Game Design: Theory & Practice Second Edition:
"Not All Game Design Documents Are Created Equal" (01 Nov 2004)
For example, suppose that the game being documented has a number of characters that perform certain actions in the game-world. Say the game has townspeople, and they need to walk around, sit down and stand up, talk to each other, and sleep. The document should describe these behaviors in the AI section. A truly thorough document might break this down into separate animations: stand from sitting, sit from standing, idle sitting, idle standing, walk, converse with hand gestures, and so on. Probably this is not necessary, since good animators and artists will be able to break this down better than a designer can. But some designers may go overboard and actually sketch or list the individual animation frames. This is absurd. There is no way to know in the design document stage how many animation frames will be required for a given animation. This sort of decision can only be made and adjusted during the game’s production. Not to mention that listing animation frames is insulting to the animator who will only feel demoralized by this degree of micro-management. Furthermore, the design document should stick to gameplay design, and not veer into the territory of the art bible or other art documentation.
Article URL: http://www.gamasutra.com/features/20041101/rouse_01.shtml
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