Like many of you -I assume- I have been scouring the interwebs to
find information on best practices on how to start developing a game.
I'm not talking about how to start programming or where to begin with
art. No, I was more interested in the very beginning. How to plan,
how to prepare, how to limit my rework and get my game out there. I
did find a few sources that helped, but they were all scattered and
fitting all that information together took time and I usually just
ended up stumbling through the process myself.
After a while I started working with a small hobby team who wanted
to make their first game. Since I had experience I figured I'd share
my knowledge and try to help them along. I wrote a few posts for them
that described a few game development processes and such and it
turned out they really liked it. My writing really helped open doors
for them and they suggested I should make a blog. So here we are.
Again, This blog isn't about how to program or how to art. There
are tons of tutorials and blogs and guides and the like out there for
that. This blog is for the core aspects of game development based on
experiences I've had and from what I read and learned while
developing my own games. I'd like to point out that I'm not some big
shot expert who produced 100's of games. But I have been through the
process a few times with several different teams. I'm just wanting to
share my experiences and see if they can help more beginners.
Without further ado, shall we get into it?
One of the first steps in developing a game is making a GDD so I
thought I'd introduce every one to what a GDD is and some opinions on
it.
Please enjoy and let me know if you like this type of thing and if
you have suggestions for future topics.
GDD's and do they matter?
To begin with what is a GDD? For those who may not know a GDD is
short for Game Design Document. It is essentially the games bible. It
contains everything you need know about the game you are making and
allows every one on a team to know exactly what needs to be done and
why.
A GDD contains information from 'What is the game?' to 'what art
assets are needed' to 'How will the game function' and more. Ideally
a GDD will answer any question you come up with in regards to what
should be in the game and how it will interact with everything else
in the game.
Now that we know what a GDD is do we really need one? Why or why
not?
Many people will tell you many different things about GDD's and
how helpful they are. Some, like myself, are big supporters of the
GDD and others are against them and prefer other methods. I'll first
explain why I find it important and then follow up with why people
may not find them as helpful. Make no mistake though, Neither side is
'correct'. Ultimately it comes down to personal preference and how
team is structured, so I won't be harping on those that disagree with
me. I fully understand their points of views and find them valid.
Lets begin!
Like I mentioned a GDD is essentially the game bible, but it is
not a static document written once and then never touched again. It
is a living document that constantly changes and evolves with the
project as new problems and solutions crop up. It is also important
for all members, regardless of position on the team, to constantly
review the GDD and ensure that their tasks conform with the most up
to date GDD.
It is also every ones task to ensure the GDD makes sense to them.
It should also be as clear as possible to limit rework as much as
possible. Some times starting over is actually the fastest and best
way to move forward. But in the real world employers wont want rework
and they would be much happier -in my opinion- if you ask questions
and make sure it's clear.
GDD's don't have all the answers though. They don't detail out
time lines, who is doing what task and who reports to who. It is
strictly a guideline for what is in the game, what it's about and the
points the product is trying to get across. It isn't a marketing tool
or daily planner.
To sum up I like using GDD's because the team can stay connected
easily and know exactly what needs to be done and what their
objective is. They can read about what the final result should be
like and judge their progress based on what they have done and how it
compares to the desired output of the GDD.
So I've talked a bit about what a GDD is and why I like it, but
what about why people don't like them?
Many people dislike GDD's because of the upkeep they require.
Projects change constantly and it almost feels like a daily upkeep.
If the GDD isn't up to date than every one who is relying on the GDD
to be accurate is given miss information.
Some people like to simply talk it out and let the game flow,
rather than have a set of 'rules' to guide them so they don't feel as
restricted on what can and cannot happen. This is partly because some
people don't view the GDD as a living document, but still feel like
they can't deviate too much.
Some people work alone and thus don't feel they need a GDD. There
isn't any one to communicate to or bounce ideas off of, so there
really is no point other than to keep track of your own thoughts.
I'd love to hear your ideas and thoughts about GDD's. Do you like
em' or hate em'? I also encourage you to look up some GDD examples
and see what you're in for as your project moves forward. You can
always google GDD templates or GDD examples. I'd also be happy to
share the templates I use when creating my own games; If any one is
interested.
I really hope this was informative to you. I'd really like to hear
feedback and input from you, the reader.
Next I'll talk about Testing in regards to why it is the worst
thing ever, but arguably the most important thing ever.
Thank you for reading and please give me suggestions of topics to
cover!
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