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In summary, whether you use a GDD or something else, we recommend Game Designers that are just starting to please, please, please, consider writing down your ideas into some type of document that other people can read and understand.Ģ.- I think the answer to this is one is that "It depends", which should have been made clear in the post.
#Craft the world game core file update
Once production has started, we no longer update the GDD, all new ideas go straight into the board, some of them prioritized (Priority 1 to 3, being 1 a Must do, 2 a Will do, and 3 a nice to have) and some of them into an "Ideas" column to be evaluated at a later time. Then, a few corrections are made to reflect the feedback or ideas of the team during the Game Design phase. We don't use a monolithic GDD that evolves during development, but rather a document that can be used by the team to get up to speed. Here at Trick we name them GDDs and we also use boards (Trello) for managing tasks, and try to divide our project in two week milestones (somewhat resembling Scrum). Whatever you like to call it (GDD, Wiki, Board.), the important thing is to have something that describes your game project (or any other project for that matter) before jumping into production. Specially on a young industry that is still developing it's processes, metrics, etc. I'll probably write a full post discussing each topic in the future, but for now:ġ.- Like every other industry, the game industry evolves, and the techniques that are used one day quickly become a thing of the past. When you write a GDD you need to jump right into describing the Game Mechanics.There were a few points that kept showing up the most and I'd like to clarify some stuff that will make sense once you've been able to read the whole thing: