Computer Science 113 / Informatics 125
Computer Game Development

Design Document Structure

Introduction

The Design Document is a critical factor in determining the success of your efforts to create a computer game. With commercial games, it is often created over a period of many months, and is a "living" document, updated as the game is developed. For this course, your Design Document will probably describe a larger and more complex game than you will be able to implement by finals week. That's perfectly OK, but you should indicate clearly what parts you plan to accomplish.

Your Design Document will be a web document. You should use HTML, PDF, or another universally readable format.

Your Design Document should have four major components: the Overview, the Game Specification, the Technical Specification, and the Schedule. In addition, an essential component of your document is careful proofreading. Look for misspelled wrods, awkward grammer, needless repetitions, unstated assumptions, vague assertions, needless repetitions, and omissions important features. Every member of the team should have carefully read the document before it is considered final.

Overview (Executive Summary)

The goal of this section is to give the reader, in no more than two pages, a clear understanding of what your game is all about. This means not only a brief overview of the background story, but also a description of game play, important rules, art design, and the technical platform. A person who reads just this section should be able to form an accurate mental picture of the game.

Game Specification

The Game Spec section serves as a "rule book" for the game. It describes the types of interactions the player can have with the game. It should be fairly easy for a writer to turn the Game Specs into a manual that could be included with the game. The nature of the Game Specs is somewhat dependent on the type of game being developed. I'll give examples and descriptions for four genres of games, top-down shooters (TDS), driving sims (DS), first-person shooters (FPS), and role-playing games (RPG).

Technical Specs

In "real life" the Technical Specs are hundreds of pages long. They take all the rules from the Game Specs and make them specific, unambiguous, and implementable. When writing the Technical Specs, think through implications, exceptions, exact limits. For instance, if the the Game Specs say "The player will be able to make the car move faster by pressing the up arrow key," the Technical Specs should elaborate: "Each press of the up arrow key causes the car's speed to be multiplied by 1.01, up to a maximum of 500 and down to a minimum of -100 (reverse)." For this example, you'd need to explain also exactly how the user shifts between forward and reverse.

The Technical Specs should also discuss or include:

Schedule and Personnel

It's important that each member of the team have a clear set of responsibilities, and a clear time-line for various tasks. You should include the following: As far as possible, state the deliverables by team member. Structure the sequence of your deliverables so that core art and gameplay comes first, and extra features, levels, characters, puzzles, AI, etc., are scheduled later. You should plan on having a playable mini-version of your game by Nov. 20.

For each team member, state the role(s) he or she will play in the project, and what contributions he or she will make to the final game. Also include a statement from each team member about what he or she needs to learn in the remainder of the course.