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Part I: Philosophy (Thought)
Who are we?
 How did we get here?
How do we go forward?
Reflection:
“There are two paths”
Aspiring v.
      Established
Otherwise known as „Amateur‟ and
         „Professional‟
Aspiring:
  Loves to take risks.
  Risks are thrilling.
Does not know the risks.
Established:
Loves to reduce unnecessary risks
  Shipping a game is thrilling
      Is aware of the risks
18 Million
To 28 Million Dollars to Make a Console
                Game.
       (Morris, “As Video Game Development Costs Rise, So Do Risks”)
$150,000
To Make a AAA Casual Game
   (Meer, “Angry Birds revenues at $70m from $140k costs”)
Cutting Cost By Going
Solo Commando?
 One Man, a compiler and a two-liter, making a $150 game
“For every Cliff Harris or Jeff Minter making
awesome software by themselves from their homes,
 there are a hundred would-be ninjas who have no
  sense of the real scale of what they are trying to
                      attempt.”
                                  -whatgamesare.com
                                    You Need Four Coders
Consider:
“Risk is greater than cost.”
“The exposure to a company that arises from taking on a
   particular task. A project risk can be internal to the
business, it can involve external events or it can stem from
  any other circumstances that can hamper the project's
overall success and result in loss or embarrassment to the
                    firm undertaking it.”
                                    -businessdictionary.com
“A person often meets his destiny on the
         road he took to avoid it.”
 - Jean de La Fontaine, in Fables Book VIII
               (1678–1679)
“A game project can be overcome by risks
     on the road it took to avoid it.”
             -[cegd] (2013)
Consider:
“Do not fear Risk. Manage it.”
Start by having a plan.
Game Design
Document (GDD)
    Reduce uncertainty in your project by
 actually knowing what your game project is.
Concept (Dream It)

Micro Pitch/Directive       Sell Sheet Draft
                                               Exits To „A‟



                                                   A
              Planning (Draft It)

        GDD               Art/Sound Concept


            Research (Research It)

        POC               Demo or Play Proto
Pitch (Pitch It)                     Enters From „A‟



                                                         A
Full Sell Sheet        Early Collateral Creation



        Implementation (Code It)

Engineering                        Coding

                                                         B
              Testing (Test It)
                                                     Exits To „B‟
   Internal                       Alpha/Beta
Submission (Ship It)

  Wait                         Worry

          Support (Patch It)
                                           B
Bug Fixes                       DLC    Enters From „B‟



              Vacation
               and/or
              Therapy
“In the planning phase, start your GDD.”
•   Concept
•   Planning
•   Research
•   Pitch
•   Implementation
•   Testing
•   Submission
•   Support
“If you are starting your GDD in
•   Concept          planning... You are already too late.”
                                    -[cegd]
•   Planning
•   Research
•   Pitch
•   Implementation
•   Testing
                           Start
•   Submission             Here
•   Support
Fail Early
Life is short. Don‟t invest 2,000 pages and 18 Million on bad ideas.
Consider:
“If you must be bad, be brief.”
Consider:
“Let Your Sell Sheet be the
 first page of your GDD”
Noun. 1. A document designed to give any
company, perspective team member or potential
      investor a brief overview of the game.
2. The one page start of your GDD (CEGD idea).
The Template
CEGD Game Design Document in Thought and Action Part1
It answers the question:

“Who are we?”
It generally contains:
1.1 Game Name
1.2 Game Developer
1.3 Game Genre
1.4 Game Detail Block
    (Platform(s), Player(s), Target Gamer)
1.5 High Concept Line
1.6 Special Features (Tip: No more than three)
1.7 Overview of the Game (Tip: 400 words or less)
The Sell Sheet drives some of your other efforts
                   including:

                1. Your GDD
           2. Your Overall Scope
3. Your Funding and Marketing Considerations
You can probably write it in a
  weekend (and this is far less
time than writing a good GDD)
Your game won‟t get magically
  better by explaining it in a
    1,000 page document.
You can shop the idea around to
  get an idea of the potential
             risks.
Is it bad?
     Is it too vast?
Is it too expensive?
Get a FriendDA
If you are a tiny indie, a one-man band or a hobbyist, get a second pair
          of eyes to look it over. They won‟t steal it (hopefully)
Don‟t Aspire.

         Do It.
If you can not find the will to write a 1-page document,
   you probably can not find the will to write a game.
•Brathwaite, Brenda.“Creating a Game Design Document.” Applied Game Design.
Accessed 2 Jan 2013 <http://bbrathwaite.wordpress.com/2008/11/30/creating-a-
game-design-document/>
•Gershenfeld, Alan, et al. Game Plan. New York: St. Martin‟s Press, 2003.
•Egsa SoftWorks, Egsa SoftWorks Concepts Guide. Chicago: Egsa Press, 2005.
•“FriendDA.” Randsinrepose.com and Frienda.org. Accessed 11 Jan. 2013 <
http://www.frienda.org >
•Lang, Rob. “How to use a plan to create your RPG.” The Free RPG Blog. Accessed 1
Jan. 2013 <http://www.thefreerpgblog.com/2012/11/how-to-use-plan-to-create-
your-rpg.html>
•Marchant, Dan. “Preparing a product pitch.” Obscure: Biz Support for Creative
Developers. Accessed 5 Jan. 2013 <http://www.obscure.co.uk/articles-
2/preparing-a-product-pitch”/>
•Meer, Alec. “Angry  Birds revenues at $70m from $140k costs.” Games Industry
International. Accessed 7 Jan. 2013 < http://www.gamesindustry.biz/articles/2011-
03-09-angry-birds-revenues-at-USD70m-from-USD140k-costs>
•Morris, Chris. “As Video Game Development Costs Rise, So Do Risks” CNBC.
Accessed 6 Jan. 2013
<http://www.cnbc.com/id/35932496/As_Video_Game_Development_Costs_Rise_S
o_Do_Risks>
•“Project Risk” Businessdictionary.com
<http://www.businessdictionary.com/definition/project-risk.html>
• Ryan, Tim. “The Anatomy of a Design Document, Part 1: Documentation Guidelines
for the Game Concept and Proposal.” Gamasutra.com Accessed 3 Jan. 2013
<http://www.gamasutra.com/view/feature/131791/the_anatomy_of_a_design_docu
ment_.php?page=1>
•Tusler , Robert. “The Elements of Project Risk Management.” Reducing Project
Management Risk. Accessed 3 Jan. 2013
<http://www.netcomuk.co.uk/~rtusler/project/elements.html>
•Tusler, Robert. “Low Risk Project Management.” Reducing Project Management
Risk. Accessed 3 Jan. 2013
<http://www.netcomuk.co.uk/~rtusler/project/riskphas.html>
•“What is a project risk?” Projectfuture.net. Accessed 9 Jan. 2013
<http://www.projectfuture.net/uk/projectfuture-software/frequently-asked-
questions/what-is-a-projectrisk >
•“You Need Four Coders.” Whatgamesare.com. Accessed 11 Jan. 2013
<http://www.whatgamesare.com/2011/02/you-need-four-coders-production.html>
The mission of the CEGD is to foster the gaming community in the
Chicagoland area by working with professional and aspiring game
developers that are actively engaged in furthering the boundaries
                              of play.




   This presentation maybe reproduced as long as the CEGD is
             credited. Visit us at www.thecegd.org.
Follow us @chiexpgamedev on Twitter




           This presentation was made possible by the efforts of:




                                                          Rev 3A: 2013

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CEGD Game Design Document in Thought and Action Part1

  • 1. Part I: Philosophy (Thought)
  • 2. Who are we? How did we get here? How do we go forward?
  • 4. Aspiring v. Established Otherwise known as „Amateur‟ and „Professional‟
  • 5. Aspiring: Loves to take risks. Risks are thrilling. Does not know the risks.
  • 6. Established: Loves to reduce unnecessary risks Shipping a game is thrilling Is aware of the risks
  • 7. 18 Million To 28 Million Dollars to Make a Console Game. (Morris, “As Video Game Development Costs Rise, So Do Risks”)
  • 8. $150,000 To Make a AAA Casual Game (Meer, “Angry Birds revenues at $70m from $140k costs”)
  • 9. Cutting Cost By Going Solo Commando? One Man, a compiler and a two-liter, making a $150 game
  • 10. “For every Cliff Harris or Jeff Minter making awesome software by themselves from their homes, there are a hundred would-be ninjas who have no sense of the real scale of what they are trying to attempt.” -whatgamesare.com You Need Four Coders
  • 12. “The exposure to a company that arises from taking on a particular task. A project risk can be internal to the business, it can involve external events or it can stem from any other circumstances that can hamper the project's overall success and result in loss or embarrassment to the firm undertaking it.” -businessdictionary.com
  • 13. “A person often meets his destiny on the road he took to avoid it.” - Jean de La Fontaine, in Fables Book VIII (1678–1679) “A game project can be overcome by risks on the road it took to avoid it.” -[cegd] (2013)
  • 14. Consider: “Do not fear Risk. Manage it.”
  • 15. Start by having a plan.
  • 16. Game Design Document (GDD) Reduce uncertainty in your project by actually knowing what your game project is.
  • 17. Concept (Dream It) Micro Pitch/Directive Sell Sheet Draft Exits To „A‟ A Planning (Draft It) GDD Art/Sound Concept Research (Research It) POC Demo or Play Proto
  • 18. Pitch (Pitch It) Enters From „A‟ A Full Sell Sheet Early Collateral Creation Implementation (Code It) Engineering Coding B Testing (Test It) Exits To „B‟ Internal Alpha/Beta
  • 19. Submission (Ship It) Wait Worry Support (Patch It) B Bug Fixes DLC Enters From „B‟ Vacation and/or Therapy
  • 20. “In the planning phase, start your GDD.” • Concept • Planning • Research • Pitch • Implementation • Testing • Submission • Support
  • 21. “If you are starting your GDD in • Concept planning... You are already too late.” -[cegd] • Planning • Research • Pitch • Implementation • Testing Start • Submission Here • Support
  • 22. Fail Early Life is short. Don‟t invest 2,000 pages and 18 Million on bad ideas.
  • 23. Consider: “If you must be bad, be brief.”
  • 24. Consider: “Let Your Sell Sheet be the first page of your GDD”
  • 25. Noun. 1. A document designed to give any company, perspective team member or potential investor a brief overview of the game. 2. The one page start of your GDD (CEGD idea).
  • 28. It answers the question: “Who are we?”
  • 29. It generally contains: 1.1 Game Name 1.2 Game Developer 1.3 Game Genre 1.4 Game Detail Block (Platform(s), Player(s), Target Gamer) 1.5 High Concept Line 1.6 Special Features (Tip: No more than three) 1.7 Overview of the Game (Tip: 400 words or less)
  • 30. The Sell Sheet drives some of your other efforts including: 1. Your GDD 2. Your Overall Scope 3. Your Funding and Marketing Considerations
  • 31. You can probably write it in a weekend (and this is far less time than writing a good GDD)
  • 32. Your game won‟t get magically better by explaining it in a 1,000 page document.
  • 33. You can shop the idea around to get an idea of the potential risks.
  • 34. Is it bad? Is it too vast? Is it too expensive?
  • 35. Get a FriendDA If you are a tiny indie, a one-man band or a hobbyist, get a second pair of eyes to look it over. They won‟t steal it (hopefully)
  • 36. Don‟t Aspire. Do It. If you can not find the will to write a 1-page document, you probably can not find the will to write a game.
  • 37. •Brathwaite, Brenda.“Creating a Game Design Document.” Applied Game Design. Accessed 2 Jan 2013 <http://bbrathwaite.wordpress.com/2008/11/30/creating-a- game-design-document/> •Gershenfeld, Alan, et al. Game Plan. New York: St. Martin‟s Press, 2003. •Egsa SoftWorks, Egsa SoftWorks Concepts Guide. Chicago: Egsa Press, 2005. •“FriendDA.” Randsinrepose.com and Frienda.org. Accessed 11 Jan. 2013 < http://www.frienda.org > •Lang, Rob. “How to use a plan to create your RPG.” The Free RPG Blog. Accessed 1 Jan. 2013 <http://www.thefreerpgblog.com/2012/11/how-to-use-plan-to-create- your-rpg.html> •Marchant, Dan. “Preparing a product pitch.” Obscure: Biz Support for Creative Developers. Accessed 5 Jan. 2013 <http://www.obscure.co.uk/articles- 2/preparing-a-product-pitch”/>
  • 38. •Meer, Alec. “Angry Birds revenues at $70m from $140k costs.” Games Industry International. Accessed 7 Jan. 2013 < http://www.gamesindustry.biz/articles/2011- 03-09-angry-birds-revenues-at-USD70m-from-USD140k-costs> •Morris, Chris. “As Video Game Development Costs Rise, So Do Risks” CNBC. Accessed 6 Jan. 2013 <http://www.cnbc.com/id/35932496/As_Video_Game_Development_Costs_Rise_S o_Do_Risks> •“Project Risk” Businessdictionary.com <http://www.businessdictionary.com/definition/project-risk.html> • Ryan, Tim. “The Anatomy of a Design Document, Part 1: Documentation Guidelines for the Game Concept and Proposal.” Gamasutra.com Accessed 3 Jan. 2013 <http://www.gamasutra.com/view/feature/131791/the_anatomy_of_a_design_docu ment_.php?page=1>
  • 39. •Tusler , Robert. “The Elements of Project Risk Management.” Reducing Project Management Risk. Accessed 3 Jan. 2013 <http://www.netcomuk.co.uk/~rtusler/project/elements.html> •Tusler, Robert. “Low Risk Project Management.” Reducing Project Management Risk. Accessed 3 Jan. 2013 <http://www.netcomuk.co.uk/~rtusler/project/riskphas.html> •“What is a project risk?” Projectfuture.net. Accessed 9 Jan. 2013 <http://www.projectfuture.net/uk/projectfuture-software/frequently-asked- questions/what-is-a-projectrisk > •“You Need Four Coders.” Whatgamesare.com. Accessed 11 Jan. 2013 <http://www.whatgamesare.com/2011/02/you-need-four-coders-production.html>
  • 40. The mission of the CEGD is to foster the gaming community in the Chicagoland area by working with professional and aspiring game developers that are actively engaged in furthering the boundaries of play. This presentation maybe reproduced as long as the CEGD is credited. Visit us at www.thecegd.org.
  • 41. Follow us @chiexpgamedev on Twitter This presentation was made possible by the efforts of: Rev 3A: 2013