Design Document Fundamentals: Part 2
by William Anderson

Cont'd from Part 1

Game Play Overview

Here is where you explain all of the elements that make up the core game play for this product. Or, more simply, this is where you walk the player through the product's play experience.

For example, here you would list out Level 1-2-3 and so on, making sure to explain where the level is in the game, and what elements make up the game play for that world. Also, don't forget to add notes on what the level might look like, this will give the art team a starting point.

After the design document is done, you would use these notes as your starting point for designing out each level in the game, but that’s another article.

The Player Character

Here is where you explain all of the things that make up your player character, including looks, abilities and limitations.

Description
Ideally, in this section, you find the conceptual art for the player character along with a description of moves.
These moves can range from a simple walk to a back flip as long as they are part of the basic movement command set of the player.

Special Acquired Abilities
A player character can pickup special abilities from any number of sources during the game, however if they are not placed and tuned properly, they could badly offset the balance of the game.

Combat and Defense Abilities
If this is a combat style game concept then you will need to outline the player character's
 
If the player has combat abilities that don't require a pickup item then what might they be?
You might want to list type, range, and damage potential.

What types of defensive abilities does the player have?  
Does the player have a shield or special move that can help him avoid damage and, if so, how much protection does it give to the player. Include notes on any limitations and
examples of how they might be used.

What types of weapons can the player use in the game?
Here you show what the weapons might look like, including detailed information
 
Are there any pickup items in the game that will increase the player's current weapon attack
range, damage or effect? If so, do they time out or effect the game in other special ways? Obviously, there are many different questions that spawn from this, so just chart it out to track the best balance of items in the game. You don't want overlapping weapons  
Is there any special reaction to such an event (aka Spat!)?

Will the player take damage from fire, sharp object or other items in the game?  
If so, what would the damage be and does the player character have any An example might be if the player character falls into fire, he burns up! This type of information is really necessary for building your final character
animation list and schedule.

What might the player character reaction be from being hit by monster?
Does he or she get knocked back or stand and take it like a super hero?

Game Controls

In this section you might provide a drawing of the game controller or keyboard and show Also note if the controls might be changed by the player prior to or during game play.

Game Characters

This is where it gets really fun, where you get to create all of the great monsters and other characters for cause your A.I. design to fail, so the more you play it out the better. Think in terms of the real level fighting with the player and all of the unknowns that might be called into play.

Clearly, there is much more on this subject. Perhaps, another article.

Game Pickup Items

Game pickup items are any items in the game that the player might encounter and can collect. gives the player -1 health each time used.

The Game World Design

Here in the next two sections is where all of the prior information feeds down into what will make up the heart of the game. It's a great idea at this stage to sit down with some of the programmers and work out what they need to know about all of the elements that will make up the game. A successful design document must be usable by Designers, Programmers, and Artists alike.

Below, listed in level by level style, are all of the topics that make up each stage of the game.

Level # - Name or Title

  • Description of any lead-in CG cinematic to the level section.
  • General description of the level section.
  • Art description of the level section.
  • Description of ground-based game play.
  • Notes on any land-based or sky-based level animations required.
  • Description of platform or special mechanic game play.
  • Art notes on the sky-box or backdrop to the level?
  • What story characters are located in each level?
  • What pickup items are in each section, treasures/ power-ups and weapons?
  • Are there any background danger items and how do they work?
  • What monster, sub-boss, or boss characters are in this section?
  • And anything else you can think of…

 Now, just repeat this section for all of the levels in your design.

Game World Mechanics

In this section, you outline all of the mechanics needed for all of your game levels.

Game Play Placement Guide

This is something I started adding to design documents years ago, calling it simply the Game Play It is a great tool for weeding out thin spots in the game play experience.

Splash Screen Art Requirements

Splash screen and opening interfaces are normally one of the last things anyone starts to focus on in a product that’s why it is near the end of the design document. In this section you would provide drawings and outlines for how each interface screen would work, including a list of what art and animations might be required.

Environment Art Requirements

Here you would place a break down of all of the art needed for the game in a point by point format. Because this is just for scheduling out the entire art task, descriptions are not needed . As before, you would list in production order depending on what needs to be up and running first, such as the player characters animations and level #1 art.

Cinematic Storyboards

To control cost, companies will often farm-out the CG story sequences to Hollywood-type production hstoryboards if possible.

Music and Sound Effects List

A music and sound effects list has a number of important uses, starting from costing the work out to Also, it is important to list in order of need so the music and sound contractors know what to deliver first.

Engine Overview

In this section is information from your programming staff on what the game system and engine can and cant do. Please don't use System Manufacture projections for your guide, 99.9% of the time they are wrong! Go by what you know not what you hear! If needed, prototype to learn the limits, and set realistic guidelines for your project. Some of the information might be:

  • Number of character you can have on the screen at once?
  • How many animations per character?
  • Camera and game view restrictions?
  • How many polygons per level and character?
  • Number of colors per texture map?
  • And more…

All of this information will guide the Designers and Artist in the direction of the final design so its critical to know as much as possible. Once this document is in hand you can move on to producing the real production schedule for the game.

There are 2 types of schedules, a Projection Schedule that is based on your experience of what it will take to get a game done like this, and a Projection Schedule that is based on the outline in the design document.

Without a design document that outlines all of the items in this article, a production schedule will not hold and, in the end, the game and/or the budget will suffer.

Bio

William Anderson is currently President of Eagle Claw, Inc. a Game Development and Consulting Company. He has been designing Interactive  Entertainment products for over 20 years. Just a few of his notable  accomplishments include Senior Designer on Maximo for the Sony Playstation  2, Senior Designer on the multiple award winning game Aladdin for the Sega  Genesis, Designer of Cool Spot and Global Gladiators.  He was also  responsible for the original gameplay design for Abe's Oddysee for the Sony Playstation. You can contact Mr. Anderson at MagicByDzn@Hotmail.com.

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