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                        Posted by Crono on 
    Thu Aug 17th 2006 at 9:07pm
                     
                    
                 
                
            
            
                
    
                    
                             Crono
                            Crono
            
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                            Location: Oregon, USA
             
                
                        You usually don't ask what people want to see in a design document. Generally, the consumer should be ignorant of that part. You ask them the requirements for the product. Then translate that for the engineers. You don't make design documents for art, since that's a little more free-flowing than anything else. That's what concept art is for. Seeing what works and what doesn't.
It'd be best to map out levels (draw them) and work the kinks out that way before you start mapping. The entire point of the design document is to be fast, accurate, and detailed so someone who has NO previous knowledge of the project could pick up the document and create the game.
There's plenty of stuff online on how to contruct a good document. Take a look around.
                                            
                        Blame it on Microsoft, God does.
                                    
             
        
            
            
                                     
                                
                    
                        Re: Design documents
                        Posted by Crono on 
    Fri Aug 18th 2006 at 6:53am
                     
                    
                 
                
            
            
                
    
                    
                             Crono
                            Crono
            
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                            Location: Oregon, USA
             
                
                        I'm not mixing anything up. A "Design Document" doesn't apply to art. For art there's more or less a guideline or style that needs to be followed. A design document is created so two different teams, for example, could follow it and create the same product. That doesn't happen with art, nor do I think you'd want it to.
In addition to that, you should have separate "documents", all of which have different styles. The art one should be the most loose and general of them all. You have concept art, the most strict you can be is "make this into a model with x max poly count" or whatever.
For a level, I think the requirements are similar.
                                            
                        Blame it on Microsoft, God does.
                                    
             
        
            
            
                                     
                                
                    
                        Re: Design documents
                        Posted by Finger on 
    Sat Aug 19th 2006 at 9:03am
                     
                    
                 
                
            
            
                
    
                    
                             Finger
                            Finger
            
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    Oct 13th 2001
                     
                
                        From my personal and detailed experience, a design doc is that thing which nobody reads until they've implemented said design and something doesn't work.
Generally though, it's a blueprint of game mechanics, asthetics, vision, which can reach into all aspects of art/programming/gameplay.  There's very much an art to creating good design docs.  One of the things I've found is the value of good reference images.  A picture really is worth a thousand words.