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On game design documents.

So I’m trying my damnedest to put together an early design document for Glyphbreaker. The problem is that design docs are difficult to write, and even more-so when you have little experience doing so. So, I’ve started looking for good references.

There are lots of sites and books out there that want to tell me how to write a good game design document, but I’m much more of a hands-on guy; I learn by example. I want actual design documents to reference, and it turns out that it’s not quite as simple as that.

Not a lot of companies or individuals seem willing to publish their design documents. It might be a legal thing, or it might simply be paranoia, and an attempt to protect original game mechanics from nefarious rival designers. Whatever the case, there aren’t a whole lot of design docs out there at the moment, but the exceptions are certainly worth noting.

Exception 1: Chris Bateman of International Hobo posted the original design document for Play with Fire on Gamasutra. Play with Fire was originally intended to be a PS2 game, but is now an indie title published by Manifesto Games.

Exception 2: David Jaffe recently posted a ten-page design document for Calling all Cars on his blog. Calling all Cars is an upcoming digitally-distributed PS3 title. Jaffe’s the God of War guy, and what his design doc lacks in robustness it definitely makes up for with solid design ideas and great concept sketches (see above image).

I’ll continue posting original design documents whenever I can find them. I had an idea a year ago of writing a regular column where I convinced companies to give me their design docs to publish. It’s still not a bad idea. I just might try it.

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