Music and sound effects – Script for characters – Scenes and transitions – Flow charts for story branches – Miscellaneous elements (credits, saving games, setup, etc.
  • 9. 9 Game Design Document Sections • Table of Contents • Introduction/Overview • Game Mechanisms • Artificial Intelligence • Game Elements • Story Overview • Game Progression • Bibliography
  • 10. 10 Product Specification • Who is the production team? • Target audience • Gameplay • Shelf-life? • Production tools • Schedule with milestones and deliverables
  • 11. 11 Game Specification • What is it like to play the game? • Interface mock-up • Story-line summary – Major: final accomplishments – Minor: intermediate tasks • Storyboards – Prototype artwork and screen sequences
  • 12. 12 Game Specification • Character bibles – Profiles and biographies for each character • Flowcharting – What are the decision points and scene transitions? • Scripts – What happens in each scene and during each level?
  • 13. 13 Storyboarding • Story outline • Draw 6-12 scenes from game and assemble them like a comic strip • Add some notes to each sketch describing the action, artwork, sounds
  • 14. 14 Detail Questions • What can characters do (fly,jump,invisible)? • How many enemies does hero fight? • What weapons are available? • How does the player get rejuvenated? • Multi-player stuff? • Game perspective (side, tops, 3D, first person)? • What kind of sound track? • What about main character’s personality?
  • 15. 15 Level Outline • Name of section, level, or scene • Physical or audio appearance • Foreground objects and characters – Actions? – Animation? – Sound effects? • Character scripts • Transitions
  • 16. 16 Puzzle Types - 1 • Ordinary use of objects • Unusual use of an ordinary object • Creating new objects out of old? • Information puzzles (e.g. find missing piece) • Codes and word puzzles • Excluded middle – (relies on cause and effect type relationships) • People puzzles (outwit the guard) • Timing puzzles
  • 17. 17 Puzzle Types - 2 • Sequence puzzles • Logic puzzles (e.g. riddles) • Trial and error • Machinery puzzles • Alternate interfaces • Mazes
  • 18. 18 Bad Puzzles • Unnecessary repetition • Restore puzzle – find answer to puzzle when you die • Arbitrary puzzles – cause should be linked to effects instead of random • Designer puzzles – only designer can solve the puzzle • Binary puzzle (e.g. wrong answer = death) • Hunt the pixel • Unnecessary interludes
  • 19. 19 Good Puzzles • Solvable • Being fair • No down time • Some randomness – different each time you played • Naturalness to environment • Amplify a theme • Principle of least astonishment
  • 20. 20 Hints • Bread crumbs – at first everything works well and then give less direct help, if user struggles give more help • Proximity of puzzle to solution – a fair game gives users everything they need to know • Alternate solutions • Red herrings (things that “don’t compute”) • Steering a player
  • 21. 21 Designing Puzzles • Break story into scenes • Puzzles are obstacles to moving between scenes • Trick is to make the puzzles match the story and setting • Keep your character’s abilities in mind • Empathize with the player and what he or she will know when puzzle is encountered
  • 22. 22 Character Bible • Journal in which the designer writes a profile and biography for characters used in the script • Script may not be linear, so hypertext technology may need to be used to maintain continuity
  • 23. 23 Good Design Documents • State the goals of the game explicitly • Make the document itself readable • Give priorities to ideas so that team members know what is important and what may be rejected • List all details (e.g. behavioral model) • Describe how you will do things
  • 24. 24 Why Use Prototypes? • Minimize risk of starting over from scratch • Involve client in development process early • Prototypes can function as an animated storyboard
  • 25. 25 Prototypes Answer Questions • What will the finished product look like? • What do we need to do? • Can we produce the product at all? • Can we attract a publisher?
  • 26. 26
  • 27. 27 Typical Game Sections 1. Game startup – Initialize variables – Set up data structures – Allocate memory – Load graphics and sound files 1. Game enters main loop or exits to OS 2. User is prompted for input 3. User input retrieve
  • 28. 28 Game Sections - 2 5. Game state updated based on user’s last input 6. Based on last player action AI is applied, collisions processed, objects move 7. Once player logic processing is complete, background animation performed, music, sound effects,and housekeeping performed
  • 29. 29 Game Sections - 3 8. Current animation frame is rendered (drawn to virtual buffer) 9. Program displays frame by copying buffer to screen 10. Frame display rate locked to 30 fps 11. Exit section (game over) – Release resources – Restore system settings – Exit to OS