As we saw in the first module
when we were talking on the designer's tasks, there are many document types.
High concept is a definition of the game summarized in one phrase.
Pitch is a more detailed description of the game,
emphasizing the more commercial or marketing aspects,
the interest the audience might have, differences with the rivalry, etc.
It is usually written focused to a possible publisher.
Game concept document and game design document
already include more info on many aspects of the game.
The main difference between them is their extension and the detail level.
Usually, when proposing non-developed ideas
many concept documents are generated for each idea.
After that, all the design document is generated on
the idea that is finally developed, in which all the necessary must be present,
playable, technical and artistic aspects.
There are other documents such as the ones specified in each level's design,
the ones which detail mechanics or take part of the story,
the script and the dialogs.
Next, we will analyze the main parts
a design document has separately.
We must concrete there isn't only one way to structure a design
document.
Depending on the development studio and the kind of game,
it can variate in format and contents distribution.
This contents example can be applied either for a
document concept or for a complete document design depending,
obviously, on the detail level with which each section is filled.
The different sections we will talk on are: game concept, amplified
description, game system and mechanics, story, setting and artistic
style, music and sound and specific technology.
The first section is the game concept.
It might seem brief, but it is very important to do it properly.
It must ease identifying the game idea in a few words.
To do so, they ask to mention in a few words the genre,
the camera, the setting, the main character,
the main mechanics and the main challenges or achievements.
In the example we see in the slide, Mario 64, we identify its genre
as 3D platform and we point out that its camera is in third person.
This game's setting is hard to define, as it is very variated,
there are levels in deserts, volcanoes, frozen zones,
etc., so we synthesize it talking on magic or fantasy worlds.
Next, we identify the main character, which we could
describe more if we had any important characteristic,
in example, if he was a soldier or a gangster.
In this case, we could say he's a plumber, but
probably it won't be relevant regarding gameplay.
Next we talk on main mechanics
and the most important objectives in the game,
which indirectly explain a part of the story.
In the game concept,
it isn't necessary to explain it all, just the game's most identifying keys.
We must take into account that there are more sections in the design document
to expand descriptions and talk on more aspects.