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Level Up.pdf

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The Game Design Document (and the Awful Truth about Writing Them) 75<br />

communicating your game ’ s universe to other interested parties, but it really<br />

should be done after you have started to flesh out your GDD.<br />

While writing the game design document, always keep this very important<br />

thing in mind:<br />

EVERYTHING IS LIQUID<br />

This means that game designs are living things. Game designs change,<br />

they flow, they mutate and evolve. If you don ’ t let your game idea simmer<br />

(like chili!) you may not think of a great idea or you may miss an opportunity<br />

to create some truly great gameplay. Eventually, many of the things you<br />

write in your document will become obsolete. At a certain point, writing<br />

things down becomes counterproductive and it all becomes about finishing<br />

the game. But you need a starting point and a GDD gives you that<br />

launching pad from which to soar.<br />

Just like with your ten - pager, you need to know who your audience is. This<br />

is a bit easier as your primary audience are four types of people: the<br />

producer, the designer, the artist, and the programmer. Knowing how these<br />

different disciplines think and work and prioritize information is very<br />

important to getting your point across. Remember, the MOST IMPORTANT<br />

PART OF A GAME DESIGNER ’ S JOB IS COMMUNICATION. Take the time to<br />

talk to your team mates to find out what they are most interested in about<br />

the design. If you have to adjust some information in your GDD ’ s format<br />

then do so. In the long run, your team mates will appreciate your effort.<br />

Speaking of communication, remember that words are very powerful. Make<br />

sure you provide very specific examples and terms for the elements in<br />

your game design document, especially when referring to characters and<br />

game mechanics. If an accurate term doesn ’ t exist, then go ahead and<br />

make one up!

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