Creating The Vision for a Game
In order to serve its purpose, a vision has to be a shared vision. - Warren Bennis
This article focuses on developing the vision for the game which will carry you through the entire design of the game. Developing a complete vision for the game will consist of the creation of eight different statements or documents that help you to progressively expand and refine your vision of the game until you’re crystal clear about what it is you are going to make. While writing some of these documents may seem like a waste of time, I’ve found that on most projects, spending some iterative time up front to clarify what you want to make and being able to clearly explain your idea to others will not only give you a much better chance of getting the project approved and started, but also will save you time later on in the project.
There are different stages to the design process. These stages help you keep the order you design stuff straight, and help you break the various design tasks into logical blocks which can be scheduled. The first four steps of the vision development process are in the first Stage of the design process, while the last four steps are the second Stage of the design process. In a typical design process, each of these stages may take 6-8 weeks. Even though there isn’t as much work to go into Stage 1 as in Stage 2 and later stages, the additional time reflects that you’ll iterate this early part of the design process a lot.
The eight steps to creating a great vision
Stage 1
1.) Thematic Statement: 1-2 paragraphs
2.) Vision Statement: 1-2 pages
3.) Concept Statement: 2-5 pages
4.) Competitive Statement: 2-4 pages
Stage 2
5.) Essence Statement: 3-4 Sentences, or around 50 Words
6.) Core Statement: 1 page
7.) Goals Statement: 1-2 pages
8.) Overview Statement: 8–10 pages, or around 3000-4000 words
This article will discuss how and what to develop in order to solidify the vision of the game. Even though the fist statement is called the Vision Statement, you can consider the entire vision of the game finished once all of these steps are completed. Most of the documents will eventually be worked into the final design document, so it is well worth your time to develop them now.
Keep in mind that many of the steps here in the vision stage are designed to be repeated many times. Sometimes you may get it right the first time, but you will usually need to iterate these steps a lot. You’ll notice if you compare the section on scheduling the design from chapter nine that this process has a fair amount of time allocated to it, for what seems like only a few short documents to write. While this is true, I also realize that you will almost always have to start over several times, or redo several statements once you realize your first idea or version was flawed or you get farther into the design and come up with new ideas and you need to update the earlier versions of your ideas.
Thematic Statement
“Creation comes before distribution—or there will be nothing to distribute.” Ayn Rand
One of the things that seems so easy to do, yet is so difficult to achieve is to develop a vision or theme for your game. Vision is defined as a mental picture: an image or concept in the imagination. Theme is defined as a distinct and unifying idea: a distinct, recurring, and unifying quality or idea. Developing the theme and vision for the game isn’t something which you necessarily have to do on paper, but getting it put down on paper in a few paragraphs will help you write a better vision statement.
It is critical that early on you understand exactly what you’re making. I still see a ton of games being made by seasoned designers which fail to clearly establish what kind of game they are making early on. If you don’t understand exactly what you are making, you can run into a lot of problems late in the game which will inevitably cause a lot of delays. This problem is the most prevalent with games that are trying to be cross genre, or are part of a sub-genre. Say you’re making an Action Role-Playing game like Diablo, you need to understand where the line between action and role-playing lie, and what the ramifications are for crossing the line in either direction. Working this vision of what the game is into your initial design treatments is very important, since this helps you keep focused on what you’re trying to make right from the start.
Example: The Legion – Thematic Statement
The Legion is a historical, action adventure game with light roleplaying which is similar to Diablo.
Vision Statement
The Vision statement describes what the game will be like when it is finished. Having a strong vision for the game helps the team have a shared mindset for where the project is going and helps everyone make intelligent decisions on what should be done during the project. So the vision statement is a tool which helps the entire team keep one central focus throughout the life of the project. A good vision statement will help the entire team clearly understand what it is that you are making, helps focus the team members on a common problem, builds cohesion amongst team members and makes it easier to make decisions about the project. A good vision statement will help to clarify what the goals of the project are and prioritizes the goals of the project.
One goal for a vision statement is to make it clear enough that a person recently hired could read it and instantly understand what the project is about, and then have enough information to be able to possibly solve problems on it which would be consistent with the goals of the project.
The Vision statement is usually a few pages at most in length and is often a series of items listed out. It doesn’t need to be written out in fancy marketing speak, but should be written as clearly and concisely as possible. It is important that when you write out the vision for the game, that you do so as realistically as possible. You won’t help anyone by lying about what you think you can do or the way it should be done.
Once you’ve drafted your vision statement, it’s important to get everyone on the team or people who may work on the project to buy into the vision. Get buyoff from upper management, incorporate other people’s expertise and get the team excited about delivering on the vision. Gather as much feedback from the statement as possible, from as many people as possible. At this stage, it’s important to remember that it’s no longer your vision; the whole team will now nurture it into life. In order to deliver on the vision, you need them to own it with you.
Keys to Developing a useful Vision Statement
Become intimately familiar with what everyone else in the world is doing in your area.
Try to perceive the long term trends that the market creates.
Look at the first two, to try and identify natural opportunities in the market which the trends will create, but where others don’t have a good start.
With that list of future opportunities, do a ”Strength and Weakness” analysis of your own game and that of the competition. This is outlined a bit later in the chapter in the Competitive Statement. You can create the Competitive statement now if you think you know enough about the competition and what you are doing.
Choose the opportunity areas where you are strongest and the others are weakest.
The “vision” then consists of verbalizing how the world will change if you can be the first to fill the opportunity window.
Developing a product without a vision is like sailing a ship without a compass: You may get there, but where is there? Was your crew all in agreement about your course, or did some try and mutiny when you went in a new direction they didn’t like?
Despite being key to building a product, developing the vision is a step that’s often skipped or short changed. The idea may seem too unstructured or vague to people developing their first product, but in fact there are defined, concrete steps to developing a successful vision.
The Process of Creating a Vision
Example: The Legion – Vision Statement
- The Legion is a historical game set in the time of ancient Rome with a strong story.
- Game play is similar to Diablo 2, with the added twist, interest and excitement of Age of Empires 2 and Dynasty Warriors 2.
- Very fast paced action, with lots of fighting. Choose from a variety of ancient historical weapons including hand to hand and ranged weapons.
- Full 3D game, with a ? view camera.
- You play as a strong central character who grows, with light RPG elements including: character levels, experience points, stats, inventory management, and skills.
- You fight enemies, go on missions, collect items, help towns, build armies and fight them.
- Some strategic elements include: helping build and defend a town, choosing what kind of an army to fight (Rock – Paper – Scissors),
- Perform a wide variety of missions or quests, which help you build your army, defend the town, weaken the enemy, collect information, recon the enemy army and position, and a wide variety of fun tasks.
- Several NPC’s can journey with you and help you fight.
- Help build towns, defend them, get supported by them, and raise an army which you can lead into battle.
- Occasionally fight large scale battles, in order to gain access to new areas.
- Build and command siege weapons to topple enemy fortifications.
- Utilize boats, horses and other animals to get around faster, carry more equipment and battle better.
- Items can be sold or used to gain new troops or new equipment for yourself.
- Battle with over 50 people on the screen at any one time.
- Compete as a gladiator
- Single player campaign with 30+ hours of gameplay.
- A high level of replayability.
- Multiplayer allows you to battle with or against friends.
This is an example of a quick vision statement. Your game may need more than this. Hopefully you can create one better than this as well.
Concept Statement
“Philosophical knowledge is the knowledge gained by reason from concepts; mathematical knowledge is the knowledge gained by reason from the construction of concepts.” - Immanuel Kant
This initial design treatment is typically a 2-5 page document that details out the beginnings of an idea. It’s used to show marketing, or other people to get approval to start a full formal design. If you don’t need to get the design approved, this document can help you get clear in your own head what you should know by now. The initial features of the game are initially revealed here to other people. Just keep in mind that most of it will change.
This section will cover how to write this initial idea document. Here is a list of questions that this document should answer:
Questions to Answer
- Name of the game
- Category of game (Action, Strategy, RPG, Shooter?)
- Game Platform
- Audience of Game (Age, specific type of player)
- Concept of the game: describe the game, including how the game is played.
- Backstory of game (if any)
- Why is this game idea really cool? In short, what makes your game unique in the market?
- What are comparable products and how will your game stand out to beat them?
- Describe why this is cool and why it will beat out comparable products here.
Fleshing this Document Out
Coming up with a cool name can be important, even though it will probably change more times than you can count. Marketing people like to hear something catchy, new and original right from the start.
Make sure they know what distinct category the game is in, or what cross genre the game is being taken from. Try to avoid presenting a game which is trying to cross between three or more genres. Game retailers have product shelf categories. If your game doesn’t fit squarely into one of their shelf categories, they may not be interested in it. Marketing understands this, and will be hesitant to buy off on a game which is too diverse for this and several other reasons. Even if your game has elements of several other categories, try and choose the two best which describe it, and then later on you can say that it has elements from another genre in it. Currently acceptable cross genres include: Action/Adventure, Action/Strategy, Role-Playing/Adventure, Etc.
You should already now roughly what platform the game is going to be on. If you’re an independent developer who is creating a game idea which you are going to try and sell to a variety of publishers on possibly multiple platforms, then certain sections like the Game Platform may actual change on different proposals once you get ready to actually submit it.
You need to clearly identify what the audience for the game is. This can be done through common English, or even possibly by using the ESRB rating system guidelines. Make sure that the topic for your game is appropriate to your targeted age group. Don’t assume that the biggest audience for your game is teenage males. In certain genres this may be true, but in other genres the age range is climbing into men in their 20’s to 30’s. High tech professionals who make a lot of money and own computers are becoming a very broad group to sell to. Their expectations and wants are often different than those of a 14 year old boy. Also make sure that the audience and age range of the game you making fit together. Games with cute little fuzzy characters don’t always go over well with older people, unless the character is maybe having a bad fur day.
The concept of the game is probably the most important aspect of the document to flush out. You want to quickly get across what the game is all about. What are the basics of the controls and what is fun about the game. Don’t go into details about the story and setting. This section should be more about the game play and what sets it apart.
This section, if it is applicable, is where you should summarize the story in a paragraph or so. Try to make the world sound as appealing, unique and original as possible.
Here you need to apply a little marketing skills and really try and sell the game. Make it sound really cool and make sure that they understand why your idea is so special and they should invest in it.
Here is where all your previous research pays off. Even if you don’t know what games will be on the shelf at the same time as you are, help them understand who the current competitors would be if the game came out today.
Part two of the above should be to compare and contrast your game idea with the competitors you identified above and how yours is better or different.
Example: The Legion - Concept Statement
The Legion
Action RPG-Lite
This game will be designed to take advantage of the Microsoft X-box, but could also be brought to the PC.RPG and Action game players looking for a fun easy game to play.
The game is played from a three-quarter top down view dynamic camera. The player has control of a single character, but other NPC’s may join his party and help him fight. The game plays similarly to Diablo but with a little less killing and more adventure. Fight Epic battles large-scale battles like those seen in Dynasty Warriors 2. Make strategic decisions that reflect Age of Empires. Control groups of troops like in Sacrifice. The player will journey through the world, battling ancient armies and individuals, through a compelling storyline, which lets them, explore, build a town to call home, collect new weapons and create new ones, build a small army to command, talk to people, and adventure throughout.
You are the son of a wealthy diplomat and retired soldier, who grew up being trained to fight. After watching a famous Gladiator fight, you are inspired to join the army. You begin the game fighting in the north, against Celtic tribes. You must fight long and hard to win rewards and rise up through the ranks. During a heated battle in the north, you get captured and are taken prisoner. The Celts offer to put you to work building a city for them and siege weapons, in exchange for some freedom – but you’re still a slave. You must escape your captures and somehow find your way home. A slave and ex-pirate offers to help you and takes you to a port city, where you get hired onto a merchant vessel, which eventually will take you to Rome. Early into your voyage, you are attacked by pirates and almost killed, but they find out you are Roman and spare your life. You join the pirates in hopes of getting to Rome. After pillaging the Mediterranean for a while, you finally reach Rome, but find it is in the middle of bloody civil war. All of your old friends are dead and a new ruler reigns by force. Your father has been murdered and your mother is imprisoned. After freeing your mother, you learn that she is a captured Germanic princess, but stayed with your father by threat of him destroying all her people if she left. You and your mother return to put you onto the throne of Germania. Once there, you must unite your people, become king, train them to defeat the Romans, and defend your lands from the coming invasion.
This game is very unique for several reasons. First, there are no significant historical role playing games on the market. Second, it’s a very easy game to play and will appeal to a wide range of players. And third, the game takes advantage of how popular movies like “Gladiator” are.
Our biggest competition would be if a Diablo III comes out. However, Blizzard usually takes 3-4 years to develop a title, so there is a low chance that they would come out at the same time anyway if they make a sequel. Otherwise, I don’t know of any current direct competitors, except in the pure RPG market.
This game is designed to take the best parts of several best selling games and put them all into a historical world. The heart of the game will be a light RPG like Diablo, but with a bit less killing. We’ll bring in more story and strong more identifiable characters into the game. Similar types of game features will happen however. The player can fight very easily, through a single button click or a simple button combination. Items are collected, money is gained and character stats and abilities are improved. Simple AI allies can be bought or found which will help you. These others are not directly under the players control, but function in a purely military/combat support role for the player. These units will be slightly upgradeable, but won’t have complex inventory and other systems to micromanage.
Large scale battles which take place throughout the game will add a sense of scale to the game. The player will participate in these battles.
The Legion concept statement explained
Explanation: In breaking down the game play of Diablo, I noticed several things which bothered me and I tried to fix. You’ll notice that I introduced some new game play elements which differ from Diablo a lot. Even though Diablo is very easy to play, I become bored with the gameplay after a while and loose interest. Many RPG’s have this same problem, which is that of mass item collection. You run around killing lots of creatures, picking up their items or weapons if you have space in your inventory or if they are better than your own. You then go back to a central town to sell off the items, get more money, buy better stuff and repeat the process. The only goal is to build your character up. My idea was to introduce a few new kinds of gameplay, which would dramatically change what the player is doing during the game without making it more complex. So my idea is to collect weapons and bring them back to the town in order to build an army. Diablo links together several towns or areas of the game and connects them with a cutscene which the player gets when he accomplishes some final task. After having played “Dynasty Warriors 2” I had the idea that it would be cool to partake in a large scale battle, with lots of AI guys running around and fighting each other, and you are either caught in the middle - just fighting as one of the soldiers, or possibly commanding the battle. So I made the goal for the player is to collect weapons, which are given to a person in the town who then automatically recruits a soldier for you and trains them. Once you have recruited an army, you can leave the area that you are in and try and take over the next town or something with this army. So throughout the game you might do this 4-6 times, each time building a bigger and better army. The core gameplay of Diablo is maintained, and the complexity of the game isn’t increased by much, but finally a reason to picking up all the weapons and equipment exists. Of course, you can still sell weapons and get better ones for yourself. This one small change to the game, added a ton of new possibilities into the game and goes a long way to making it unique and different than Diablo.
Competitive Statement
The competitive statement is something which is handy to create. It’s an initial document which will eventually be expanded into the competitive analysis document. What I like to do is take the top three main competitors for the project, and any games which I reference in any of the other statements and do a quick comparison between them and my game. This will help you stay clear about several things.
- What features do you have which are better?
- What features are you lacking?
- What is similar in the two games?
- What is different in the two games?
Answering these simple questions, and possibly a few others will help me and anyone else be very clear about how my idea is better than someone else’s. This will also help you when you’re cornered and being asked to tell someone why people will buy your game over another. In some regards, it is a similar document to many of the others, but just having a quick comparison and being familiar with it has saved my butt a few times. You need to be able to quickly not only tell people what you’re going to do better than another guy, but also know your competition well enough to be able to directly point out their flaws and weaknesses where you’re going to take advantage.
The Legion – Competitive Statement
- The Legion Vs. Diablo 2
- Historical Theme vs. Fantasy
- Real World vs. Magic
- Meaningful Item Collection vs. Tedious Item Collection
- Large Scale Battles vs. Small Battles
- Has Transportation vs. Run a lot
- Appeals to Gladiator fans vs. Appeals to Lord of the Rings Fans
- Both: build characters, collect items
- The Legion: has more depth, Strategy, large scale battles, more story
This is a very quick comparison. You could also do it in a side by side comparison list. You can also get into more exact comparisons, like how many moves, levels, weapons, attacks, enemies, or any other feature you want to compare.
Stage 2
Essence Statement
“Any general statement is like a check drawn on a bank. Its value depends on what is there to meet it.” Ezra Pound
Once you have finished the Vision statement, the next step is to expand on your vision and get to the essence of the what the game really is.
A proper Essence Statement should tell anyone who is unfamiliar with your product exactly what it is in a very short period of time. This statement should include your vision and goals for the product.
The Essence statement should be no more then a couple of sentences of about 50 words total. The designer must craft a single message that describes the primary benefits and/or primal fantasies that this game fulfils for the player. For if the designer cannot concisely state this at the onset of development, how can we expect a marketing person to do so two years later?
During the 60’s, when the United States was embarking on a space travel and exploration project, President Kennedy created a vision for everyone to rally behind: “In the next decade, send a man to the moon and back safely.” This vision illustrates many of the attributes of a “smart” review goal: The goal is specific, measurable, achievable, relevant and time based.
This statement can be thought of as the elevator ride pitch. What are you going to tell the President of the company, or anyone, when you accidentally get into the elevator with them and they ask you what your game is all about. This might be the most important discussion of your career. Can you sell it to them simply and adequately?
A well-crafted Essence statement should become the criteria against which every feature of the game is examined. If the proposed feature does not contribute to the Essence in a direct way it should most likely not be included in the game.
The Essence statement should not generally focus on story, setting, or characters as these things provide flavor and tone but are not usually the main benefit of the game.
What's fun about this game and how will I experience that fun? The essence, outlined in the most basic terms, consists of these parts: what is it, what do you do in the game, and how does it make the player feel.
It is OK to make this sound a little like a marketing blurb.
Example: The Legion – Essence Statement
The Legion is an action RPG which follows the life of a soldier during the time of ancient Rome while allowing the player to fight battles, build armies and experience the ancient world.
Feature Buckets
After writing the Essence statement, it is usually good to create about four or five main “feature buckets”. These are the categories into which all features will fit. Producers and Designers will use these categories to decide if the features they’re conceived of meet the goals of the product. If a feature doesn’t fit into any of the feature buckets, it’s probably not that important to the game and has a high chance of being dropped.
Feature buckets should also include thinking for the future. Many designers say that you can only do three new things in a game. Identifying all five key features initially is important, even if that eventually gets trimmed down to three. The additional features may also give you features which expansion packs and new versions may include, which may be important to think about early on.
Core Statement
Conception, my boy, fundamental brainwork, is what makes the difference in all art. - Dante Gabriel Rossetti
After you have created the vision and essence statements, and roughed out the feature bucket, It’s time to create the detailed core statement for the game.
The core statement is one of the first section of your design document. The Core Statement is also the Feature Bucket. The feature bucket helps you setup the categories of your new features. You could also look at this statement as becoming the basis for your “back of the box” features or what are your most important features for the game. This statement might be given to someone at the same time as you give them the Initial Concept Document. Sometimes this statement is the first thing you create after your idea is approved or you begin fully working on it. This statement should be at the most one page and it should include:
- What is this game about? (Keep It Simple, Stupid!)
- What else is out there achieving the same Essence?
- How are they doing it? Do they succeed? Where do they fail?
- How will your game be unique?
Once again, all the research you did at the beginning of the project is now being used. Try and be as honest and realistic as possible here. Some AAA games by a competitor might have a feature that will be impossible for you to reproduce, because of the amount of time or money they spent to do it. Don’t be afraid to admit that a game has something in it which you won’t. Show them how your game will still be good, even without the feature. Try and show them the shortcomings of the other games.
It is important here to try and be professional about your analysis however. Don’t just say that game X sucks and you can make a better one. Approach the analysis logically and analytically, like you’re writing an unbiased movie review or something. Don’t let strong prejudices or biases show through in your writing. Even if a game was horrible, and the developers who made it should never be allowed to make another game, you still shouldn’t just be completely negative. Keep some level of objectivity in your writing.
Goals Statement
The Goals statements present the user a concise list of the most important design goals for the game, typically not more then three or four major goals should be attempted in a single game. These are not features, but the design goals that collections of features add up to.
In many ways the Goal statements are the first sub-division of the Essence statement and thus they must all directly contribute to its realization. The Goals statements should include the goals of the games story, setting, tone, and characters, but not the in-depth discussion of them. This section defines what we want to accomplish as our victory conditions/design goals. Goals cover specific, concrete objectives, like schedules, market shares, certain technologies. You would not make “create a kick ass game” a goal—it’s too vague. You could say; “Our goal is to create a realistic 1st person shooter with better graphics than Half-Life.”
Example: The Legion – Goals Statement
The goal of the Legion is to create a very realistic, rich and immersive environment which thrusts the player into the exciting world of action, politics, intrigue and danger of ancient Rome.
Action Verbs
Another important exercise to do at this time is to create a list of the action verbs. Action verbs describe what the player can DO in the game. They define the key features and technology required to make the game work. They are god to get down, because they start to help you defining the gameplay mechanics the player can do while in the game. This will go a long way in helping you to understand what you are capable of doing in the game. List as many action verbs as possible.
Action Verb Examples
- Move - wheel, jump, walk, run, repel, hover, fly, swim, skate, etc.
- Move Stuff - push, pull, crash into, push over, lift, grab, carry
- Operate- push buttons, turn knobs, pull handles, steer, pilot
- Cut- laser, drill, saw,
- Spray- adhesives, lubricants, water, fire suppressants, foam, etc.
- Smash- crash into, jump onto, tip over objects/adversaries
- Attach/Fix
- Sense- through hearing, sight or other senses
- Recharge/Power Up
- Use Defenses - electric shocks, and other self defense apparatus
- Explode/Destroy
- Salvage/Recover
Example: The Legion – Action Verbs
- Move – walk, run, jump, climb, swim, ride
- Move Stuff – Pull levers, carry items
- Operate – Pull levers, push buttons, unlock doors, open doors
- Smash – smash crates, boxes and items
Defining Key Features
There are many ways and reasons to define the key features of the game. Sometimes it is necessary to compare your features with other games, so that you can get an initial idea of how your game is better than others. Defining the key features and comparing it to others can also give you a good idea if you’re trying to do too much. If your feature list is twice as big as someone else’s, then you must examine if this is realistic and plausible. No matter how you define your key features, it’s important to do so realistically. I like to start this process by comparing the back of the box features of my competitors, and find which features are common, and which ones are unique among them.
A good exercise to do here is to create a spreadsheet comparison of every feature listed on the back of all of your competitors boxes. If the game isn’t out yet, but there is a website for the game you can often get a similar list from there.
This chart will show you what features they thought were important in their game. By generating a similar list, you can pin down what the most important new features are in your game. This can be similar features to your Goals statement, but it is often different. A typical back of the box set of features might include:
Sample Back of the Box List
- Cool Story
- Great 3D Engine and Technology
- The Best AI ever
- More units than you’ve ever seen.
- More levels than you can possibly play.
- More weapons than you can find.
- Mission Editor Included
- Play Multiplayer
Try to avoid common and redundant feature comparisons which are immeasurable. Things like the best AI ever, is something which everyone claims to have, but few actually do have.
You might want to paraphrase the features, or write them down directly. Avoid listing features like cutscenes and story related features which are obvious. Keep the features focused on those which are game play related. Also, if their feature list have a lot of specific listings for specific units, creatures or other things unique to their game, try and distill them down into categories and types of features. So if a game says it has Dragons, Worms, skeletons, dwarves, elves and other creatures, you can distill that it has melee units, archery units, flying units, magic units, and underground units. This way, even if you’re doing a similar game which is science fiction, you can more easily compare the features.
Once you have all the features, it’s always fun to see which key features that they put on the back of the box and touted as being incredible were actually that. You may find that many of their back of the box features really weren’t that exciting. Sometimes people are more into making things sound cool, and using catch phrases than they are at touting the real features of the product. This analysis can help you decide which features you can accomplish and which are just hype.
Example: The Legion – Key Features
- Full 3D world with spectacular effects
- Exciting and Compelling which takes place during the height of the ancient Roman Empire.
- Use a wide variety of weapons.
- A dozen different civilizations to explore.
- Play with or against friends of the internet.
Overview Statement
At this point in the design, you should be getting a very clear idea of what it is you are making. The next stage in the design will help you get very clear on what you’re making and should be the first real step in creating your final game design.
The Overview statement is usually around three to four thousand words and focuses on the most important features that would accomplish the stated goals and thus the Essence presented. This document forces the designer to select only the most important features for presentation and thus is often a good guide in deciding which features need to be implemented first, in order to get a solid sense of game-play.
The games story, setting, tone and characters should also be briefly reviewed in this document.
Wrapping up the Statements
This article showed you eight different statements you should write. While it may sound like a lot to some, you should have noticed that many of the parts of the statements used the same information, or just continued to refine or expand some previous information. So it’s actually easier than it may initially sound.
Laying all the proper groundwork for your game will go a long way in making sure that you’re well on your way to developing a more successful game.
Masterstudent Digital Games at Cologne Game Lab.
1 年Thanks a lot for that in depth view of vision statements. It is incredibly helpful as an orientation for a beginner game designer.
Design Professional
6 年I wonder what that "compare the section on scheduling the design from chapter nine" was referring to? If only I had the book/document this was copied from. Good read tho.
N/A
8 年Amazing article I'm loving it I am working through it to try to flush out an idea it really seems in the beginning that is the hardest part. Thank you for posting this.
Head of 3D Design at Mangold & Mangold
9 年Exactly, thanks for sharing such a clearly written and comprehensive insight.