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Member Since 21 Mar 2009
Offline Last Active Aug 04 2013 07:06 AM

Posts I've Made

In Topic: What do you put in a Game Design Doc?

12 February 2013 - 10:06 AM

To answer you questions:

1) How large do your documents get?

Depends on the game, we are currently working on a 2D sidescroller game so it will probably not be 1000's of pages.

But the dream project would be huge! (we have written a RPG storyline and only the dialogue and basic screen play are close to 1000 pages) A game designer should expect that he will need to write many pages before going into production and not just wing it. You would need a really tight knit team to wing it and work with people that know exactly what you mean all the time.

But the bigger the team is the more detailed the GDD needs to be so that they don't have to run to the main designer with 1000's of questions all day long. I can update you on how large the 2D GDD ends up being at a later time. 


2) Is every team member expected to read the whole thing?

Every team member will get the GDD but they only need to read the part associated with their position on the team. I would prefer them to read the whole thing to get into the spirit of the game but is not a demand.


3) Is it living?  And if it does change, is everyone expected to re-read it? 

The GDD will be so welled planned that it will never change. it is there to keep development focused and so that everyone knows

what needs to be done and what the end result is supposed to be.

Ideas can change along the way if something doesn't work out but the GDD stays the same. You can write update pages which you can hand out if necessary. The MAIN GDD does not need to be modified or re written during or when the game is complete, that would be a waste of time when you are in the middle of production. Essentially the GDD  together with the art documents are like the blueprints or technical drawings (how something functions or has to be constructed)


I'm not saying that how I do it is the law because the reason this is even a question is because there are no clear rules, how a GDD looks and what is in it is up to the Game Designer in the end. But I feel that having a solid foundation will be crucial when you are in development.


We don't have a dev team or the capital to back one up so when the doc is finished we got the back bone to hopefully start getting a dedicated team together. It all depends on the individuals and the community if the game will ever get made but if it ever does then I would love to be able to share the GDD with the community.


In Topic: What do you put in a Game Design Doc?

08 February 2013 - 12:04 PM

The game design doc should include everything about what the game is, what it will be, description of all concepts (characters, gameplay world ++) complete story, screenplay, dialogue. It does not need to have the artwork. Concept art should be a separate document. Basically the design document should be so detailed that any company or dev team can pick it up and make the game.

In Topic: What are the different ways for finding new game concepts?

22 January 2013 - 01:39 PM

We have great Ideas for games but no development team to back us up :( Which is probably the case for most lol!

In Topic: Where are all the Indie Games in development?

13 January 2013 - 05:16 PM

Thanx for the replies and suggestions thus far! I believe that the gaming community

should really focus on knowing what goes on by communicating about projects 

that aims for greatness so that they don't become lost dreams that never see the light of day.

And for those interested in our music we have made an add on this site here




In Topic: The % of making it

04 February 2010 - 07:17 PM

Well, I don't like No's haha.

Speculating: I think this area is put out as so chance-less, that the game companies and the industry in general has us JUST where they want us indie game developers. They want to water out the quality this way. And they do this so we can save time making our average crap, BUT.. as I said earlier, a true effort, I believe wouldn't go unnoticed.

Sure a lot of companies have tons of in-house ideas, more than will ever be made and there's a reason some are made and some don't.

As most of us know, the entertainment business is unfair, Stanley Kubrick's work on Napoleon never got made, despite his reputation and skill, because it was too great a risk, but other high budget movies were later made, by new people.

Companies want to earn money, if they see a chance to do that outside of their walls, I think they would want it.

There are also other ways to get attention from companies, if a demo goes hand in hand with a playable online mode where people can explore the game-play mechanics against each other, it could spark a wave of fans and active players that could show interest in a full game being made.