Design Document
From IndieGuide
Most of you might think, uuuhhh, design documents stink. Don't put it down too quickly. Design documents can come in many shapes and do not have to be the 245 pages thick with boring text nobody reads. They are there to help you, they are your friend.
See also the section on the Technical Specification, which is related to the design document, but on another level.
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Purpose of a design document
The Design Document is typically interpreted as a self-written manual detailing how your game is to be made, what it will look and sound like; in general, everything that is your game should exist in the design document.
Design documents also serve as a medium for creative change in your project. Many developers refer to design documents as 'living documents', as the design documents change as members suggest and implement ideas, which cause other ideas to change. As your game project grows and expands, so too will your design documents!
Do you need a design document?
Typical outline of a design document
Different forms of design documents
See also
- Nine step recipe for good independent game design, By Damon Brown - Wonderful and delightful article on general considerations and approaches to game creation.
- The Anatomy of a Design Document, by Tim Ryan - Very detailed essay on design documents spreading over several parts. Excellent work as it deals with it from a practical point of view rather than being theoretical. And very exhaustive coverage, doesn't really leave any wishes unsatisified.
- The Doom Bible by Tom Hall - The design documents for Doom, shows an excellent example of not only a design document but also how even with one how games can change during their creation.
- Technical Specification
- Interesting podcast interview with Paul Bellezza where he talks a lot about design aspects in his game "The Misadventures of P.B. Winterbottom".
