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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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wohoo19m

design document examples

5 posts in this topic

Hey there, I've got an idea for a game that I've been toying with since last summer. And I'd like to be able to take it somewhere because I see potential in it. So I've been wanting to create a design document. Problem is, I'm not too sure how one would look like. Only thing I know, is that everything important to the game should be in it. Are there any good examples of design documents online, or even usefull articles that could guide me? I've read a couple already so I have a slight idea how it goes, but still some things I ain't sure about.
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Original post by wohoo19m
Are there any good examples of design documents online, or even usefull articles that could guide me?

Yes, of course. But what you should write depends on the purpose of the document.
You said you would "like to be able to take it somewhere," but that could mean any of a number of things.
What exactly do you intend to do with the document after you create it?

Some links:
http://www.sloperama.com/advice/specs.htm
http://www.gamasutra.com/features/19970912/design_doc.htm
http://www.designersnotebook.com/ctaylordesign.zip
http://gamecareerguide.com/features/603/documents_of_newly_published_xbox_.php
http://www.gamedev.net/reference/list.asp?categoryid=23#21
http://www.sloperama.com/advice/lesson13.htm

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thanks for the links tom, those will surely help!

As for what I want to do with the document. Well, right now, my thoughts are all over the place, and I just want them all organized so that people can read and understand what my game is about if I present it to them.

Afterwards, I'd like to have this document so that when I present it to people with technical knowledge, they'll know what's needed to make it happen.
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Off-topic in a sense here, but I would like to commend Tom Sloper. Every time I see a forum topic that involves pitching an idea to a AAA company or when someone has questions about design docs, he is usually there with his handy links.

I can't say I've read through all of the lessons on your site Tom. The ones I have read though, have given me new insight into the design and development of my "teams" project.

Thanks for the helpful info :D
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Original post by HunterCyprus93
Off-topic in a sense here, but I would like to commend Tom Sloper. ...
Thanks for the helpful info :D

Aw shucks.

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