class: center, middle # Creación de Videojuegos ### Game Design Document --- # Game Design Document (GDD) A living, changing document containing * Game Pitch ("hook") * Setting * Rules (interactions) * Goals --- # Game Design Document * GDDs have been described as "obsolete" * Prototyping has become easier * There is usually still *some* documentation about a game before it is actually implemented * GDDs differ from company to company --- # Game Pitch * The most important part of the GDD * You want the reader to become interested ("hooked") * One approach: Relate to an existing game and provide a twist * Another approach: Mention a unique idea/setting/mechanic * In practice, also: Argue using proven concepts --- # What's the pitch?
(Tetris) --- # What's the pitch?
(Minecraft) --- # What's the pitch?
(Portal 2) --- # What's the pitch?
(Mario Kart) --- # What's the pitch?
(Guitar Hero) --- # Ideation * What do you want players to feel/experience? * What mechanics do you want to incorporate? * What do you see in the world around you? * Which games are already fun? * Which technology is available? * Which art assets, world, IP do you have? * Who do you want to play your game? * Random page on wikipedia, tvtropes, a dictionary, ... --- # Setting * Characters * World * Story * Not applicable to all games (Tetris?) --- # Characters * Personality * Goals * Relationships, conflicts * Who is the player? --- # World * Time/technological level * Location, real or fictional * Relevant factions/groups * Where is the player? --- # Story * Characters want to achieve their goals * Conflicting goals result in obstacles * What does the player need to do? * How does the player progress through the story? * Non-linear stories, sandbox games --- # Story-telling time! * Characters * World * Story --- class: middle, center # Story-telling time ## Game? --- # Rules/mechanics * Objects, attributes, and relationships * Describes gameplay formally and provides basis for implementation * What does the player do in the game/how is it challenging? * Informal description is helpful * Compare to design in software engineering --- # Goals * What is the player supposed to achieve? * Is there a win/loss condition, quests, etc. * Why should someone play the game? * Not always a clear answer --- # Aesthetics * What should the game look/feel like * Art assets (
opengameart.org
, Unity asset store) * UI Style * Sound? * Can provide concept art, prototype screenshots, etc. --- # For the project * Team name, game name * Rules and goals for the game * Setting/story, if applicable * Team members and relevant skills --- # For the project * Team name, game name *
Rules and goals for the game
* Setting/story, if applicable * Team members and relevant skills --- class: middle, center # For example ##
Hoverrace
--- class: small # From the design document to a game * Like in software engineering, the design document tells you how to start implementing * Objects fall into three categories: - Objects with behavior (code) - Passive scene objects - Abstract objects (buttons) * In Unity: Create a scene, and populate with objects * Add behavior/code step by step --- class: small # Hoverrace scene .left-column[
] .right-column[ * Player * AI Opponent * Checkpoints * Terrain, water * UI * etc ] --- # Further notes on game design * Try to play games with an open eye * Explicitly identify objects, attributes and relationships * Think about *why* objects relate in a certain way * What could you change about the game to keep it the same/similar, what would change it * Exploit behavior, find unintended functionality --- # Every Frame a Painting * Don't assume that any detail is added randomly * Game designers have very particular experiences in mind * Compare to films: Very subtle effects are used intentionally by the directors * Warning: This may change your experience of games (or movies) --- class: small # On Monday * Every group has 10 minutes * Introduce yourselves (name, team name) * Present 3-5 game ideas (one sentence each) * If you want, you can use slides (email a pdf to me before class or send me a link) * I will provide feedback on which ideas I think are feasible * I will also have some of my own ideas, just in case --- # Resources *
The Anatomy of a Design Document
*
How to write a Game Design Document
*
TVTropes
*
Every Frame a Painting: Shot/Reverse Shot