Thanks for this. This helped me distill my infinite zoom mind map into a 1 page design doc that I'm super proud of. It felt like rediscovering my game all over again and the whole project feels more real than it ever has. Powerful approach!
Couple of additional tips for aspiring developers here. 1. Avoid walls of text as much as possible. It is the worst way to transfer the complexity of game design information. Text should only be used to specify things that cannot be properly explained otherwise. 2. Try to separate things into different design documents also. A system should not be detailed in a level design document, for example. Nobody wants to have to find how an AI should behave through the design document of dungeon number 6. It's all about defining through encapsulation and teaching multi-faceted elements of a game in the fastest way possible. 3. Use a variety of design document format. Some things are more easily explained through specific design document formats. Here's a short non-exhaustive list: - Storyboard - Mind map - One pager - Flowchart - greyboxing
Yknow, this is something i always wanted to know how to do. My one and only attempt was a long word document that i organized really well. And i didn't know if this was the best way of doing it. The one page rule is really interesting! Thanks for the new perspective
I used to keep a draft email where I'd just jot down all my game ideas as I get them, and work on them over time as and when I can. I moved to using Obsidian more recently, but typically still use a one-pager for all my ideas, and if it grows too large, I can just give it it's own page and link back to the main one.
I've found Miro quite handy to organize our thoughts for a game we're making. It's pretty good since there isn't the limit of paper space and you can technically fit the whole thing on "one page". Very handy for art references and music as we can collaborate some sort of "mood board" together. Plus, if we ever need to add someone to the team we can just invite them.
Great video! Could you please go into more details with an example in another video? Like a video focused on Game Design as well as writing an effective GDD with a full example from start to finish (One-Page example).
Check GDC video from Stone Librande: One-Page Designs. I'm pretty sure he is one of the first (if not the first) talking about ths concept. There are a lot of examples in that video.
It sounds good, and seems to simplify, but it's not as easy as it sounds. It's like when first learning how to build a resume or a business plan. Dozens of templates, dozens of advice, dozens of opinions. Which leaves you with too many possible decisions. Until that day when it clicks, that you put whatever the heck you want because you're a pro in your industry and know what matters, and then you min max, the minimum effort for maximum impact. You express it adamantly, as a statement of fact. No begging, no fluff, no buzzword salad. As a real pro. This means. You'll probably write it. Struggle with execution. Start other intermediate projects. Rewrite. Write for something else. Pivot. Give up. Start over. Each step, side stepping but learning. Then. If you trust the process of learning from the struggles, you'll find yourself knowledgeable in the many hats. Your iterative changes didn't seem to be much further. But now twenty or thirty iterations along, they add up. Two steps forward, one and a half back. I thought I learned this, I did it before, but now I'm having to do it again, and that again, but I remember that. The process. The grind. The set backs. The determination. If you have grit, then you'll eventually accomplish it.
Thanks for this. This helped me distill my infinite zoom mind map into a 1 page design doc that I'm super proud of. It felt like rediscovering my game all over again and the whole project feels more real than it ever has. Powerful approach!
Couple of additional tips for aspiring developers here.
1.
Avoid walls of text as much as possible.
It is the worst way to transfer the complexity of game design information.
Text should only be used to specify things that cannot be properly explained otherwise.
2.
Try to separate things into different design documents also.
A system should not be detailed in a level design document, for example.
Nobody wants to have to find how an AI should behave through the design document of dungeon number 6.
It's all about defining through encapsulation and teaching multi-faceted elements of a game in the fastest way possible.
3.
Use a variety of design document format. Some things are more easily explained through specific design document formats.
Here's a short non-exhaustive list:
- Storyboard
- Mind map
- One pager
- Flowchart
- greyboxing
Sounds like someone needs to make their own video to expand on this one ;) *hint hint nudge nudge*
This is the most simplest explanation of a Game Design Document I have seen till date.
Dude... This is the way i need things explained to me, i love how you take the time to explore thought processes.
This is perfect! I'm working on a game right now and it's so hard to stay organized!
Yknow, this is something i always wanted to know how to do. My one and only attempt was a long word document that i organized really well. And i didn't know if this was the best way of doing it. The one page rule is really interesting! Thanks for the new perspective
I used to keep a draft email where I'd just jot down all my game ideas as I get them, and work on them over time as and when I can. I moved to using Obsidian more recently, but typically still use a one-pager for all my ideas, and if it grows too large, I can just give it it's own page and link back to the main one.
great perspective!
I've found Miro quite handy to organize our thoughts for a game we're making. It's pretty good since there isn't the limit of paper space and you can technically fit the whole thing on "one page". Very handy for art references and music as we can collaborate some sort of "mood board" together. Plus, if we ever need to add someone to the team we can just invite them.
Crucial for all game devs. This video tought me alot 😀
Great video! Could you please go into more details with an example in another video? Like a video focused on Game Design as well as writing an effective GDD with a full example from start to finish (One-Page example).
Thanks! I'll see what I can do. In the meantime, check out Stone Librande's original talk here: www.gdcvault.com/play/1012356/One-Page
Check GDC video from Stone Librande: One-Page Designs. I'm pretty sure he is one of the first (if not the first) talking about ths concept. There are a lot of examples in that video.
@@visualcortex7500 Awesome will do, appreciate the reply!
Very cool idea for a video. Thanks for the epic knowledge.
he sounds like GMTK
I've been told this before and I absolutely do
Is this your secret second channel?
@@linked3 We should do a video together to prove we're different people, but no one would know who's talking.
@@GameDevBeginner My first tought was is this a AI voice of GMTK. Thanks for clearing that up!
@@GameDevBeginner U sound like No Boilerplate with a different mic setup 😂
It would be useful for you to add a link to that GDC talk to the description of this video.
Done! Also, here's the link: www.gdcvault.com/play/1012356/One-Page
very good
I'm making my game in the most ADHD way possible. Introducing one bug at a time 🎉
How's it going? I started mine today.
You mean ✨surprise features✨
the timing couldnt have been better
It sounds good, and seems to simplify, but it's not as easy as it sounds.
It's like when first learning how to build a resume or a business plan.
Dozens of templates, dozens of advice, dozens of opinions. Which leaves you with too many possible decisions.
Until that day when it clicks, that you put whatever the heck you want because you're a pro in your industry and know what matters, and then you min max, the minimum effort for maximum impact.
You express it adamantly, as a statement of fact. No begging, no fluff, no buzzword salad. As a real pro.
This means. You'll probably write it. Struggle with execution. Start other intermediate projects. Rewrite. Write for something else. Pivot. Give up. Start over. Each step, side stepping but learning.
Then. If you trust the process of learning from the struggles, you'll find yourself knowledgeable in the many hats.
Your iterative changes didn't seem to be much further. But now twenty or thirty iterations along, they add up. Two steps forward, one and a half back. I thought I learned this, I did it before, but now I'm having to do it again, and that again, but I remember that.
The process. The grind. The set backs. The determination.
If you have grit, then you'll eventually accomplish it.
😮 am the first one to put a like
You are!
Thanks for the video it’s quiet helpful 😊
Wtf is this. Just make games people
Shallow video not a must watch
yup