Game Design Specification Sections

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Timothy Cain

Timothy Cain

Күн бұрын

I talk about all of the sections and subsections that you would expect to see in a complete game design specification document.
For an example of a detailed section of such a document, see this video:
• Writing Design Specifi...

Пікірлер: 82
@VieneLea
@VieneLea 6 ай бұрын
My younger sister was recently playing through your games for the first time, loved them, so about a month ago I told her the piece of trivia you said - that one of the reasons you don't want to work in gamedev is that during meetings you no longer argue with other developers about what's the most fun and what's going to work best, but rather argue with producers about what worked already. She was shocked and said she always felt that there was some sort of shift in the way that games are designed, but had no idea it was something this concrete. Today I met her again and brought up the topic. She said she now thinks about it every day.
@Davids_Stalidzans
@Davids_Stalidzans 5 ай бұрын
My man's lowkey raising a whole generation of potential game devs
@GypsumGeneration
@GypsumGeneration 6 ай бұрын
Hey Tim, thanks for answering my question, that was a lotta info and I appreciate you putting so much time into it! Also oh boy would I and so many others love to peek at that Epic design doc some day! 😮
@dougdynamo9398
@dougdynamo9398 6 ай бұрын
Thank you for asking him. It was a great question and helped me out a ton.
@gourdbox
@gourdbox 6 ай бұрын
One thing I’ve learned to think about while creating design docs is how they will be communicated to the team. When I was getting started it was en vogue to make giant tomes and the atmosphere around GDDs was that nobody read them expect the designer when they first created it. There was a fantastic article on this way back which suggested one page design docs. Make a design doc simple and clear enough that the feature can be explained on a single piece of paper. If you need more than one page, break the feature down into separate features. I don’t hold exactly true to this, and it doesn’t account for all types of design, but it has made communicating designs much more effective especially over asynchronous and remote teams.
@arcan762
@arcan762 6 ай бұрын
I also started out being taught about having these big centralised design docs, but in reality they are usually done as a wiki these days (i.e. in Confluence or Notion or whatever your team is using) with pages referencing each other. This helps associate the page with the specific task someone will be working on (i.e. in Jira) to implement that design, so when they start the task, only the stuff they need to know about to do their work is in one place (maybe with a few links to other relevant pages) and they don't need to go digging to find what they need. I think Tim touched on this in the "How to Write Design Docs" video. It is probably just the case that back in the day that having a big Microsoft Word doc for the GDD was because everyone knew Word and the alternatives just weren't quite there yet (browser based wiki style tools were still in their infancy), and the games themselves were generally much simpler and shorter.
@_Rodders_
@_Rodders_ 6 ай бұрын
Honestly, please do more specific design discussion like this. This is a gold mine. I would be very keen to hear you talk about how you create and manage a project, with creating specific project plans for art, asset creation, programming, creating modules, documenting dependencies, etc.
@Psilocervine
@Psilocervine 6 ай бұрын
Can't lie, I'm a little bit pleased with myself for covering a good chunk of this stuff in the design doc for what I'm working on right now, but I'm extremely thankful you made this video going into these details because it pointed out a lot of places where I wasn't paying proper attention *at all*
@galacticx738
@galacticx738 4 ай бұрын
Hi Tim, I'm Matt, and I’ve been a big fan of your KZfaq channel for a while now. Your content is excellent and very well-presented. I just wanted to express my appreciation for your work. Even though I’m not a huge gamer myself, I played Fallout and Fallout 2 back in my teens. While I may not have fully grasped the complexities of the games back then, I enjoyed their dark humor and quirky characters, especially since all my friends were playing them too. Your videos discussing the less polished features, like companions, brought back memories of how we just accepted them as part of the experience back then without much thought. The Monty Python reference really cracked us up, too :D Fallout became my favorite game series, and while I understand some of the criticisms towards the Bethesda titles, they’re still a blast to play, too. Fallouts are like the only games I ever played more than one time. I revisited the original Fallout few years ago and had a great time also. Set it up on a Mac running Vine with high-res mod installed and blown on a 90’ projector screen using a gamepad It actually worked really well, plus with the huge screen it is easier to explore larger locations. I think It was first time I actually completed the game and was surprised how short it was. I typically avoid RPGs due to the overwhelming number of stats and inventory management, but I did enjoy some classic RPGs with friends back in the days. The Outer Worlds was another unexpected gem. I initially avoided it due to the perceived complexity, but I ended up playing through both DLCs and having a fantastic time. The story, companions, the setting, humor, NPSs are very memorable, and mechanics also work really well (and I didn’t even run out of inventory slots of all the armour pieces that give different bonuses :-) I eagerly await the sequel, and I might even revisit the original soon. I admit tho I never really understood or used the flaws in OW, perhaps I try them on my next walkthrough. Thanks again for your great content, Tim! Cheers! -Matt
@anotherone8805
@anotherone8805 6 ай бұрын
You're pretty good at this game design stuff, you should do it for a living.
@nukemdukem1
@nukemdukem1 6 ай бұрын
Tim, I've been binge watching your videos for the past week and I'm loving it. Thank you so much for this!
@Trout_Nemesis
@Trout_Nemesis 6 ай бұрын
Hey Tim, not a question just gratitude. This series has inspired me to start making a game I've been muling over for years. It's daunting but a lot of fun to finally start. Thanks for the positivity and encouraging tone of your videos!
@heartsalive3157
@heartsalive3157 6 ай бұрын
This is an amazing and detailed outlining. Great stuff.
@brandobin
@brandobin Ай бұрын
Thank you so much for this, I'm currently in the process of making my first "big" game and this is invaluable info
@benhickson6149
@benhickson6149 6 ай бұрын
I wish i had this 6 yrs ago. Thabks Tim
@nikitachaykin6774
@nikitachaykin6774 6 ай бұрын
I hope Tim will make another "Epic" game design doc and we will have another game as awesome as Arcanum.
@kmg9763
@kmg9763 6 ай бұрын
Holy, Looking Good!
@UnkieNic
@UnkieNic 6 ай бұрын
Aw, time to start my work day with another video from Tim
@darkobingus9714
@darkobingus9714 6 ай бұрын
Hey Tim! Thank you for doing these videos they are awesome sources of information and content! I was wondering if you think there’s a better chance of someone landing an internship and getting into the industry with broad knowledge of character/asset art and game design programming, or is it better to choose one focus and become extremely specialized? Following that if it’s better to become specialized, how narrow? For example focus on character design only or focus on character rigging and animation only as opposed to modeling. Love your videos thank you for sharing your knowledge and experience with all of us!
@aliia363
@aliia363 2 ай бұрын
Hi Tim! And thanks a lot!
@thisisfyne
@thisisfyne 6 ай бұрын
QUESTION FOR YOU TIM! You've mentioned time and again that it goes: Setting, then story, and finally system mechanics. But what about the approach that some directors use (like Miyazaki and Ueda), to design mechanics, movement, levels, etc. *first* and *then* develop a fitting story based on 1) the lore established in the background (the setting), and 2) the things that organically emerge while developing the game itself? In other words, in this heavily "gameplay first" method, story and mechanics are switched, creating a way different development than what you suggest. I'd be really curious to hear your thoughts on this creative approach. Thank you! Cheers
@CainOnGames
@CainOnGames 6 ай бұрын
Good question! I will chew on my answer to that and make a video.
@thisisfyne
@thisisfyne 6 ай бұрын
@@CainOnGames Wow thanks so much for replying! Looking forward to it :) Really loving your channel btw, your insights are priceless. Keep it up!
@dom1310df
@dom1310df 29 күн бұрын
Fallout 3 also had a throwing skill that was cut, with throwing grenades being lumped in with the explosives skill. I think those are the only throwables anyway. It would've worked better in New Vegas with throwing spears, knives, and tomahawks.
@DevleyBeats
@DevleyBeats 6 ай бұрын
Hey Tim, just wanted to say I love your videos and love hearing you talk about all these things. I haven't gotten through all your videos yet so maybe you answer this somewhere else, but I wanted to know what your thoughts are on mods for games. I work a lot within that realm in my free time, would this be something I could build a demo in and show off what I do or would you recommend something completely from scratch outside of a preexisting game? Thank you.
@CainOnGames
@CainOnGames 6 ай бұрын
Yes, you could make a demo using a mod. We hired someone at Obsidian who did exactly that. I haven’t made a video with my thoughts about modding, but I will.
@FardtilUshid
@FardtilUshid 6 ай бұрын
Thanks so much, man.
@Deaiden
@Deaiden 6 ай бұрын
Hey tim could you please talk about saving and how to code save systems and such?
@CainOnGames
@CainOnGames 6 ай бұрын
Have you seen this video, at 9:49? kzfaq.info/get/bejne/o9OkbNBznK6lp4k.htmlsi=x4egozeSTcOdV9hY
@CainOnGames
@CainOnGames 6 ай бұрын
Hmm, you probably wanted something in more detail, @Deaiden. I will put something together.
@Deaiden
@Deaiden 6 ай бұрын
@@CainOnGames thanks man! And yes I had seen that video
@arcan762
@arcan762 6 ай бұрын
On the topic of the need for fallbacks: 1) Is there an objective way in which to prioritise these design specifications, such that the prioritisation can be used to assist in deciding what things to potentially cut, instead of just having something like the "low, medium, high" priorities etc. that I see so often, as that just seems too subjective and everyone can have their own take on how highly something should be prioritised based on how much they care about a particular feature. 2) When starting the work for tasks according to a specification, is there a somewhat reliable way to do estimation for how long those tasks will take that doesn't just basically boil down to hopeful guessing?
@vinicius5095
@vinicius5095 6 ай бұрын
I dreamed you were showing me how to make a multi process game loop.
@DarkScreamGames
@DarkScreamGames 6 ай бұрын
Hey Tim! I'm participating in a game jam with Pirate Software and this was really helpful! I know you don't respond but I hope you do read. Thank you!
@pitchforker3304
@pitchforker3304 6 ай бұрын
OMG everyday that microphone setup keeps growing...
@Dcc-yk2lo
@Dcc-yk2lo 6 ай бұрын
It would be neat if you could make an example design doc to show us or show you making one on video since you can't post any from your work.
@mementomori771
@mementomori771 6 ай бұрын
Hi Tim Its us Everyone! :)
@steinmov
@steinmov 6 ай бұрын
Flying would not be the first thing on my list, but it would be in my top five.
@vast634
@vast634 6 ай бұрын
Do you think nailing down the game that early is preferred (alternative solutions proving to be better vs feature creep )? Or is the design going to be revised constantly anyhow? Should there first be a gameplay prototype before writing down all systems in detail?
@PhylJoy
@PhylJoy 6 ай бұрын
Wow, nice camera or does new lighting work like that.
@benjaminherzig6959
@benjaminherzig6959 6 ай бұрын
Hi Tim, thanks for your elaborate answer. I have another question: The design specification sounds like a really huge document. How do you answer all these questions? Meaning what is the process.
@gringomaus2080
@gringomaus2080 6 ай бұрын
what do you think about modern windows\linux UI and where is it going? What about your OS preference?
@EB-cz4te
@EB-cz4te 6 ай бұрын
Tim you mentioned a lot about Party members in some of your older games and mentioned how you got from Fallout to Arcanum, was there more of a story concerning the development on these? The troubles you had? I remember my first play through and I went full technology and Virgil would knock himself out trying to heal me, always cracked me up.
@stuartmorley6894
@stuartmorley6894 6 ай бұрын
I know this doesn't cover everything you've asked but Tim has mentioned a bunch of times that companions were added really late in Fallout. There was no plan to implement them for most of the time the game was being made. I think he said it was a decision in the last few months, and that their inclusion was pretty rushed.
@fredrik3880
@fredrik3880 6 ай бұрын
Virgil stops trying to heal you when you reach high tech apt, he will always before that use all but his last fatigue point on healing you. And get KOed on a hit after this (he never KOs himself by using heals)
@gbhgvhgbh
@gbhgvhgbh 6 ай бұрын
If Microsoft came to you and asked you to make a new Fallout game with full creative control. Would you make a live action 3d game or would you return to it's top down isometric roots?
@gbhgvhgbh
@gbhgvhgbh 6 ай бұрын
Turned based I mean
@fredrik3880
@fredrik3880 6 ай бұрын
A 3d one is what id want. And set in the USA
@wesss9353
@wesss9353 6 ай бұрын
Hey uncle Tim What's the best faction from the fallout universe and why is it the Republic of Dave?
@vast634
@vast634 6 ай бұрын
I only know the Republic of Dave from Fallout 3, not something Tim designed.
@wesss9353
@wesss9353 6 ай бұрын
@@vast634 I said the whole fallout series!
@MatiasPoggini
@MatiasPoggini 6 ай бұрын
Love to see that video making set-up evolving. I think your audio recording levels might be too high because sometimes the sound breaks. I don't think its related to the pop screen you got (Im not a sound person so I cant say for sure).
@JustinGoffinet
@JustinGoffinet 6 ай бұрын
I'm also noticing a lot of sharpness and breaking on the highs, have listened on multiple devices and outputs to be sure. Yesterday's audio was also really bad. Almost sounds like he's missing a 0 in his audio bitrate.
@fablefolk_studio
@fablefolk_studio 6 ай бұрын
Can't wait to incorporate that into my game, which I'm gonna make a video on!
@rednnnno
@rednnnno 6 ай бұрын
Already had ☕ in hand!
@CainOnGames
@CainOnGames 6 ай бұрын
Such good planning and preparation skills!
@ozancobanoglu812
@ozancobanoglu812 6 ай бұрын
​@@CainOnGamesI read this in your voice in the interview with Scott Campbell when you said "Such a formal progress" that's so cool and nice :p
@fredrik3880
@fredrik3880 6 ай бұрын
Lol
@aNerdNamedJames
@aNerdNamedJames 6 ай бұрын
Phew, that warning about this being a longer answer than usual was not kidding -- but, I feel 100% secure in saying that every word of it is invaluable
@tommydell9191
@tommydell9191 6 ай бұрын
Woo I got here early 🎉
@kafamalmyor5418
@kafamalmyor5418 6 ай бұрын
Hi Everyone Its me Tim
@theoroderick782
@theoroderick782 6 ай бұрын
No you re not I am😂😂😂
@fredrik3880
@fredrik3880 6 ай бұрын
Always loved the non essential characters idea and implementation (ARCANUM did it best. Fallout did it great but the overseer cant be killed during the game. The way they did it in New Vegas is almost as good as Arcanum
@rkrams1989
@rkrams1989 6 ай бұрын
Do you think CRPG battle system can be a standalone game, like a moba or wave shooter. The main advantage is the variety it offers but can that be implemented in some other game mode than just rpg. Cause i often think the rpg element slows down what can be achieved with the battle system if it was just like pure action game or pvp game.
@CapSelAdmin
@CapSelAdmin 6 ай бұрын
A bit out of topic here: Could anyone tell me who is that black knight running away in video here kzfaq.info/get/bejne/opuim6h2ltCwgJ8.html ? I have no idea how to google for him. Arcanum is favourite game of my wife and I wanted to show her something she does not know about :)
@billylyman2950
@billylyman2950 6 ай бұрын
Hey Tim, Love your content. I have a question for you. I have recently played Outer Worlds and i liked the art style, certain characters and plots but the one thing that i absolutely despised was how the game holds your hand throughout. It felt so mindless, everything was extremely linear, you just go where that green dot tells you to go, shoot or talk to some people on the way and congrats "Mission success". There is no figuring where to go, what to do, how to best engage those enemies, how can i prepare for this mission etc. I am also an old cooter who played and loved original Fallout 1. In that game you basically had no clue where to go, what to prepare for, and you could pay a big price for not preparing properly. I remember going to The Glow first time and realized i needed a rope so i had to go all the way back and get a rope. Came back with no geiger counter, no rad-x rad-away, /i think i didn't even know radiation existed in the game/ so i kept dying. Then of course i had to go back again to get those things. Why such contrasting gameplay styles for two RPG games directed by the same guy? Which gameplay style do you prefer, hand holding or no hand holding? And why such linear, hand holding system was chosen for Outer worlds?
@CainOnGames
@CainOnGames 6 ай бұрын
The Outer Worlds was designed for a mainstream casual audience. Fallout was made for ourselves, a group of hardcore RPG players.
@billylyman2950
@billylyman2950 6 ай бұрын
​@@CainOnGamesEh ok. I'm not so sure if that was the right decision. I don't think following the masses ever result in great things
@CainOnGames
@CainOnGames 6 ай бұрын
@@billylyman2950I understand. Right decision or not, that was the goal.
@lrinfi
@lrinfi 6 ай бұрын
@@CainOnGames What do you think makes some in the industry believe that supposed casual audiences wouldn't appreciate a so-called 'hardcore" RPG? *Some* guidance is provided even in the "hardcore", which the player is expected to follow up on (or not) in their own way -- paying attention to environmental storytelling and lore; engaging in dialogue with NPCs; learning the game's systems; asking directions; and imagining and mapping out the game world in their minds as opposed to relying entirely on the visuals presented onscreen. It's not as though there is "no handholding" in them whatsoever. It's just of a completely different variety. Today, such seemingly "old school" requirements of the player supposedly lead to hidden content players serendipitously stumble upon on their own. It's hardly hidden, of course. It just requires player engagement and interactivity to find, which is supposedly what sets video games apart from other mediums in the first place. How would you go about presenting the "higher ups" with the idea that no potential player is a brainless automaton in need of constant instruction and direction? It's not as though there aren't plentiful examples of RPGs, including the beloved RPGs you've worked on personally, that obviously trust players to have minds and imaginations of their own. Heck, Hidetaka Miyazaki, et alia, have made a name for themselves as well doing just that.
@IEEEE50
@IEEEE50 6 ай бұрын
Got a question about player/npc activation for turn based. Classic way of doing it is the Initiative roll whoever rolls highest goes first then in descending order. Alternating where one team goes then the other, but that can get messy when theres more than one team or massive disparity in team sizes. Alternative activation 1 unit on one team then 1 unit on their team so on. Initiative handles the issue of the faster/more skilled guy going first, but then you get the problem of slow guy never getting to play. Alternating is nice but then it weighs the deck heavily in favour of quantity over quality. I did really like in the Star wars FFG game where initiative is rolled but any member of the party can use the "Turn" rolled by another. Which do you prefer when you've played them? Are there any novel examples you'd like to see explored?
@graytonw5238
@graytonw5238 6 ай бұрын
I'm not a game developer, or even really much of a gamer, but I find these videos fascinating to listen to. I guess you eventually learn all the things you've been talking about here when you get into game development, but I think if you or someone in the industry ever put out a book that explained in detail the entire development process for a single game (especially if the source code were available to download and study), it would be an instant hit in the game development world. I'd certainly be interested, anyway.
@JustGrowingUp84
@JustGrowingUp84 6 ай бұрын
Yeah, there is a grenade thrower in The Outer Worlds. I personally don't like a "throwing" skill just for grenades, it feels like a waste. If you have a whole set of throwing weapons, that's more worth it.
@evaunitbrig6435
@evaunitbrig6435 6 ай бұрын
Hey Tim! I have a question for you. I'd like to know what you think about taking stuff from other games to implement on your own design. Obviously, this happens in most games to a degree, but where do you draw the line between inspiration and plagiarism? Is a high level of originality even worth pursuing? And is it okay to implement ideas from highly original and unique games?(for some reason this feels more morally dubious than ideas that are more on the generic side of things.) Also, whats your favorite type of sandwich? : ) Mine's bacon egg-salad.
@lamarabbit
@lamarabbit 6 ай бұрын
You talked about flags for endings in your last...last? vid? you publish a lot of vids very fast! which is good because you have a not of wisdom but also I need to keep up. Many years ago a writing position was offered in bioware, and so my dream was to go to uni and then apply. They said you need to write a senario with 2 endings, by mainly doing flags. I would like to know how it really look on your side. When you write for yourself and when you write to publish, you have some mathods that you need to use. So how dose it look when you write flags in a way that the industry will be proud of your formatting? (you is me) Hi! can you show how it looks like? thank you.
@StevoMasson
@StevoMasson 6 ай бұрын
I very much enjoy these videos, but you may want to turn down the gain on your mic a little, you're clipping which makes the audio hard to listen to at times.
@CainOnGames
@CainOnGames 6 ай бұрын
Thanks. I have turned the gain down repeatedly, and it's now at 30%. I wonder if the cause is something else.
@StevoMasson
@StevoMasson 6 ай бұрын
Yeah that does sound quite low already, especially considering how far you are from the mic. Seems like it's probably something else.
@Suds_Mc_Duff
@Suds_Mc_Duff 6 ай бұрын
imo, in a games like fallout 1 & 2, the story needs to have as few acts as possible. if fallout had more than water-chip, mutants and master, then the player would lose a certain amount of freedom to explore the world. such a vast and rich world should be explored organically rather than being restricted to certain areas or requiring certain quests or events to occur first. great stories with open worlds have a ton of interaction with their readers/players -when- the player has to fill in blanks. "i wonder what happens if " or "was doing that the right choice". if you spell things out, then stories just become something to be skipped over because its fully known, you dont have to put any effort into understanding it. leave empty space, fragmenting the timeline and allow the player to discover the pieces ( or not discover them ) in any order, it creates so much mystery and drives replay-ability
@UlissesSampaio
@UlissesSampaio 6 ай бұрын
Animals/Monsters: Pokémon-like Items: Guns 🔫 Be sure you know how to swim 🏊‍♀️ in the ocean of money💰 you will earn 😅
@kolinako6872
@kolinako6872 6 ай бұрын
Question: Do you think gamers give game developers the respect they deserve? I often see people (online) saying very nasty things about game studios or even threaten singular developers when a game fails to meet their expectations or even sometimes with games they love but have some big issue with.
@artemisamberdrive583
@artemisamberdrive583 6 ай бұрын
90days for a prototype? I guesss nowadays it would mean 300 days
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