Good and polished graphic design is essential during the pitch phase. If you plan to deal with a major publisher it needs to look clean. This will also plays a massive role in the marketing phase prior to completion and roll-out. Marketing materials and presentation MUST have solid graphic design and copy. In the GDD the marketing phase and budget should be one of the most important aside from gameplay. The majority of people make decisions based on the packaging or presentation. If you pitch to Sony, the main things they're going to look at is the conceptual art, the hook, and the core mechanics. Once they're interested they then will want the details. Never underestimate the importance of packaging.
@@RahulSehgalG2M Great video and congratulations on all your successes 🙌🙏 It's awesome that you took the time to share so much of your experience in detail 💯
The reason I like to look at templates is just to see ideas of what people include to spark ideas if I missed anything. I don’t think I’ve ever actually used a template outright…for anything…. I am WAY too out of the box for that! 😂
On your VC/DC acronym - I thought of a way you could get your goal of AC/DC! Visual and Aesthetic have slightly different connotations, but I figured I would offer the idea up just in case. Aesthetic Concise Detailed Customized
I really appreciate the information, although it was hard to concentrate while adjusting the volume. If you could keep a consistent distance from your microphone or adjust the gain so that you can avoid peaks and excessive sibilance. Perhaps a lapel style microphone would help. Again, thanks for the video, I'm grateful for the information.
Thanks! It‘s very useful for me, remove the most of confuse about writing GDD. But where Can I get the template you represent, I know it’s not good for being customized, but it can be helpful knowing what things I can write first and where all the items need to be written down at each position
When making a clone of a game as a solo developer, is there a different approach? I'm an animator so the visual side of things I'm not concerned with but the programming and efficiency/optimizing is a gigantic question mark.
I love this video so much! Thank you for posting. One question I have is. Does it matter the order in which you write things out? I get stuff on where to put the information, but maybe that’s not as important as just getting it down
Well yes it's actually nice to have information (at least in the beginning of the doc) in sequence where you give an overview, a list of features and an idea of the narrative/story and a breakdown of the mechanics- after that there is no strict order as long as you index it and it is easy to find that info.
I know you didn't ask me but from whatever I have heard, you first need to have a portfolio showing your own work. Make one or more small games, with a fixed deadline and release it on something like Itch. If you're aiming for design jobs, write a design doc, or showcase parts of your code if you're a programmer, or your creation process if you're an artist, all of these would be a part of your portfolio. Qualifications don't matter too much. Experience would probably be important, so I don't know if you can directly get a job at Rockstar unless your portfolio shows exceptional skill. Don't take my advice too seriously because I am not a successful game developer. I'm just repeating the advice of people who have found success.
video starts at 11:42
Good and polished graphic design is essential during the pitch phase. If you plan to deal with a major publisher it needs to look clean. This will also plays a massive role in the marketing phase prior to completion and roll-out. Marketing materials and presentation MUST have solid graphic design and copy. In the GDD the marketing phase and budget should be one of the most important aside from gameplay. The majority of people make decisions based on the packaging or presentation. If you pitch to Sony, the main things they're going to look at is the conceptual art, the hook, and the core mechanics. Once they're interested they then will want the details. Never underestimate the importance of packaging.
Great advice 👍
@@RahulSehgalG2M Great video and congratulations on all your successes 🙌🙏 It's awesome that you took the time to share so much of your experience in detail 💯
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The reason I like to look at templates is just to see ideas of what people include to spark ideas if I missed anything. I don’t think I’ve ever actually used a template outright…for anything…. I am WAY too out of the box for that! 😂
Thank you for this explanation on GDDs. I feel like I have more of an idea how to go about laying out one for a personal project
On your VC/DC acronym - I thought of a way you could get your goal of AC/DC! Visual and Aesthetic have slightly different connotations, but I figured I would offer the idea up just in case.
Aesthetic
Concise
Detailed
Customized
That's a really good one!
I really appreciate the information, although it was hard to concentrate while adjusting the volume. If you could keep a consistent distance from your microphone or adjust the gain so that you can avoid peaks and excessive sibilance. Perhaps a lapel style microphone would help. Again, thanks for the video, I'm grateful for the information.
Thanks for the tip!
emil pagliarulo(fallout4/starfield) says in GDC - hat GDD is obsolete and no longer needed in production XD
Yeah he is wrong, all companies still use GDDs in some form or the other
@@RahulSehgalG2M
This can be seen from Starfield)
There is no design documentation
The latest game with GDC is Skyrim
Thanks! It‘s very useful for me, remove the most of confuse about writing GDD. But where Can I get the template you represent, I know it’s not good for being customized, but it can be helpful knowing what things I can write first and where all the items need to be written down at each position
On the gamer2maker.com website
When making a clone of a game as a solo developer, is there a different approach? I'm an animator so the visual side of things I'm not concerned with but the programming and efficiency/optimizing is a gigantic question mark.
Well yes if you want to learn industry level programming then your code has to be well written and optimized
Bro where is link
I love this video so much! Thank you for posting. One question I have is. Does it matter the order in which you write things out? I get stuff on where to put the information, but maybe that’s not as important as just getting it down
Well yes it's actually nice to have information (at least in the beginning of the doc) in sequence where you give an overview, a list of features and an idea of the narrative/story and a breakdown of the mechanics- after that there is no strict order as long as you index it and it is easy to find that info.
Sir can you share the link to download the StarTrail GDD pdf 😍
Sir how much experience and qualifications I need to get a job at rockstar games as a game designer ? Seems you can be the one to guide me ☺️
Me too
I know you didn't ask me but from whatever I have heard, you first need to have a portfolio showing your own work. Make one or more small games, with a fixed deadline and release it on something like Itch. If you're aiming for design jobs, write a design doc, or showcase parts of your code if you're a programmer, or your creation process if you're an artist, all of these would be a part of your portfolio. Qualifications don't matter too much. Experience would probably be important, so I don't know if you can directly get a job at Rockstar unless your portfolio shows exceptional skill. Don't take my advice too seriously because I am not a successful game developer. I'm just repeating the advice of people who have found success.