As far as I knew there was always a good case for a designer to make Game Design Documents, and I'd say that design "bibles" certainly exist for the larger productions, especially ones with sequels and such. http://www.sloperama.com/advice/specs.htm
The game I'm working on has a 12 gig documentation folder, there is a doc that has a general overview of the whole game and other documents for all the systems, quests, etc... Having a whole team design a game can also be called design by committee, which is why there is so much bland crap out there, no clarity of vision.…
Not in the context of a single document containing everything to do with the game. In fact I don't think I have ever seen a word document that contains design information. Games from my experience are designed hands on while features are pitched in presentations and then prototyped and moved forward. Often something that…
make a good design document/website/concepts and they will come... people get excited by good ideas that have content. it shows that the person making it actually cares about their idea and isn't like "hmmm maybe thisll be cool idk lolz"
Yup. I wish to thank all of you for : 1 - taking the time to read 2 - throwing in some thoughts I'll try to answer everyone (almost live, I'm reading your posts at hte same time). I know that too much, I have a few of those scars on my own. That's pretty much why I wanted to avoid making the same mistakes in the first…
I have always worked under the philosophy that a game should have as little documentation as possible, you have to question the true purpose of it. Generally the only purpose of documentation is to communicate the rules of certain aspects of the game to multiple developers. Always question the purpose of anything you…
maybe you want to keep track of changes in case it becomes even more unbalanced? ;) With FPS it might not be too complex, but think of an RPG or strategy title. Actually there was a really good article on Game Developer Magazine how the Kingdoms of Amalur folks designed and tweaked the mechanics in their gameplay. The…
I want to see gameplay-prototypes before even thinking about even thinking about joining something. Yeah that's right you heard me. An idea is just an idea, you need to have something to back it up. Either a pile of really well executed game design docs, but in the best case have prototype gameplay and a set pipeline for…