The
Template:
The major reason most artists and programmers don't read the design
document is that, if there are any practical design features contained
within, they are usually buried in page after page of ongoing paragraphs.
Simply stated, no one wants to weed through it to get to what they need
to know. The template, in this form, serves the major function of being
digestible in small relevant chunks.
Remember, this is a FEATURE-ORIENTED design document, which means that
it is put together with certain goals in mind, and these goals are broken
down into doable bits.
- 0
TABLE OF CONTENTS - This needs to contain EVERY major heading
that you'll be dealing with. It should include sections like AI, collision,
level design, front-end logic flow, controller input, and the like.
- 1
FEATURE HEADING - Describes and numerates the issue/feature in
question. The numerical index, established in the TOC allows for easy
finding and sorting once the project is underway.
- 1.1
Contact and "See Also" Information - Straightforward:
Point of contact for who designed the feature and what other documents
it relates to outside of this one.
- 1.2
Goals - A bullet list of associated goals including problems
you may encounter implementing this feature and possible solutions
to said problems.
- 1.3
Implementation - How you're going to affect the feature. This
is where you'd include formula, diagrams, or flowcharts that layout
the design feature in question that all relative parties may need
to know/follow to get the feature up and rolling.
- 1.4
Impact - How this feature will impact the current status quo.
You can't always crystal ball this, but in our case we're making
changes to an existing engine/game, so some changes do affect
the way we're currently implementing some features. An example
of this would be having a new action for a wrestler to do, and
needing a button-press to pull it off when we're already overloaded
here. Another use for this heading is to help you identify extra
resources you may need, and schedule relevant needs to bring the
feature into line.
- 1.5
to 1.8 Tasks & Questions for:
-
Designers
- Programmers
- Artists
- Sounds
There
must be "Tasks & Questions" sections for each arm of the
development team. This allows the Designer, Artist, Programmer or Sound
Designer in question to skip straight to the task relevant to them without
having to filter through all the other text. This also lets the design
team ask any questions they may have at a time when they might not have
access to the person that could immediately answer it.
You'll also want some way to tag features that have been dropped or
held back for whatever reason. You don't necessarily want to delete
those features, as they may make their way back into the current design
or appear in the sequel if you're doing one.
In our particular case, we're working on the design for several titles
at one time. Each heading is further expanded into 3 sub headings-one
for each version-and color coded to make reading and separating them
on-screen a little easier.
E-mail
and the Hyperlink:
With the design doc online, we're able to send intranet e-mail to all
concerned parties when a feature is designed, changed, or dropped. In
addition to the email saying, "This feature has been designed,
changed, or dropped," we can also add a hyperlink which, when clicked
upon, will take the concerned party directly to the page(s) they should
be reading.
The e-mail has a secondary consideration in that the Project Manager
will know when and if the Email is being read. This helps in maintaining
team accountability for what each person's job should be, and how they
need to implement it when the time comes. This kind of organization
lends itself to a HTML-type document as well. We're currently setting
up just this kind of accessible, online document using MS Frontpage.
You could also use Dreamweaver if you were so inclined. This allows
anyone with a web browser to access the design doc and very easily navigate
their way to whatever piece of info they need. Even better, you can
do things like create art bible's, complete with linked thumbnails and
actual photo reference on the network, making sure all or your resource
is available and protected.
The next
section (THINK) will go deeper into asking questions about what you're
supposed to be doing as a designer. This also includes my list of "Nevers,"
garnered over the years both from friends in the industry and from simply
doing things the hard way.
Tim
Huntsman has been with Acclaim Studios, SLC for over 4 years and is
the Lead Designer for Acclaim's next-gen wrestling title. He has worked
on the ECW wrestling franchise as well as the genre-defining WWF
Attitude for PSX and N64, projects that taught him more about professional
wrestling than he ever thought he'd know. When not working on games
and their design, he's playing guitar in experimental projects, writing
various forms of fiction, painting in the Sumi-E style, and fencing
(with swords, not wooden planks.)
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