Monday, 7 February 2011

Week 2: Design documents samples

1. Why do you think there is so much variation in the structure of each design document?
Although each of the design documents have different structures none of them are the correct or wrong way of making them. A design document has to start somewhere but I believe that the start of the design document has to have a big impact on the people who is reading it. The reason I think this is because no one is going to read a whole design document if the first section does not get them interested in the game idea.
2. How much technical information is contained within the design documents?
Each of the design documents varies in how much technical information they contain within them. The Claw and the Technomancy: The Shadow War design document contains a lot of technical information while the Grim Fandango Puzzle design documents does not. I believe that there is a slight advantage from this as the person who created the design document will have to sit down and discuss with the different departments. Although they would still have to do this even if they did add the technical details in the document, but creating ideas for the levels looks and gameplay for scratch with the different department can give the departments a better understanding of what type of game they will be making as they help to fill in the missing asset from the design document.
3. Discuss a few good points about these example documents, and then identify a few areas which you would improve in your own design document.
I find that the Claw design document is well organised and seems to try and cover every aspect of the game they want to achieve. The one thing about this document that I dislike and would improve in my design document is the continues lines of text. I would add level layouts and images of the type of feeling I want the player to feel when playing that game as I want the reader of my design documents to know exactly what type of game I want to make.
The Grim Puzzle design document has images on nearly every page what tells us what the game atmosphere is going to be like. One thing that I will put in my design document that the Grim Puzzle design document does not have is better level layouts and a description of the gameplay I want the game to have. 
The Technomancy: The Shadow War design document has more detail level layouts than the other two design documents which shows how big each of theses level will be. What I also like about this design document is that it compares the type of gameplay they want with other games. Although the design document has images of the level layouts it still lacking images as the main majority of the design document is text.

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