Video Game Asset Document Sample
Video Game Asset Document Sample
Video Game Asset Document Sample
The
Documents
and
Assets
Created
During
the
Video
Game
Production
Process
Katy
Daiger
Individual
Study
Project
University
of
Texas,
School
of
Information
December
7,
2009
Table
of
Contents
I.
Introduction
A.
Purpose
B.
Research
Techniques
and
Limitations
II.
Overview
of
Game
Production
III.
Documents
and
Assets
A.
Year
Round
1.
Wiki
2.
Perforce
3.
About
the
Studio
/
Executive
Summary
4.
Studio
Policies
5.
Production
Standards
6.
Interview
Notes
7.
Emails
B.
Concept
Stage
1.
Pitch
Document
2.
Demos
3.
Cash
Flow
Schedule
4.
High
Level
Schedule
5.
Developer
Evaluation
Document
6.
Contract
and
Amendments
7.
Key
Deliverables
C.
Preproduction
Stage
1.
Game
Design
Document
(GDD)
2.
Additional
Design
Documents
3.
Story
/
Narractive
Documents
4.
Character
Roster
5.
Art
Style
Guide
6.
Concept
Art
7.
Reference
Files
8.
World
Bible
9.
Level
Design
Documents
10.
Paper
Designs
11.
Gameflow
Overview
12.
UI
Flowchart
13.
Technical
Design
Document
(TDD)
14.
Prototype
15.
Hiring
Plan
16.
Risk
Registry
2
D.
Production
Stage
1.
Art
Asset
Tracking
Document
2.
Models
3.
Textures
4.
Game
Engine
5.
Code
6.
Script
7.
Flash
Animation
8.
In‐game
Screen
Shots
9.
Microsoft
Project
10.
White
Board
Images
11.
Milestone
Feedback
12.
Console
Vendor
Standards
13.
Game
Build
and
Build
Notes
E.
Post
Production
Stage
1.
Bug
Database
2.
Burn
Down
Chart
3.
Focus
Group
Movies
4.
ESRB
Ratings
Application
5.
Manual
6.
GMC
Build
7.
Perforce
Archive
8.
Post
Mortem
IV.
Final
Thoughts
and
Conclusions
V.
Work
Cited
3
I.
Introduction
A.
Purpose
In
1975,
when
Atari
released
the
home‐consumer
version
of
its
arcade
hit
Pong,
it
was
probably
hard
to
imagine
how
huge
the
video
game
industry
would
be
in
2009.
Even
though
it
is
relatively
young,
the
video
game
industry
has
quickly
grown
from
small
companies
operating
out
of
garages
to
multi‐national
companies
contributing
to
the
billion
dollar
industry.
Pioneers
from
the
1970’s
and
1980’s
have
molded
video
games
into
the
serious
business
it
is
today.
The
records
that
have
been
accumulating
with
game
companies
and
game
professionals
over
the
years
are
now
of
interest
to
archives,
and
rightfully
so,
considering
the
cultural
significance
of
many
of
those
records.
Game
developers
have
embraced
this
partnership
with
archives,
looking
to
find
a
place
that
will
care
for
the
records
that
they
hold
so
dear.
Professor
of
Archives
and
Preservation
Management
at
UCLA
Anne
Gilliland‐Swetland
has
said
that
archives
are
“fundamentally
concerned
with
the
organizational
and
personal
processes
and
contexts
through
which
records
and
knowledge
are
created
as
well
as
the
ways
in
which
records
individually
and
collectively
reflect
those
processes”
(2000,
p.
2).
The
problem
arises,
however,
when
records
cannot
be
identified
during
appraisal,
and
an
organization’s
processes
are
misunderstood.
For
an
industry
like
the
video
game
industry,
where
much
of
their
processes
and
resulting
records
are
so
specific
to
the
industry,
it
can
be
hard
for
an
archivist
to
tell
what
they
are
looking
at
and
to
understand
a
record’s
significance
in
game
production.
It
is,
therefore,
in
an
archivist’s
best
interest
to
better
understand
the
video
game
industry
and
it’s
many
components
before
making
selection
and
appraisal
decisions.
The
purpose
of
this
paper
is
to
take
that
first
step
in
helping
archivists
understand
the
video
game
industry
by
examining
the
documents
and
assets
created
by
game
companies.
This
paper
is
intended
as
a
survey
of
the
records
generated
during
video
game
production,
and
an
overview
of
why
and
how
those
records
are
created.
It
is
not
intended
to
be
a
statement
on
archiving
best
practices,
but
rather
a
tool
for
archivists
to
use
when
assessing
and
processing
video
game
collections.
It
is
an
overview
of
how
a
video
game
is
made
and
the
paper
trail
left
behind
that
an
archivist
might
encounter.
B.
Research
Techniques
and
Limitations
Research
for
this
paper
was
conducted
over
a
single
semester
through
the
use
of
observation
and
informal
interviews.
The
author
spent
one
day
a
week
for
five
months
examining
the
production
life
cycle
and
the
documents
and
assets
generated
during
that
life
cycle
at
a
game
development
company
in
Austin,
Texas.
The
game
company
had
three
concurrent
projects
all
at
different
stages
of
production
during
the
observation
period.
Observations
were
made
regarding
the
type
of
documents
created,
the
purpose
of
those
documents,
version
control
for
assets,
and
records
retention.
The
staff
at
the
game
company
was
aware
of
the
research
being
conducted,
and
was
available
for
informal
interviews
when
the
author
had
questions.
4
While
this
paper
provides
a
useful,
in
depth
look
at
game
production,
it
is
still
just
an
example
of
how
one
game
company
handles
documentation.
There
will
be
many
similarities
between
the
documents
and
assets
created
at
different
game
companies,
but
the
amount
and
type
of
documentation
is
highly
dependent
on
the
kind
of
game
being
created.
For
example,
a
small
puzzle‐based
iphone
game
will
need
different
assets
than
a
large
PlayStation
3
adventure
game
based
on
a
movie
property.
Documentation
is
also
dependent
on
what
parts
of
a
game
a
developer
is
hired
to
create.
The
company
where
the
research
for
this
paper
was
conducted
outsourced
the
audio
work
for
their
games
to
a
separate
company.
Subsequently,
audio
assets
were
rather
sparse
during
their
production
process.
II.
Overview
of
Game
Production
The
key
players
in
the
video
game
industry
are
game
developers,
publishers,
platform
companies
and
IP
holders,
some
of
which
can
be
one‐in‐the‐same.
The
game
developer
is
hired
by
a
publisher
to
make
a
game,
even
if
the
game
concept
originally
comes
from
the
game
developer.
While
the
developer
is
responsible
for
creating
and
implementing
an
appropriate
design
aesthetic,
many
times
the
developer
is
given
material
to
work
from,
especially
if
there
is
an
IP
holder
involved.
For
example,
a
game
developer
hired
to
work
on
a
Harry
Potter
game
would
be
given
design
parameters
to
work
within.
The
publisher
has
a
huge
impact
on
the
documents
and
assets
created
during
game
production.
Some
publishers
take
a
hands‐off
approach
to
their
relationships
with
game
developers,
only
wanting
to
see
documentation
when
milestones
are
due.
Others
ask
for
highly
detailed
and
granular
documentation,
wanting
to
see
a
game
developer’s
decisions
and
progress
at
each
step.
When
there
is
also
an
external
IP
holder
involved,
they
too
can
request
documentation
as
a
way
to
monitor
the
handling
of
their
IP.
A
video
game
can
be
made
for
a
number
of
game
platforms,
including
the
PlayStation
3,
Nintendo
Wii,
Xbox
360,
PlayStation
Portable,
Nintendo
DS,
Apple
iphone
and
more.
Each
platform
brings
with
it
proprietary
technology
that
a
game
company
must
license
from
the
console
vendor.
In
addition,
most
platforms
have
specifications
for
how
the
game
should
be
built
and
run.
Game
developers
are
usually
required
to
submit
a
copy
of
their
finished
game
to
the
console
vendor
to
check
for
standards
compliance.
Within
a
game
company,
employees
are
divided
by
disciplines.
These
divisions
include
animation,
art,
programming
(or
engineering),
production,
quality
assurance,
design
and
audio.
Small
game
productions
may
combine
some
disciplines,
while
larger
ones
may
have
more
granular
divisions.
The
designers
are
in
charge
of
creating
overall
gameplay,
look
of
the
game
and
story.
The
artists
and
animators
are
tasked
with
implementing
the
designer’s
vision
and
creating
the
art
assets.
Programmers
focus
on
the
technical
aspects
of
the
game,
and
usually
work
on
creating
code
for
the
project.
The
producer
manages
a
project’s
schedule
and
budget,
and
keeps
production
on
time
and
under‐budget.
The
quality
assurance
division
is
tasked
with
making
sure
the
game
works.
They
monitor
and
fix
bugs,
and
check
for
console
standards.
As
the
name
would
suggest,
the
audio
division
creates
the
5
music
and
sounds
the
play
throughout
a
game.
The
head
of
each
discipline
is
considered
the
“lead.”
Game
creation
generally
has
four
stages
of
production
–
concept,
preproduction,
production
and
post
production.
While
many
documents
and
assets
are
created
during
a
specific
stage
of
production,
their
use
can
span
multiple
stages.
The
concept
stage
is
when
a
game
developer
creates
a
new
project
and
pitches
it
to
a
potential
publisher.
During
concept,
the
game
company
begins
to
formulate
potential
production
schedules
and
budgets
to
show
a
publisher
what
will
be
required
time
and
budget
wise
to
create
the
game.
Once
a
game
company
is
signed
with
a
publisher
and
a
project
has
been
approved
for
production,
the
preproduction
stage
begins.
During
this
stage,
the
look
and
feel
of
the
game
begins
to
take
shape.
Design
documents
are
created
and
technical
road
maps
are
laid
out.
Prototypes
are
built
to
test
out
potential
features
and
assess
possible
risks.
Preproduction
is
when
plans
are
finalized,
so
that
game
developers
can
focus
on
building
the
game
during
the
production
stage.
Production
is
about
creating
the
actual
files
that
will
be
used
to
make
a
working
game.
This
stage
is
usually
characterized
by
an
upswing
in
the
number
of
people
and
the
amount
of
time
spent
working
on
the
project.
Game
developers
closely
monitor
problems
with
the
game
creation
process
and
the
game
itself
to
ensure
productivity.
Once
the
bulk
of
the
production
work
has
been
completed,
the
post
production
stage
begins.
This
is
when
all
the
possible
bugs
with
the
game
are
mitigated.
The
goal
is
to
get
the
game
ready
to
be
shipped
to
the
publisher
and
console
vendor
for
final
approval.
If
all
goes
well,
the
game
will
then
be
mass‐produced
and
sent
to
video
game
retailers’
shelves.
There
are
also,
of
course,
administrative
and
managerial
tasks
conducted
year‐round
since
game
development
companies
are
full‐time
businesses.
Many
of
these
tasks
play
an
important
role
in
game
production,
because
of
their
impact
on
day‐to‐day
operations.
The
documents
and
assets
created
during
video
game
production
generally
fall
into
one
of
four
categories,
although
many
can
belong
to
more
than
one
category
depending
on
their
use.
The
four
categories
are
official,
deliverable,
functional
and
administrative.
Official
documents
describe
the
relationships
between
publishers
and
game
developers,
and
lay
out
the
responsibilities
of
a
game
development
company.
These
documents
include
contracts,
amendments
and
milestone
charts.
Functional
documents
help
communicate
the
elements
of
a
game,
such
as
the
game
design
document.
Deliverable
documents
are
those
required
by
a
publisher
to
be
turned
in
at
different
stages
of
the
game
production,
such
as
a
playable
level.
These
documents
are
usually
decided
upon
and
laid
out
in
the
contract
between
the
developer
and
publisher.
Almost
all
of
the
documents
and
assets
listed
in
the
preproduction
through
post
production
stages
of
this
paper
are
deliverables
in
some
form
or
fashion.
6
Lastly,
administrative
refers
to
documents
related
to
running
the
company,
including
executive
summaries.
For
the
purposes
of
this
paper,
only
those
administrative
documents
affecting
game
production
will
be
mentioned.
III.
Documents
and
Assets
Below
is
a
list
of
the
documents
and
assets
created
during
the
video
game
production
process.
As
mentioned
above,
the
list
is
a
representation
of
how
one
video
game
development
company
creates
games,
and
the
records
they
generate
during
production.
Documents
and
assets
are
described
in
terms
of
their
type
and
use,
and
where
applicable,
examples
of
content
are
included.
Although
the
majority
of
this
list
deals
with
the
company’s
active
records,
there
is
some
mention,
where
possible,
about
records
management
techniques.
Each
document
and
asset
is
listed
under
the
game
production
stage
that
best
fits
its
purpose
and
use,
although
many
records
can
occur
at
several
points
in
production.
A.
YearRound
1.
Wiki
An
internal
wiki
is
used
to
facilitate
communication
within
the
company.
Information
on
everything
from
meeting
notes
to
consistency
rules
to
company
calendars
are
posted
in
the
wiki.
Using
this
system
allows
anyone
at
the
company
to
edit
entries
and
email
links
to
pertinent
posts.
While
it
does
not
allow
for
much
version
control,
its
functionalities,
which
include
powerful
search
capabilities,
make
the
Wiki
a
useful
tool
for
the
company.
The
wiki
files
are
saved
when
the
company’s
server
is
backed
up,
and
the
company
almost
never
deletes
an
entry.
Wiki
pages
are
saved
as
records
of
what
has
been
discussed
and
decided
upon
in
the
past.
There
is
an
organization
system
for
the
wiki
pages,
which
mostly
ensures
that
records
related
to
different
projects
will
appear
together.
2.
Perforce
Perforce
is
less
a
document
and
more
a
piece
of
software.
It
is
a
proprietary,
version
control
software
that
many
game
companies
use
for
records
management.
At
first
glance,
the
software
looks
just
like
Microsoft
Windows
Explorer,
but
it
is
much
more.
Assets
and
documents
are
"checked
in"
to
the
Perforce
system
after
creation,
where
a
server
database
maintains
metadata
on
the
files.
When
someone
wants
to
work
on
a
file,
it
must
be
"checked
out,"
so
the
software
can
track
its
use.
Other
users
are
then
able
to
see
when
and
if
an
asset
has
been
checked
out.
When
edits
have
been
made
to
a
file,
and
it
is
ready
to
be
checked
back
in,
the
user
is
prompted
to
describe
what
changes
have
been
made.
While
Perforce
knows
that
edits
have
happened,
it
needs
the
user
to
make
a
specific
note
of
those
changes.
The
file
is
then
placed
in
a
file
repository
that
is
on
a
server
separate
from
user's
hard
drive.
If
for
some
reason
an
earlier
version
of
a
file
needs
to
be
accessed,
Perforce
can
revert
any
asset
to
any
previous
version.
7
The
entire
Perforce
directory
and
database
can
be
saved,
and
is
often
done
so
at
the
request
of
the
publisher.
The
Perforce
file
is
usually
one
of
the
final
deliverables
the
game
developer
gives
the
Publisher.
This
is
done
for
legal
reasons,
but
also
in
case
a
different
company
works
on
a
game's
sequel.
Author’s
Note:
For
the
rest
of
this
document,
if
a
version
control
method
is
not
specified
for
a
document
or
asset,
that
indicates
that
Perforce
is
used
to
manage
the
record.
3.
About
the
Studio
/
Executive
Summary
The
game
development
company
finds
itself
having
to
give
a
high
level
description
of
the
overall
structure
and
philosophies
of
the
company
on
many
occasions.
Be
it
during
negotiations
with
a
publisher
or
an
industry
conference,
it
is
useful
to
have
a
PowerPoint
presentation
on
hand
to
describe
the
company.
The
presentation
includes
information
on
the
number
of
full‐time
employees,
the
backgrounds
of
the
company
leads
and
management,
the
company’s
previously
published
games,
and
production
viewpoints.
It
is
not
unusual
for
eye‐catching
graphics
to
be
included.
The
document
is
often
used
in
its
PowerPoint
format,
but
is
also
exported
as
a
PDF
to
facilitate
viewing
on
other
computers.
4.
Studio
Policies
Studio
policies
are
the
rules
and
guidelines
created
by
management
and
leads
for
how
the
company
will
conduct
its
operations,
including
organizational
charts
and
hours
employees
are
expected
work
at
different
stages
of
production.
The
policies
are
actually
a
series
of
documents,
each
pertaining
to
a
different
aspect
of
operations.
While
most
of
the
studio
policies
are
recorded
in
the
wiki,
some
are
saved
as
Microsoft
Word
documents
and
Microsoft
Excel
spreadsheets.
When
new
policies
are
added,
the
document
is
updated
and
the
old
version
is
discarded.
Sometimes,
however,
notes
about
certain
changes
are
included
in
the
document,
such
as
“added
by
John
Doe
on
October
10,
2009”
or
“changed
from
10
hours
to
9
hours.”
If
an
item
needs
to
be
deleted,
many
times
the
change
is
simply
crossed
out
to
indicate
that
a
policy
that
once
existed
should
no
longer
be
used.
5.
Production
Standards
Similar
to
studio
policies,
production
standards
are
rules
and
guidelines
for
production,
including
what
should
happen
in
what
order,
design
principles,
and
how
a
bug
should
be
described
in
the
bug
database.
Here
again,
production
standards
are
actually
a
series
of
documents
that
are
mostly
included
in
the
wiki.
Additions
and
deletions
to
the
standards
are
handled
the
same
way
as
they
are
for
studio
policies.
6.
Interview
Notes
One
of
the
few
paper
documents
that
are
used
at
the
game
development
company,
interview
notes
refer
to
the
notes
taken
by
management
and
leads
during
job
interviews.
The
documents
include
interviewee
answers
to
questions,
as
well
as
the
interviewer’s
thoughts
on
the
candidate.
These
records
are
saved
incase
of
a
dispute
in
the
hiring
or
not‐
hiring
of
a
candidate.
7.
Emails
It
seems
silly
to
mention,
but
emails
play
a
huge
role
for
the
company.
A
large
amount
of
information
is
communicated
via
email,
including
meeting
agendas,
task
updates,
questions
8
about
standards,
and
overall
work
flow
issues.
Almost
everyone
at
the
company
saves
all
their
emails
pertaining
to
games
currently
in
production.
The
emails
serve
as
a
reminder
of
what
has
been
discussed
and
what
tasks
are
still
pending.
Microsoft
Outlook
is
their
email
client
of
choice,
which
they
setup
with
numerous
folders
relating
to
different
aspects
of
their
job.
Emails
are
backed
up
with
the
large
server
back
up
that
happens
periodically.
B.
Concept
Stage
1.
Pitch
Document
This
documents
is
used
to
“pitch”
or
sell
a
game
idea
to
a
publisher
or
other
funding
source
in
hopes
of
being
hired
to
create
the
game.
A
pitch
can
be
for
a
brand
new,
original
game
imagined
by
the
development
company,
or
as
a
result
of
a
publisher’s
request
for
proposals
for
an
already
planned
project.
The
document
is
usually
created
using
Microsoft
Word,
Microsoft
PowerPoint
or
Adobe
Photoshop,
and
is
often
converted
to
a
PDF
for
compatibility
with
other
computers.
The
lead
game
designers
and
artists
work
on
the
pitch
document,
trying
to
include
enough
information
about
their
vision
without
overwhelming
the
viewer.
Information
about
the
overall
look
and
feel
of
the
game,
the
story
and
characters,
and
some
gameplay
features
are
usually
included
in
the
pitch
documents,
along
with
an
executive
summary
of
the
company.
Different
versions
of
the
document
are
generally
identified
in
the
file
name.
2.
Demos
In
addition
to
a
pitch
document,
the
development
company
will
often
send
a
playable
demo
of
a
game.
It
is
used
more
as
a
way
to
showcase
the
developer’s
skills
than
actually
test
out
game
features.
While
it
gives
the
publisher
an
idea
of
what
the
game
will
be
like
should
the
developer
be
hired,
there
is
not
a
lot
of
back‐end
technical
structure.
Most
of
the
work
goes
into
the
front
end.
The
demo
is
playable
on
the
platform
on
which
the
game
will
eventually
be
released.
So,
if
the
company
is
making
a
Nintendo
Wii
game,
the
demo
will
be
playable
on
the
Nintendo
Wii.
Generally
speaking,
however,
the
demo
is
not
given
to
a
publisher
on
a
Nintendo
Wii
optical
disk,
but
as
raw
Wii
files,
which
can
only
be
executed
if
the
publisher
has
a
Wii
development
kit.
Even
with
this
limitation,
this
is
usually
not
a
problem.
Since
this
is
a
playable
file,
people
from
most
of
the
disciplines
work
on
the
demo.
A
design
scheme
is
created
and
implemented
by
the
artists,
animators
and
programmers,
and
then
tested
by
the
quality
assurance
department.
Production
does
not
usually
take
long,
and
only
a
handful
of
people
from
each
discipline
are
needed.
3.
Cash
Flow
Schedule
This
document
is
often
included
with
a
pitch
document.
It
outlines
how
many
people
will
be
needed
to
work
on
a
potential
project,
when
they
will
be
needed,
and
associated
personnel
costs.
Other
costs,
such
as
technology
licenses
and
outsourcing
payments,
are
included
along
with
an
estimate
of
when
the
costs
will
be
incurred.
9
The
executive
producer
creates
this
document
in
Microsoft
Excel,
but
also
will
consult
other
leads
should
questions
arise
about
what
resources
will
be
needed
for
making
the
game.
Columns
are
used
to
represent
months
with
total
costs
at
the
bottom,
while
rows
represent
the
employees
needed
for
production.
Based
on
the
individual
costs,
an
overall
budget
is
assed,
along
with
potential
dates
for
payment
installments.
This
schedule
is
not
necessarily
the
schedule
that
is
ultimately
used,
but
it
still
gives
the
publisher
and
company
an
idea
of
what
it
will
take
to
make
the
proposed
game.
The
version
of
the
file
is
represented
in
the
file
name,
as
well
as
the
game
title,
expected
date
of
completion,
and
estimated
budget.
Example:
GameName_RTM_Jul2009_500K(for
distro).xls
(See
Appendix
A
for
an
example
of
what
the
cash
flow
schedule
looks
like.)
4.
High
Level
Schedule
The
high
level
schedule
differs
from
the
cash
flow
schedule
because
it
focuses
more
closely
on
what
each
person
will
do
during
game
production,
sometimes
down
to
the
individual
tasks.
Here
again,
though,
the
executive
producer
is
in
charge
of
this
document
and
usually
builds
the
schedule
in
Microsoft
Excel.
Occasionally,
Microsoft
Project
is
used
instead,
but
the
file
is
eventually
exported
as
an
Excel
spreadsheet.
The
main
purpose
of
this
document
is
to
see
how
tasks
will
overlap
and
to
make
sure
there
is
enough
manpower
to
get
the
job
done.
Since
the
spreadsheet
is
laid
out
with
calendar
dates
in
the
columns
and
employees
listed
in
the
rows,
it
is
an
easy
way
to
visualize
each
person’s
workload,
and
rearrange
tasks,
if
necessary.
5.
Developer
Evaluation
Document
Before
a
publisher
is
comfortable
paying
a
game
development
company,
they
require
the
developer
to
complete
the
developer
evaluation
document.
This
begins
life
as
a
Microsoft
Word
document
with
numerous
questions,
ranging
from
company
information
and
IT
structure,
to
their
software
engineering
processes.
The
executive
producer
and
other
leads
then
create
a
second
Microsoft
Word
document
with
answers
to
all
the
questions.
These
answers
allow
the
publisher
to
feel
more
comfortable
about
the
game
development
company
and
their
ability
to
actually
finish
the
proposed
game
project.
6.
Contract
and
Amendments
After
a
publisher
has
decided
to
work
with
a
game
development
company,
a
contract
must
be
signed
between
both
parties.
As
with
any
business
endeavor,
the
contract
lays
out
the
responsibilities
of
the
publisher
and
developer,
and
the
terms
under
which
both
are
willing
to
work
together.
This
document
starts
life
as
a
Microsoft
Word
document
created
by
the
publisher
and
is
usually
sent
electronically
to
the
developer.
Management
and
producers
review
the
document,
and
then
make
a
paper
copy,
which
can
be
signed.
After
the
publisher
has
also
signed
the
contract,
the
developer
saves
both
the
signed
paper
copy
and
digital
version.
Amendments
are
often
added
to
contracts,
especially
when
time
frames
change.
Each
amendment
is
approved
by
both
parties
and
is
then
integrated
into
the
original
contract.
Amendments
can
continue
throughout
the
entire
production
process.
10
7.
Key
Deliverables
The
most
important
section
of
the
contract
is
the
list
of
deliverables
for
which
the
development
company
will
be
responsible.
Deliverables
are
associated
with
different
milestones,
which
are
usually
evenly
spaced
throughout
the
production
process.
At
each
milestone,
specific
documents
and
assets
are
required
to
be
completed
and
turned
into
the
publisher.
These
deliverables
can
include
everything
from
the
story
document
to
character
models,
and
tend
to
build
on
themselves
as
the
creation
process
continues.
The
contract
usually
includes
a
master
list
of
all
key
deliverables
included
at
each
milestone,
with
more
granular
deliverable
lists
created
later.
These
lists
are
either
created
using
Microsoft
Word
or
Excel.
The
company
management
and
leads
work
on
the
deliverables
list
to
make
sure
that
each
document
or
asset
required
at
a
milestone
can
actually
be
accomplished.
As
production
gets
underway,
most
small
changes
to
deliverables
are
not
made
in
the
contract,
but
in
external
deliverable
lists.
Major
deliverable
changes
are
treated
as
amendments
to
the
contract.
C.
Preproduction
Stage
1.
Game
Design
Document
(GDD)
One
of
the
most
essential
documents
in
the
video
game
production
process,
the
game
design
document
lays
out
overall
style,
story
and
gameplay
features.
It
is
written
by
the
lead
designers,
and
is
one
of
the
first
documents
written
once
a
game
is
green‐lit.
The
GDD
is
created
using
Microsoft
Word
and
written
in
a
narrative
format.
The
reader
is
taken
step
by
step
through
aspects
of
the
game,
resulting
in
a
better
understanding
of
the
overall
feel
of
the
game.
Gameplay
features,
such
as
player
powers,
point
collection
and
reward
systems,
and
how
the
controls
will
function,
are
described
in
terms
of
their
design
and
mechanics.
The
document
often
includes
references
to
other
games
with
similar
styles
or
gameplay
features.
For
example,
a
development
company
wanting
to
make
an
action
game
set
in
ancient
times
might
list
the
game
Assassin’s
Creed
as
an
influence.
Images
and
sketches
are
also
included
to
help
explain
certain
aspects
of
the
game.
When
changes
need
to
be
made
to
the
GDD,
a
new
version
is
created.
Old
information
is
never
written
over,
rather
old
versions
of
the
GDD
are
stored
in
Perforce
incase
the
developer
needs
to
refer
back
to
a
precise
incarnation.
The
document
also
includes
a
table
on
the
second
page,
which
lists
changes
that
have
been
made
to
the
document
and
who
made
those
changes.
Microsoft
Word’s
comment
feature
is
used
with
the
document,
especially
since
the
GDD
usually
goes
back
and
forth
many
times
between
the
developer
and
publisher
before
it
is
completely
agreed
upon
by
both
sides.
The
game
design
document
can
almost
be
classified
as
serving
a
functional,
deliverable
and
official
purpose.
It
is
one
of
many
documents
created
to
communicate
tasks
to
the
development
team,
and
is
almost
always
required
in
the
first
or
second
milestone.
Many
publishers
also
use
the
GDD
in
an
official
capacity,
relying
on
it
to
determine
if
production
has
strayed
off
course
or
not.
(See
APPENDIX
B
for
an
example
page
from
of
a
game
design
document.)
11
2.
Additional
Design
Documents
In
addition
to
a
GDD,
the
game
development
company
usually
has
other
design
documents
that
describe
specific
design
aspects,
such
as
in‐game
camera
angles
or
player
power‐ups.
These
documents
are
very
similar
to
the
larger
GDD,
but
are
more
granular
in
scope
and
sometimes
use
Microsoft
Excel
instead
of
Microsoft
Word.
They
also
use
a
similar
system
of
version
control.
The
amount
of
additional
design
decisions
depends
on
many
factors
about
the
project,
including
the
game's
genre,
intended
platform,
and
whether
or
not
the
game
is
an
original
property.
If
the
game
is
small
in
scope,
design
ideas
can
be
continually
added
to
the
game
design
document.
This
is
rarely
done,
though.
For
one,
the
GDD
could
potentially
become
hundreds
of
pages
long.
Also,
having
multiple
design
documents
allows
for
multiple
people
to
be
working
on
different
design
elements
at
once.
Almost
all
of
these
documents
end
up
in
the
hands
of
the
publisher
at
some
point,
usually
as
requirements
for
different
milestones.
This
lets
the
publisher
reject
elements
before
the
development
team
gets
too
far
into
production.
The
publisher
or
IP
owner
sometimes
provides
design
documents
to
be
used
as
guidelines
or
to
convey
strict
design
rules.
As
mentioned
above,
when
making
a
Harry
Potter
game,
a
developer
might
receive
a
design
document
that
explicitly
describes
the
powers
that
Harry
Potter
can
have.
Design
documents
can
also
contain
lists
of
unanswered
questions
about
different
elements,
such
as
"What
color
should
Harry's
hat
be?"
or
"Do
we
have
enough
memory
for
this
battle
scene?"
Once
a
question
is
answered,
design
documents
are
updated,
and
the
question
is
moved
to
a
section
entitled
"answered
questions."
3.
Story
/
Narrative
Documents
A
game’s
story
goes
through
several
steps
before
it
can
finally
be
implemented
in
the
game.
It
starts
with
a
story
document
or
narrative
overview,
which
lays
out
what
happens
in
the
game
and
who
it
happens
to.
The
Microsoft
Word
document
sets
up
the
action
and
the
character
motivations.
It
is
written
in
narrative
format
and
reads
like
a
short
story.
Dialogue
is
generally
not
included
at
this
stage.
Next,
the
game
designer
and/or
writer
creates
a
list
of
story
stubs,
or
“beats”
of
the
narrative.
These
are
key
points
in
the
story
that
indicate
a
need
for
some
gameplay
element.
For
example,
a
stub
might
be,
“Harry
Potter
talks
with
a
shopkeeper
about
the
Elder
Wand,”
indicating
the
need
for
dialogue
and
cinematics.
A
stub
might
also
be
“Harry
goes
to
Diagon
Alley,”
indicating
a
new
level
within
the
game.
This
stub
document
is
created
either
with
Microsoft
Word
or
Excel
and
allows
the
developer
to
start
to
visualizing
gameflow.
Lastly,
the
stubs
are
used
to
create
a
script.
This
document
contains
dialogue
for
all
parts
of
the
game,
including
during
cinematics
and
gameplay.
The
script
is
usually
created
using
Microsoft
Word,
although
movie
script
programs,
like
Final
Draft,
are
sometimes
used.
Voice
over
is
later
recorded
using
this
script.
12
All
of
these
documents
go
back
and
forth
between
the
developer,
publisher
and
IP
holder
for
review
and
discussion.
The
comments
feature
of
Microsoft
Word
is
used
so
that
issues
and
concerns
are
not
repeated
between
the
three
parties.
Starting
with
the
overall
story
instead
of
jumping
straight
to
a
script
allows
for
changes
and
additions
to
be
incorporated
more
easily.
4.
Character
Roster
As
would
be
expected,
the
game
development
company
generates
a
list
of
characters
that
appear
in
the
game.
The
list
includes
where
and
when
a
character
appears
in
the
game;
what
abilities
and
equipment
that
character
has;
and
any
risks
associated
with
creating
the
character,
such
as
his
power
using
up
too
much
disk
memory.
A
picture
is
often
included
in
the
list,
if
concept
art
has
already
been
created
for
the
character.
This
document
is
created
in
Microsoft
Word
by
the
lead
designers
and
artists,
and
is
often
used
to
help
assess
what
character
assets
need
to
be
made.
Sometimes
the
character
roster
is
also
accompanied
by
a
schedule.
This
identifies
the
deliverable
that
each
character
is
expected
by,
as
well
as
the
order
in
which
the
developer
will
work
on
the
characters.
When
a
schedule
is
involved,
the
document
will
often
morph
into
a
Microsoft
Excel
spreadsheet.
(See
APPENDIX
C
for
an
example
from
a
character
roster.)
5.
Art
Style
Guide
Sometimes
called
the
art
bible,
the
style
guide
is
a
Microsoft
Word
document
used
to
communicate
to
the
artists
and
animators
what
the
game
should
look
like
and
how
to
achieve
that
goal.
The
style
of
characters,
objects
and
environments
is
also
often
included
in
this
document.
Reference
images
are
usually
included
to
help
communicate
specific
style
elements.
It
is
important
to
note
the
distinction
between
this
document
and
design
documents.
The
art
style
guide
is
about
maintaining
an
overall
look,
including
lighting
and
textures,
while
design
documents
describe
the
specific
components
of
characters,
objects
and
environments.
When
thinking
of
the
Harry
Potter
game
example,
the
art
style
guide
might
tell
artists
to
make
all
elements
associated
with
the
Death
Eaters
dark
and
scaly,
while
design
documents
would
spell
out
which
characters
are
Death
Eaters
and
that
all
should
wear
black
robes.
There
is
obvious
overlap
with
these
two
types
of
documents,
but
there
is
a
reason
why
they
are
separate.
The
art
style
guide
includes
instructions
of
how
to
use
the
art
software
to
create
the
various
styles.
Everything
from
how
to
create
texture
files
in
Adobe
Photoshop
to
the
number
of
polygons
to
use
in
Autodesk
3DS
Max
is
spelled
out
in
the
guide
for
the
artists
and
animators.
6.
Concept
Art
Concept
art
is
a
2D
visual
representation
of
a
game
element
that
allows
for
the
look
of
the
element
to
be
tweaked
and
perfected
before
building
it
in‐game.
Concept
artists
create
these
files
based
on
the
game
designer’s
ideas
using
Adobe
Photoshop.
Most
concept
art
gets
saved
as
JPEG
images,
so
that
anyone
can
view
the
files,
no
matter
if
they
have
Photoshop
or
not.
13
The
style
of
concept
art
generally
mimics
a
hand‐drawn
feel,
and
looks
more
like
an
illustration
than
a
computerized
image.
Concept
art
is
often
drawn
from
reference
photos,
which
can
be
just
painted
over
in
Photoshop.
These
documents
are
often
saved
and
used
for
marketing
and
advertising
the
game.
(See
APPENDIX
D
for
an
example
of
concept
art.)
7.
Reference
Files
In
many
respects,
almost
anything
can
be
used
as
a
reference.
Books
can
be
used
for
story
ideas.
Physical
objects
can
be
references
for
objects
found
in‐game.
Even
sound
bytes
can
generate
game
design.
The
most
common
reference
files,
however,
are
reference
photos
and
images
used
by
the
artists.
Quick
time
and
AVI
files
are
also
used
to
illustrate
movements
and
actions
of
characters
and
objects.
Many
times
publishers
will
give
a
game
developer
references
either
from
previous
games
or
existent
IP
content.
Sometimes
these
reference
are
just
guidelines,
while
other
times
game
developers
are
expected
to
create
carbon
copies
of
the
originals.
3D
models
of
characters
and
environments
from
previous
games
can
also
be
used
as
reference
files.
Many
times
the
game
developer
can
assimilate
the
3D
references
as
a
new
game
assets.
(See
APPENDIX
E
for
an
example
of
a
reference
photo.)
8.
World
Bible
The
world
bible
has
a
lot
of
overlap
with
the
game
design
document
and
art
style
guide,
but
still
serves
a
unique
purpose.
The
document
lays
out
the
rules
of
consistency
for
the
environments
of
the
game.
Not
only
does
it
list
the
worlds
and
locations
in
the
game,
but
also
the
affordance
of
those
locations.
Returning
to
the
Harry
Potter
game
example,
the
world
bible
for
this
game
would
include
mention
of
Hogwarts,
London
and
Gringotts
bank,
and
would
list
rules
such
as
“wizards
can
only
fly
with
use
of
a
broom”
and
“the
magic
carts
at
Gringotts
should
always
move
fast.”
These
rules
help
the
artists,
animators,
level
designers
and
programmers
understand
how
to
create
game
assets
and
the
type
of
physics
to
allow
in‐game.
A
world
bible
is
most
often
seen
with
games
that
have
a
large
scope,
such
as
massively
multiplayer
online
games,
and
those
games
based
on
established
IPs.
If
a
game
is
small
in
scope,
much
of
the
world
bible
can
simply
be
included
in
the
game
design
document.
Here
again,
the
advantage
of
having
these
documents
separated
is
avoiding
an
overly
large
document
file.
9.
Level
Design
Documents
This
can
be
a
single
document
or
a
series
of
documents
that
outline
gameplay
and
flow.
Using
Microsoft
Word,
designers
layout
aspects
of
what
a
player
will
do
at
any
given
level
and
how
he
will
progress
through
the
game.
Level
design
focuses
on
issues
like
puzzle
solving,
boss
fights,
save
points,
rewards
collections
and
pathways
through
an
environment.
Where
as
the
art
style
guide
and
world
bible
are
concerned
with
how
an
enemy
looks
and
moves,
the
level
design
document
describes
how
and
where
the
player
and
the
enemy
will
fight.
14
As
with
other
design
documents,
this
one
includes
references
to
other
games
with
similar
mechanics
and
gameplay
features,
and
includes
a
section
for
unanswered
questions.
Depending
on
the
scope
of
the
game,
multiple
level
design
documents
could
be
needed
to
articulate
a
complex
system
of
levels.
10.
Paper
Designs
Paper
designs
go
hand
in
hand
with
level
design
documents.
These
are
the
hand‐drawn
overviews
of
levels
made
by
designers.
The
designs
serve
as
maps
of
the
environment,
illustrating
items
and
areas
that
a
player
will
encounter.
Traditionally,
level
designs
are
drawn
on
graph
paper
and
then
scanned
to
make
a
JPEG
image
of
the
design.
Many
times
the
paper
version
is
discarded
in
favor
of
the
digital
file.
More
and
more
these
designs
are
being
born
digital
through
the
use
of
Adobe
Photoshop
and
a
Wacom
graphic
tablet.
The
hardware’s
stylus
pen
allows
a
designer
to
mimic
the
feel
of
a
pen
or
pencil,
giving
the
digital
renderings
that
same
hand‐drawn
look.
The
designs
created
in
Adobe
Photoshop
almost
always
get
saved
as
JPEGs
and
not
Photoshop
files.
(See
APPENDIX
F
for
an
example
of
a
paper
design.)
11.
Gameflow
Overview
As
the
different
elements
of
the
game
begin
to
take
shape,
gameflow
charts
and
walkthroughs
are
created
to
make
sure
everyone
at
the
company
is
on
the
same
page.
These
documents
show
the
progression
through
the
game
from
the
viewpoint
of
a
player
interacting
with
the
game.
Everyone
from
the
producer
to
quality
assurance
tester
references
the
gameflow
document.
While
Microsoft
Word
is
sometimes
used
to
create
these
documents,
Microsoft
Visio
flowchart
software
is
the
program
of
choice.
Starting
with
the
opening
sequence,
a
gameflow
chart
moves
from
left
to
right,
documenting
the
different
levels
a
player
will
encounter
and
the
order
in
which
they
are
encountered;
player
objectives
at
each
level;
player
powers
and
abilities
at
each
stage;
key
narrative
beats;
and
any
cinematics
that
are
needed
to
explain
the
story.
Estimates
for
how
long
a
player
will
take
to
play
through
a
level
are
included
on
the
chart,
as
well
as
a
graph
that
maps
the
combat,
emotional
and
difficulty
level
at
any
given
point
in
the
game.
Flowcharts
are
sometimes
made
for
individual
levels
if
the
game’s
size
calls
for
the
granularity.
12.
UI
Flowchart
A
UI
(or
user
interface)
flowchart
focuses
on
the
menu
screens
seen
by
the
player
during
gameplay.
Created
by
designers
using
Microsoft
Visio
or
Excel,
the
UI
flowchart
reveals
what
screens
are
needed
for
the
game
and
in
what
order
they
should
appear,
including
the
save
menu
and
home
screen.
This
document
is
mostly
used
by
other
designers
during
implementation.
13.
Technical
Design
Document
(TDD)
The
technical
design
document
is
written
by
the
technical
director,
or
lead
programmer,
as
an
overview
of
all
technical
aspects
of
game
production.
It
includes
details
of
all
software,
hardware
and
game
engine
components
that
will
be
used
during
production,
and
what
15
those
particular
tools
will
provide
to
the
development
team.
It
also
includes
a
brief
description
of
how
code
will
be
written
for
the
game,
and
pipelines
for
different
assets.
The
document
is
updated
at
different
stages
of
game
production.
It
often
goes
back
and
forth
between
the
publisher
and
developer
as
tech
specifics
become
better
and
better
defined.
For
that
reason,
there
is
a
chart
on
the
first
page
of
the
document
that
describes
changes
made
to
the
file
and
who
made
the
changes.
The
TDD
is
often
broken
out
into
more
granular
documents
that
cover
one
aspect
of
the
game
technology.
For
example,
it
is
possible
to
have
a
document
solely
devoted
to
the
save
game
system.
14.
Prototype
A
prototype
is
a
simplified,
yet
functioning
version
of
the
game
that
is
used
to
explore
a
particular
question
about
mechanics,
such
as
“is
jumping
fun.”
As
apposed
to
a
demo,
the
front
end
of
the
game
is
fairly
plain,
but
the
back
end
is
running
serious
game
mechanics.
Some
assets
are
pulled
from
past
prototypes
of
other
games
to
aid
in
the
production
process.
Most
of
the
front
end
of
a
prototype
is
in
the
“grey
box”
stage,
which
means
that
levels
are
mapped
out
but
contain
only
grey,
simple
versions
of
the
objects
and
environments
that
will
eventually
fill
the
space.
Even
with
this
monochromatic
interface,
mechanics
can
be
easily
tested
and
assessed.
Other
examples
for
using
a
prototype
are
to
test
combat
systems,
vehicle
movements
and
camera
angles.
Just
like
a
demo,
a
prototype
is
an
executable
file
only
playable
on
the
platform
on
which
the
game
will
eventually
be
released.
All
disciplines
work
on
building
the
prototype,
including
the
quality
assurance
team
that,
despite
the
small
size
of
the
file,
double
checks
that
the
prototype
runs
and
works
the
way
the
developer
had
expected.
15.
Hiring
plan
The
hiring
plan
is
written
by
the
producer
using
Microsoft
Word,
and
describes
what
disciplines
need
more
hires
and
at
what
stage
in
the
production
those
individuals
will
be
hired.
This
not
only
shows
the
publisher
what
steps
the
company
is
taking
to
get
the
game
made
on
time,
but
it
also
helps
the
developer
keep
on
top
of
hiring
new
staff.
It
can
be
easy
to
overlook
the
hiring
process
when
there
are
so
many
other
development
tasks
that
need
to
be
completed
at
any
given
moment.
Without
those
extra
staff
members,
tasks
can
begin
to
spiral
out
of
control
with
not
enough
manpower
to
get
the
job
done.
16.
Risk
Registry
This
is
a
list
of
potential
issues
that
could
arise
during
production
and
the
possible
consequences
of
those
problems.
The
risk
registry
is
originally
created
in
Microsoft
Excel
by
the
producer,
but
is
contributed
to
by
the
entire
development
team.
The
registry
includes
assessments
of
the
probability
of
the
risk
occurring
and
ways
to
mitigate
the
problem.
There
is
also
a
section
of
the
document
that
lists
each
attribute
to
describe
a
risk,
and
the
possible
values
for
those
attributes.
Risks
are
identified
as
“open”
until
they
are
either
solved
or
the
issue
has
passed
by
without
any
damage.
Since
the
risk
registry
is
structured
to
show
all
changes
in
risk
statues,
only
one
version
of
the
document
is
created.
That
version
is
constantly
updated
with
additions
and
deletions.
16
D.
Production
Stage
1.
Art
Asset
Tracking
Document
Different
art
assets
are
submitted
to
the
publisher
for
approval
at
various
milestones,
and
they
are
often
returned
with
comments
regarding
tweaks
that
need
to
be
made.
The
art
asset
tracking
document
lists
all
such
assets
and
when
they
are
due
to
be
submitted,
as
well
as
information
on
assets
that
have
already
been
submitted.
The
producer,
lead
designer
and
lead
artist
maintain
the
list
in
Microsoft
Excel
as
a
way
to
keep
an
eye
on
the
numerous
assets
that
go
into
a
game.
The
document
is
usually
included
with
each
milestone,
and
sent
back
and
forth
between
the
developer
and
publisher
as
new
assets
are
approved.
Since
the
document
is
supposed
to
reflect
the
various
updates
and
changes
that
have
been
made
to
the
list,
only
one
version
of
the
spreadsheet
is
used
and
repeatedly
updated.
Sometimes
there
is
a
need
to
break
out
the
tracking
document
into
specific
art
asset,
such
as
character
or
weapons
tracking.
These
are
treated
as
separate
documents
and
not
as
different
sheets
within
the
same
Excel
spreadsheet.
2.
Models
Before
an
art
asset
can
be
included
in
a
game,
it
must
be
created
outside
of
the
game
engine.
Artists
use
Autodesk
3DS
Max
to
build
models
of
various
assets,
such
as
objects
or
sets.
During
this
stage,
a
file
is
saved
as
a
.MAX,
representing
the
3DS
Max
project
file.
Once
the
model
is
complete,
it
is
exported
as
a
.S3D
file,
which
is
an
intermediary,
proprietary
format
used
by
the
developer’s
game
engine.
The
.S3D
file
is
loaded
into
the
game
engine,
and
immediately
converted
into
one
of
three
model
files
again
specific
to
the
engine.
While
most
models
are
saved
in
highly
proprietary
formats,
they
are
also
sometimes
saved
as
PDFs
or
.OBJ
files.
Both
of
these
files
can
be
used
to
show
someone
a
2D
representation
of
a
model
when
that
person
does
not
have
any
of
the
proprietary
software.
3.
Textures
Models
within
the
game
do
not
automatically
have
skin.
They
need
to
be
given
textures
before
they
will
look
like
recognizable
objects.
Artists
using
Adobe
Photoshop
create
these
texture
files.
They
are
saved
as
.TGA
files,
and
imported
directly
into
Autodesk
3DS
Max.
The
.TGA
file
becomes
part
of
the
.MAX
project,
and
is
exported
to
the
game
engine
as
part
of
the
.S3D
file.
Texture
files
are
also
sometimes
saved
as
PDFs
or
.OBJ
files
if
they
have
to
be
shown
to
someone
without
3DS
Max.
(See
APPENDIX
G
for
an
example
of
an
art
asset
at
various
stages
of
modeling
and
texturing.)
4.
Game
Engine
The
game
engine
is
essentially
a
set
of
tools
for
creating
a
video
game.
It
is
a
third‐party,
proprietary
piece
of
software
that
has
already
built
much
of
the
code
required
to
run
the
components
of
the
game,
including
animating
models,
physics
and
graphical
user
interfaces.
The
engine
allows
the
game
developers
to
focus
on
the
content
of
the
game
and
not
necessarily
the
back
end
of
the
game.
17
Working
within
the
game
engine
usually
means
having
several
assets
open
at
once,
such
as
a
character,
a
model
and
a
set
file.
The
developer
uses
a
script
to
determine
how
these
three
elements
will
interact
with
each
other.
All
the
files
and
associated
scripts
create
the
actual
levels
of
the
game.
5.
Code
Programming
code
is
used
to
create
the
structure
for
the
game
mechanics.
While
much
of
the
code
is
already
included
in
the
game
engine,
there
are
still
situations
where
code
needs
to
be
written
for
the
game
to
function.
When
necessary,
the
Microsoft
code
compiler
and
editor
Visual
Studio
is
used
to
write
C++
code.
These
assets
are
saved
as
.H
and
.CPP
files.
The
Nintendo
Wii‐specific
editor
CodeWarrior
is
also
used
to
create
code
for
platform
requirements
and
standards.
6.
Script
Script
is
like
code,
but
tells
the
game
content
instructions
on
what
to
do
and
how
to
do
it
during
gameplay.
Script
files
are
written
using
a
proprietary
language
specific
to
the
developer’s
game
engine.
The
script
files
are
incorporated
directly
into
the
engine,
and
are
included
with
all
other
assets
when
the
game
is
built
from
the
engine.
A
subset
of
designers
known
as
scripters
create
the
actual
script
for
the
game.
Scripts
are
often
saved
as
simple
text
files.
This
can
come
in
handy
when
someone
who
needs
to
review
a
script
does
not
actually
have
the
license
for
the
proprietary
script
software.
A
localization
file
is
a
particular
type
of
script
file
that
lists
the
written
text
used
throughout
the
game.
When
a
game
is
sold
in
a
foreign
country,
the
localization
file
can
be
easily
accessed
and
updated
to
include
the
text
in
that
country’s
language.
These
files
are
almost
always
saved
as
a
.TXT
file,
so
that
an
external
translator
could
access
them,
should
the
need
arise.
7.
Flash
Animation
Flash
animation
is
a
tool
to
create
user
interfaces.
The
program
allows
for
rapid
prototyping
of
the
UI
to
quickly
see
what
may
or
may
not
work
in
the
interface.
These
assets
are
saved
as
.SWF
files
and
imported
into
the
game
engine
to
be
used
in
the
final
product.
A
designer
is
often
assigned
the
task
of
just
creating
the
user
interface.
8.
In‐game
Screen
Shots
As
one
can
imagine,
there
are
a
so
many
pieces
to
video
game
production,
that
it
can
be
hard
to
show
a
third‐party
the
progress
that
has
been
made.
It
can
also
be
cumbersome
to
send
every
single
file
associated
with
a
level
to
a
publisher
wishing
to
see
what
the
game
currently
looks
like.
The
game
development
company
gets
around
this
by
taking
numerous
screenshots
of
the
game.
These
JPEGS
can
show
how
the
look
and
feel
of
the
game
is
developing,
as
well
as
specific
components
that
have
been
created.
Quicktime
movies
are
also
sometimes
used
to
showcase
a
particular
movement
or
gameplay
feature
that
would
otherwise
be
incommunicable
through
a
still
image,
such
as
sword
fighting.
(See
APPENDIX
H
for
two
examples
of
in‐game
screen
shots.)
18
7.
Microsoft
Project
This
software
is
used
by
the
producer
to
track
specific
tasks
during
game
production.
Microsoft
Project
is
a
project
management
tool
that
allows
the
budget
and
schedule
for
a
task
to
be
monitored
simultaneously.
Even
though
there
are
so
many
tasks
during
the
video
game
production,
only
those
tasks
that
cost
the
development
company
more
than
$250
are
tracked.
Examples
of
possible
tasks
include
the
addition
of
a
new
character
or
making
sure
all
the
dialogue
for
the
game
is
recorded.
Generally
speaking,
each
task
has
its
own
Microsoft
Project
file.
Depending
on
the
task,
some
Project
files
will
be
converted
to
Microsoft
Excel
spreadsheets
so
that
more
employees
at
the
game
company
can
read
and
edit
the
file.
8.
White
Board
Images
Most
meetings
at
the
game
company
are
conducted
near
a
white
board.
New
ideas
are
talked
through
with
the
help
of
the
dry
erase
board,
which
is
often
not
erased
till
days
later.
When
it
is
time
to
erase
the
board
in
favor
of
new
ideas,
digital
photos
are
taken
of
the
white
board’s
contents
as
a
record
of
what
was
discussed.
The
photos
are
saved
as
JPEGs
and
most
are
uploaded
to
the
wiki
with
a
description
of
the
meeting
from
which
they
were
generated.
The
images
are
backed
up
when
the
wiki
is
backed
up.
Almost
everyone
at
the
company
has
either
created
white
board
content
or
taken
photos
of
a
board
and
uploaded
them
to
the
wiki.
The
lead
running
the
meeting,
though,
will
often
take
charge
of
white
board
duties.
9.
Milestone
Feedback
When
the
developer
turns
in
the
documents
and
assets
required
for
a
given
milestone,
the
publisher
reviews
the
files
and
then
sends
feedback
for
the
development
company.
Feedback
can
be
either
positive
or
negative,
and
often
is
a
mixture
of
both.
It
is
not
uncommon
for
feedback
to
include
instructions
for
how
to
improve
different
assets.
The
feedback
is
generally
in
the
form
of
a
Microsoft
Word
document,
but
can
also
be
the
original
document
with
comments
tracking.
Sometimes
feedback
is
communicated
via
email.
10.
Console
Vendor
Standards
When
a
developer
creates
a
game
for
a
specific
platform,
not
only
will
they
have
to
secure
a
license
and
development
kit,
but
they
will
also
be
required
to
implement
certain
standards
in
the
game
design.
These
standards
include
how
the
controllers
can
function
and
what
title
screens
must
appear
at
the
beginning
of
the
game.
When
a
license
for
the
Nintendo
Wii
is
purchased,
it
includes
a
collection
of
PDF
documents
explaining
the
various
standards
required
of
the
company.
These
PDFs
are
used
by
the
quality
assurance
team
to
make
sure
that
the
game
complies
with
the
standards.
The
last
stop
a
game
makes
before
hitting
the
retail
shelves
is
the
console
vendor,
who
looks
over
the
game
to
ensure
all
standards
have
been
fulfilled.
Before
then,
the
game
developer
can
communicate
directly
with
the
console
vendor
through
email
with
questions
like,
“If
we
did
this
in
the
game,
would
we
be
disqualified?”
19
11.
Game
Build
and
Build
Notes
As
different
game
assets
are
created
and
integrated
into
the
game
engine,
the
game
becomes
more
and
more
complete.
Some
version
of
the
game
is
usually
required
with
each
milestone,
so
that
the
publisher
is
able
to
see
progress
being
made.
The
build
of
the
game
is
essentially
when
all
the
current
assets
and
components
included
in
the
game
engine
are
combined
together
to
run
on
their
own.
Once
built,
the
game
becomes
playable
on
its
intended
platform,
and
functions
like
a
regular
console
game.
The
build
is
sent
to
the
publisher
in
two
forms
via
FTP
site–
as
.RAR
compressed
files
and
.RVM
large
disk
image
files.
It
is
up
to
the
publisher
which
one
they
want
to
use.
In
addition
to
the
actual
game
files,
there
is
always
a
build
notes
document
included
with
the
collection.
This
Microsoft
Word
document
identifies
what
game
elements
are
included
in
the
latest
build,
and
the
technical
requirements
for
executing
the
build
files.
Quality
assurance
is
expected
to
give
the
build
a
last
look
over
to
make
sure
all
the
correct
files
are
included
and
that
the
RVM
actually
runs.
E.
Post
Production
Stage
1.
Bug
Database
At
the
end
of
the
production
life
cycle,
the
game
development
company
is
mostly
concerned
with
identifying
and
fixing
bugs.
When
a
bug
is
found,
it
is
recorded
in
the
bug
database,
a
web‐based
database
that
is
proprietary
to
the
publisher,
but
accessible
by
all
employees
at
the
development
company.
Bugs
can
range
from
a
"Class
A"
bug,
which
must
be
fixed,
to
a
"Class
C"
bug,
which
the
development
team
would
like
to
fix,
but
are
not
as
concerned
about.
Simultaneous
to
the
quality
assurance’s
efforts
to
find
bugs
is
the
publisher’s
similar
search.
The
publisher
looks
for
problems
and
inconsistencies
with
the
game,
and
communicates
these
issues
to
the
developer
through
the
bug
database.
In
many
cases,
a
publisher
and
developer
are
in
different
cities,
even
different
countries,
so
having
the
publisher
input
bug
information
directly
into
the
bug
database
is
an
advantage.
The
developer
frequently
checks
the
database
for
new
entries,
and
assigns
a
member
of
the
development
team
the
task
of
assessing
and
fixing
each
new
bug.
Each
bug
has
its
own
record
with
information
on
the
type
of
bug;
where
it
occurs
in
the
game;
who
found
it;
and
who
is
going
to
fix
it.
The
status
of
a
bug
indicates
whether
it
is
still
unsolved
or
“open,”
or
if
it
is
solved
and
“closed.”
Bug
records
are
not
deleted
from
the
database
after
they
are
solved
to
insure
that
there
is
a
history
of
what
has
been
found
and
accomplished.
If
need
be,
the
contents
of
the
bug
database
can
be
downloaded
as
a
Microsoft
Excel
spreadsheet.
Since
access
to
a
publisher’s
proprietary
bug
database
can
be
denied
after
a
game
is
finished,
the
Excel
version
is
often
the
only
version
the
game
developer
can
keep.
20
2.
Burn
Down
Chart
The
purpose
of
the
burn
down
chart
is
to
monitor
how
many
bugs
each
employee
is
working
on,
and
to
estimate
the
date
when
all
the
bugs
will
be
fixed.
The
producer
uses
Microsoft
Excel
to
monitor
the
bug
ceiling,
or
the
number
of
bugs
a
person
can
be
responsible
for
at
any
given
time.
If
an
employee
is
highlighted
red,
it
means
the
producer
may
have
to
decrease
that
person’s
workload.
Highlighted
yellow
means
that
an
employee
is
nearing
the
bug
ceiling,
but
is
not
there
yet.
The
bug
ceiling
decreases
as
the
game
gets
closer
to
completion.
There
is
only
one
version
of
the
document,
which
is
updated
each
week
with
new
bug
counts.
(See
APPENDIX
I
for
a
snapshot
of
the
burn
down
chart.)
3.
Focus
Group
Movies
It
is
not
unusual
for
the
game
development
company
to
hire
a
marketing
firm
to
focus
test
a
game
before
its
release,
although
many
times
focus
testing
is
left
up
to
the
publisher.
Focus
testing
generally
involves
a
small
group
of
age‐appropriate
volunteers
who
play
the
game
and
discuss
what
they
did
and
did
not
like
about
it.
This
information
is
useful
to
the
developer,
who
still
has
a
chance
to
change
a
few
things
before
the
game
is
finalized.
Focus
group
sessions
are
taped,
and
those
video
files
are
made
available
to
the
developer
to
watch
and
review.
4.
ESRB
Ratings
Application
In
order
to
sell
a
game
at
most
retailers
in
the
United
States,
the
game
must
be
given
an
Entertainment
Software
Ratings
Board
(ESRB)
review
and
official
rating.
The
game
developer
applies
for
a
review
by
submitting
an
application
as
a
Microsoft
Word
document,
along
with
30
minutes
of
footage
of
typical
gameplay.
After
a
few
weeks,
the
ESRB
sends
the
developer
another
Microsoft
Word
document
that
lists
the
chosen
rating
and
the
reasons
why.
An
ESRB
ratings
application
is
only
submitted
when
game
production
has
reached
the
point
when
no
new
content
is
being
created.
5.
Manual
While
most
of
the
layout
and
final
design
of
a
game’s
user
manual
is
determined
by
the
publisher,
the
developer
is
often
responsible
for
the
copy.
Information
about
the
story,
characters
and
gameplay
features
are
written
by
the
developer,
who
creates
the
first
version
of
the
draft
in
Microsoft
Word.
Almost
anyone
at
the
development
company
can
work
on
the
manual,
and
is
often
assigned
to
different
individuals
who
are
very
familiar
with
the
various
aspects
of
gameplay.
6.
GMC
Build
The
GMC,
or
gold
master
candidate,
build
is
the
final
and
complete
build
of
the
game
that
is
sent
to
the
console
vendor
for
approval.
The
GMC
build
is
very
similar
to
previous
builds,
expect
it
contains
the
entire
game
file.
Once
the
console
vendor
approves
the
game
for
sale,
copies
are
made
and
distributed
by
the
console
company.
If
for
some
reason
the
game
is
not
approved,
the
developer
will
have
to
continue
working
on
the
game,
which
risks
pushing
their
release
date.
21
7.
Perforce
Archive
Getting
the
game
released
to
manufacturing,
or
RTM
stage,
is
part
of
the
game
development
company’s
final
milestone.
This
is
the
point
when
the
console
company
has
approved
the
game
and
begun
to
manufacture
copies
of
it
for
distribution.
Also
part
of
the
same
milestone
is
providing
the
publisher
a
copy
of
the
game
archive.
This
is
the
archive
of
all
the
files
in
Perforce,
including
a
copy
of
the
final
build
of
the
game
and
the
files
required
to
make
that
build.
It
does
not
include,
however,
any
additional
software
that
might
be
needed
to
run
the
game.
The
publisher
requests
the
archive
in
case
there
is
ever
a
problem
with
the
game,
or
if
a
sequel
is
made
but
not
by
the
same
developer.
The
perforce
archive
also
serves
as
a
“receipt”
for
the
production
costs
the
publisher
paid
the
developer.
8.
Post
Mortem
The
post
mortem
actually
happens
after
a
game
has
shipped.
It
is
a
chance
for
the
game
development
company
to
reflect
on
the
recent
game
production,
and
asses
what
went
right
and
what
went
wrong.
For
those
aspects
identified
as
going
wrong,
possible
solutions
for
the
future
are
outlined.
The
post
mortem
is
initially
conducted
by
the
leads
of
each
discipline,
who
collect
their
thoughts
in
one
Microsoft
Word
document.
A
meeting
is
held
with
all
employees
of
the
company,
where
the
outcome
of
the
post
mortem
is
reported
and
feedback
is
solicited.
Many
of
the
solutions
determined
in
the
post
mortem
are
incorporated
into
the
studio
policies
and
production
standards
documents,
as
well
as
the
shared
wiki.
IV.
Final
Thoughts
and
Conclusions
The
majority
of
the
records
listed
in
this
paper
are
digital
files,
and
more
importantly,
born
digital
files.
Seeing
as
how
the
video
game
industry
is
dominated
by
digital
technologies,
it
would
make
sense
that
game
developers
embrace
the
world
of
1’s
and
0’s
when
it
comes
to
records
management.
While
there
is
nothing
wrong
with
how
the
game
community
conducts
business,
its
reliance
on
digital
could
be
a
serious
hindrance
to
archives
wishing
to
become
the
custodians
of
game
records.
Many
game
assets
are
created
with
highly
proprietary
software,
which
an
archive
is
most
assuredly
not
going
to
own.
The
game
industry
combats
potential
technological
obsolescence
by
generating
emulators
when
an
old
file
needs
to
be
accessed.
An
archive
can
certainly
take
this
approach
as
well,
but
might
find
itself
having
to
pay
a
lot
of
money
to
find
someone
to
build
a
game
engine
emulator.
This
may
mean
that
video
game
archives
need
to
assess
what
records
best
represent
the
“organizational
and
personal
processes
and
contexts”
that
Anne
Gilliland‐Swetland
referred
to,
and
focus
on
obtaining
and
preserving
just
those.
For
example,
is
it
enough
to
save
just
the
game
design
documents
and
the
final,
consumer
version
of
a
video
game
instead
of
each
milestone
build?
Maybe
not,
but
those
documents
would
seem
to
be
easier
to
preserve
into
the
future
than
.S3D
and
.SWF
files.
Maybe
the
answer
is
creating
PDF
and
22
TIFF
derivatives
of
the
various
assets.
An
archive
is
not
trying
to
re‐build
a
game,
so
is
it
necessary
for
them
to
have
every
texture
file,
or
are
the
TIFF
images
of
those
textures
enough?
Either
way,
archiving
the
video
game
industry
seems
to
call
for
cooperation
between
the
two
communities,
and
a
better
understanding
of
each
other’s
needs.
As
Gilliland‐Swetland
would
say,
“each
community
[should]
learn
the
others’
vocabularies
[…]
and
determine
what
needs
to
be
accommodated
and
where
new
practices
need
to
be
devised”
(2000,
p.
1).
The
video
game
community
can
greatly
benefit
from
the
care
and
custodianship
of
archivists,
who
will
help
ensure
the
history
of
this
important
industry
is
maintained
for
generations
to
come.
V.
Work
Cited
Gilliland‐Swetland,
Anne
J.
(February
2000).
Enduring
Paradigm,
New
Opportunities:
The
Value
of
the
Archival
Perspective
in
the
Digital
Environment.
The
Council
on
Library
and
Information
Resources.
http://www.clir.org
23
APPENDIX
A
–
SNAPSHOT
OF
CASH
FLOW
DOCUMENT
24
APPENDIX
B
–
EXAMPLE
FROM
A
GAME
DESIGN
DOCUMENT
PLAYER
CONTROLS
Move
forward
or
back
Pick
up
item
Fight
Jump
Pause
Menu
Shake
Wii
Remote
or
Nunchuk
for
action
25
APPENDIX
C
–
EXAMPLE
FROM
CHARACTER
ROSTER
BOWSER, KING KOOPA
APPEARS IN
• Level 5
PRIORITY
• High
GAME USAGE
• Enemy for player to fight
ABILITIES AND EQUIPMENT
• Strong
fighter
• Mace
OPEN QUESTIONS
• What color should his shell be?
ANSWERED QUESTIONS
• TODO
RISKS AND MITIGATIONS
• Complicated
animations
o Defined
early
and
we
should
have
time
to
create
this
character
VARIANTS
• Ghost world version (should be created in black and white)
26
APPENDIX
D
–
EXAMPLE
OF
CONCEPT
ART
27
APPENDIX
E
–
REFERENCE
PHOTO
FOR
GAME
ENVIRONMENT
APPENDIX
F
–
PAPER
DESIGN
EXAMPLE
28
APPENDIX
G
–
EXAMPLE
OF
ART
ASSET
AT
DIFFERENT
STAGES
OF
MODELING
AND
TEXTURING
29
APPENDIX
H
–
EXAMPLE
OF
IN‐GAME
SCREEN
SHOTS
OF
A
LEVEL
AND
THE
USER
INTERFACE
30
APPENDIX
I
–
SNAPSHOT
OF
THE
BURN
DOWN
CHART
31