Jump to content
  • Advertisement


  • Content Count

  • Joined

  • Last visited

Community Reputation

119 Neutral

About Jouke1988

  • Rank
  1. Jouke1988

    What do you expect from a stealth game?

    Actually, The Witcher has those elements, can't miss a triple A title like that ;)
  2. Jouke1988

    What do you expect from a stealth game?

    I'd personally read up on literature and play games that utilize the stealth element. Also, 'lock picking' can generally be seen as a small puzzle such as in Thief 3 or Skyrim.   Also, what elements in your game would be unique? Or rather, whats the scale of proposed unique features? How do you experience it?
  3. Jouke1988

    When to greenlight a GDD

    There is no magic answer to that extremely subjective question. The team has to figure this out for themselves (multiple heads are better than one).   Yes, i do understand getting to such an extend would make it seemingly subjective. However, its quite unsatisfactory to merely deem such actions a trial&error method. One look at the Apple or Android store and you can clearly see the lack of vision in my opinion. To much replicas and to little invention. But i guess in the end, those who re-invent will get payed off. Having a solid design standard is perhaps to idealistic?
  4. Jouke1988

    When to greenlight a GDD

    The subject line of your post was "When to greenlight a GDD," which didn't make sense to me. Curiosity as to what the subject line meant is what prompted me to open the thread. The reason the subject line didn't make sense to me is that greenlighting a project is not something a designer does himself. Now that I've read your real question (quoted above), I understand what you're asking. There are three questions: when is a design ready, when to re-evaluate it, and when are its flaws recognized. The way you used it in your subject line, "greenlighting" seems to be the decision that work can begin on the game. That is a judgment call, and there is no clear "when." I suppose one can deem a GDD ready when the key gameplay is determined, so one can build a demo. Re-evaluation is something that should happen multiple times. If using Scrum, it should happen after every sprint. It should also happen once a playable demo is built. Lastly, the realization that it's "too complicated" usually comes after working on building the game for a while and the process is bogging down.   Ah, i see what you mean. I think the simpler explanation would be, at which stage of the 'prototype' could you be turned down by your vision. Since your vision is an abstract idea of a technical formulation i presume.   However, in certain post-mortems you can read the developers stating something along the lines 'i never imagined it work out like this'. Which is quite an interesting statement for the holder of the vision. So where do you draw the line?
  5. Hi!   As a game designer, next to being a beginner programmer and a experienced artist. I wondered how other designers feel about there concepts, when do you re-evaluate your design document and deem it to be to complicated.   Please share your thoughts, I'd think its quite an interesting topic.
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!