gameengine_designer at February 6th, 2007 04:01 — #1
What's in a Design Document??
geon at February 6th, 2007 04:20 — #2
Chris Taylor wrote pretty nice template:
It's also recomended by GameDev.net.
ipknightly at February 8th, 2007 01:59 — #3
groundkeeper at February 8th, 2007 03:31 — #4
SROAK: Design Document: Table of Contents
I would write more about the game mechanics and gameplay and less about
specific elements of lets say animated objects. And in general go from general to specfic. Always say more than you can but don't make things up. For example it is good to limit design choices to accomandate for programmers (and other producing trades) to start work.
Hope it helps
gameengine_designer at February 8th, 2007 12:35 — #5
So it's more just of notes as you go along in the development? Ok, I just really wnated to know for some reason, didn't wanna ask my Lead Game Designer, I don't need people thinking I am working for some one else Lol.
eddie at February 8th, 2007 12:58 — #6
It depends on your approach.
Most companies ask for a TDD early on in development, before a lot of the work starts so they can know the riskier items.
My company currently gets "Mini-TDD", or what we call "Mini-Tech Plans" that outline the risk involved with particular tasks, so we can keep the schedule current.
ipknightly at February 8th, 2007 18:30 — #7