Video Game Asset Document Sample

Download as pdf or txt
Download as pdf or txt
You are on page 1of 31
At a glance
Powered by AI
The document discusses the various documents and assets created during the video game production process.

Documents discussed in the concept stage include the pitch document, demos, cash flow schedule, high level schedule, developer evaluation document, and contract amendments.

Documents discussed in the preproduction stage include the game design document, additional design documents, story/narrative documents, character roster, art style guide, concept art, reference files, world bible, level design documents, paper designs, gameflow overview, UI flowchart, technical design document, and prototype.




















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


You might also like