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by Joshua D. Gordon
Gamasutra
January 4, 2000

This article originally appeared in the 1998 Game Developers Conference proceedings.

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Contents

Overview

Blue Sky Meetings

The Design Document

Production

Blue Sky Meetings

For the purpose of this discussion, let' s define "blue sky" meetings as the pre-design meetings, discussions and other "social events" that take place during the formative stages of fame. Opinions of "blue skying" range from critical to crap; I believe the value lies (or dies) in the ability of each member of the team to speak his mind. Unfortunately, I also believe that all too often those who are less outspoken do not get heard, but rather are herded. Artist as a group generally fall into the latter category (the herded). I've participated in endless blue-sky meetings where you can identify each and every member of the art team as they're diligently doodling throughout the discussions. While I'm sure they're really, really good doodles they don't really help the process.

Speak Now or Forever Feel Victimized

So, what does this have to do with the design document? Personally, I rely heavily on these meetings to help formulate the game design and, as importantly, to understand what the team is interested in making. -a great game design is worthless if the team doesn't want to make the specified game. Artists are as responsible for the creative game play content as any other member of the team. If you don't communicate during meetings your thoughts, ideas, characters and environments will not appear in the design. Conversely, if you do speak out you'll likely find many of your thoughts will be present in the document (even though the designer will take credit for 'em). I cannot stress the importance of this point. I like to think of designers as prospectors looking for ideas, some we'll dream up on our own, but a vast number of ideas, characters, situations and settings come from others. It is our job to absorb the input of the entire team and to coordinate and refine the creative vision. So, involve yourself in discussions.

Communicate Via Imagery

Here's a tip for the folks who don't feel all that comfortable trying to be heard through the debates, screams and other vocal exercises "blue sky" meetings often become-communicate your ideas through sketches and reference material. Some of the best ideas I've seen come from artists who appear at a meeting and drop a chunk of drawings on the table with a "how about these ideas" look. Remember the old (and overused) adage- "a picture is worth a thousand words"-give it a try. If you're bored, sketch a character, a scene, an object (anything related to the game as opposed to your personal doodle-glyphics). One final note, the drawings don't need to be high quality, quite the opposite, as long as they communicate your intentions you're "good to go". I'll be speaking more about concept imagery later.

Get Ahead, Think Ahead

A great way to avoid being run over during discussions is to come prepared. Think about the topics for the meeting before you arrive. That way when you're in the middle of your idea and the pizza shows up, you'll have a note or picture to remind you of the point you wanted to make. It also give you the chance to gather your thoughts without some idiot saying "yea, so what! Get on with it!" If you're unsure about exactly which topics will be discussed, ask your team leader before the meeting. Following is a brief list of design items screaming for artistic input:

  • Overall look and feel-The overall style of the game, from gothic to techno, earthy to industrial. What do you think the game should look like?
  • Characters-from the player character(s) through bosses down to the smallest actor. Who are they? How do they appear? What do they do?
  • Levels/Environment-What types of levels would you like to see? How should they look?
  • Menu/Interface screens-They're almost always an after thought yet the player interacts with them constantly. How can you juice them up?

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The Design Document


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