Over at GamaSutra, there’s a great example of a Design Document for a game. As I talk about in my workshops, they freely switch between lookup tables, flow charts, and other ways of representing their thoughts.
It’s nice for them to be willing to share this peek inside commercial game development, and there’re some great ideas about things like different paths for different players (here: simple score, puzzles, and real ‘twitch’ skills). Recommended.
[…] how to use learning in games. Related: a great example from GamaSutra of a game design document. As Clark Quinn observes, “they freely switch between lookup tables, flow charts, and other ways of representing their […]