[In this reprinted #altdevblogaday-opinion piece, NetherRealm Studios' Mike Birkhead outlines how he lays out a "Concept Design Document" the best way he knows how: by creating a game from scratch to explain the process.]
I have worked on five games in the past six years. I have written countless word documents, set up countless excel files, modeled levels, written code, and even drawn a few maps; but I cannot show you any of this.
This has been bothering me for a long time. Of all the things I set out to do when I started writing, my first and greatest goal was to get down and dirty. I was going to "keep it real". Much as I love talking about abstract concepts like fun, play, and other great game design concepts, I felt there were not enough people really showing what the system designers life is like. The REAL work. You know, documentation.
I have always been a stickler for documentation. And not just documentation, but efficient documentation. I enjoy it, and I like doing it better and better each time. I look down on designers that can't organize their files cleanly, that can't set up a list in Excel.
In short, I'm that guy. But dammit, it's important! The larger the team gets, the more important it becomes to be efficiently organized, and I often wonder how others do it. My style is built up from the great ideas of the designers I have worked with, which I'm sure was built upon the great ideas from designers they worked with.
Lately there have been a lot of great posts on AltDevBlog talking to designers in school, or people first starting out, and it got me thinking. I wanted to share my style with others, so that they too can grow; and then hopefully others would talk about how they do things so that I can improve. But how? In exasperation I thought, "Well, gee. I'd have to design a whole game from scratch in order to talk about it."
So that's what I did.
Game: the Verbing Noun
For the past three weeks, I have spent my free time writing documentation for a fake game. I am now going to post the entire thing online. Some might call me crazy. Maybe I am.
So what is Game: the Verbing Noun?
Once you have finished reading CDD you will have a broad grasp of four major categories: player, setting, cast, and world. What can the player do, where does it all take place, who does he meet, how can he get there, and what happens when he does. But what happens when we want more detailed information?
Table of Contents
The first trick to my style is that the table of contents (and even the folder structure it is all contained within) matches the major headings for the CDD. If you have read the CDD, then you have learned how everything for the entire game is going to be organized. I did my best, despite many missing docs, to show how it would look once more documentation was written.
Now, I could follow this with a link to the docs, and just unceremoniously dump you into the deep end, which is fairly tempting, but I would be remiss. I shall start by explaining some of the basics of what is there, and then, at the end, dump links all over your face (and maybe a surprise). First let me state that this is not comprehensive, not in the slightest. I have written as much as my little wrists could handle, but there was only so much I could do. Of what made it, there are three major topics to cover: the concept document, the table of contents, and the many views of the Thrall. Conceptual Design Document Most people call this the "Game Design Document" or, more informally, the GDD. I call it the Concept Design Document, because mine are less all encompassing. It lays out the entire game in broad strokes. If you read the CDD from cover to cover, you should have a firm grasp of the concept (get it) of the game. I follow the philosophy that the more specific the document, the more specific the information contained with it. I write this first, and it is hard. It gets rewritten like a million times. When I first started out, the game was basically about Conan, set in Hyboria, and the combat involved lots of weapons. When I went to create enemies, however, the ideas I had didn't fit with that style of game, so I went back and things changed. Repeat.
{Game: the Verbing Noun} is a single player action adventure game set in {FamousSetting}. The game takes the visceral action of games such as {Some Action Game}, mixes it with style switching from games such as {Some Other Action Game}, and finishes it with {buzzword} from modern games such as {Popular Franchise}. All of this is mixed with both world class art and tech to create a game that is as brutal as it is beautiful.
- Table of Contents – a jump off page that links to almost everything
- Concept Document – the major overview of the entire project
- Thrall – an example of how I go about describing and documenting a character. Has three parts:
- Description
- Animations – Note: if you change the url to .xls, it will download the excel file.
- Features