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Ultimate Game Design : Building game worlds

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<strong>Building</strong> <strong>Game</strong> Worlds<br />

316<br />

U L T I M A T E G A M E D E S I G N<br />

FIGURE D-9<br />

Piranesi’s Imaginary Prisons, Title Page<br />

DESIGN DOCUMENT WRITING<br />

There are several templates available to you at www.<strong>game</strong>dev.net. These templates are<br />

a useful starting point. A design document needs to present dynamic and useful information<br />

to your development team quickly. A solid design document will leave no piece<br />

of feature or functionality undefined. Features and functionality will change, but each<br />

basic aspect of your <strong>game</strong> should have a reasonable starting point denoted in your design<br />

document. Your team will not be happy wading through densely worded opuses<br />

about general design direction, a designer’s personal thoughts on some matter extending<br />

into paragraphs and then entire pages, a litany on every other page about what<br />

went wrong with the last <strong>game</strong> you worked on, endless comparison to every other title<br />

on the market, or massive and intimate backstory detailing.<br />

Most designers format their design documents somewhat differently according to<br />

the kind of <strong>game</strong> or <strong>game</strong> genre the document is created to support. The size of a design<br />

document varies, too, dependent on genre, platform, and so forth. I’ve written<br />

400-page design documents and 20-page design documents. These days, it’s not uncommon<br />

for a document to reach over 200 pages, and a design document for an<br />

MMOG could easily reach 500 pages. I would set up access to <strong>game</strong> design information

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