Friday, May 26, 2017

Design Doc

Week Thirty-six

(or Is There A Doc In The House?)

As I promised in my last post, I spent part of this past week merging external documents into the main document to create a complete design doc. The final version of the AIM< design doc is finished and can be viewed here. A link to the document can be easily accessed from the AIM< homepage as well.

Part of the process involved highlighting all the parts of the design that did not make it into the finalized build. I’ll talk about the specific features cut in a bit more detail over the next couple of posts. Getting the final document put together was a bittersweet experience as I had a chance to review past builds, early concepts, and examine how the design document evolved over the development process.

I realized this week that I haven’t really talked much about my process in creating the design document. As I explained in my very first post, the game design document is like a game’s rule book. I completely understand if this doesn’t elicit excited squeals. The document is important, though, as it ideally functions to keep development on track and serves as a place where the teams agreed upon design is kept. Anyone can look at the doc anytime and get a sense for what each aspect of the game looks like.

“Ideally” is the key word. For the document to work as intended, the team needs to read the sections that pertain to the work they are doing. Leads should probably read the whole thing, at least when major updates are implemented.

For everyone to want to read the document, the formatting needs to be very readable. The document makes for some dry reading already (unless you’re me and like that sort of thing) and can be bogged down by poor structure or formatting. I had to make a lot of changes before I found something that started to work well for the team.

The “Mech Powers” build version of the document was where readability was really improved. I discovered that dispersing main portions of the document into their own separate documents was easier to update. Separate documents can be linked from the main document for easy access to connected areas of the game’s design. Team members had an easier time keeping up-to-date with changes since all they had to do was read the portions they needed by clicking on the links or checking the separate document.

Separating the largest portions of the game doc also allowed me to create more concise sections. I wrote very brief summaries and descriptions for each section. Any details I tried to limit to a handful of bullet points. My intent was for everyone to be able to get a general overview and quickly decide whether they needed to read the more detailed linked document.

Commenting worked far better with separate documents as well. Previously, if too many comments were made, it was a chore to read through each area due to the unwieldy size of the document. Separated, I could focus on individual sections and quickly get in touch with certain team members about specific comments and design decisions.

Some of my research into game documentation lead me to consider wikis and proprietary software. Google docs is free, though, and I think the system that I worked out is viable for future projects.

I didn’t have much time to experiment with the current document before AIM< was finalized. The change-log has not been updated since the “Mech Powers” build and some last-minute design decisions have not been documented. Violent Traversal doesn’t have any plans to re-visit AIM< in the current iteration so my time would be better spent by writing a couple retrospectives.

If you’re interested in some of the ideas Violent Traversal had in store for AIM<, please check out the doc. It contains a wealth of content I’ve not had time to write about here, including a pretty sweet narrative written by Daniel Bodunov and myself.

Have a beautiful weekend! 

Friday, May 19, 2017

Work

Week Thirty-five

(or Work, Work)

I’m still working on finalizing the documentation for the game and should have everything completed in not too long. Some personal matters needed attended to this past week that have been put off over the last month of the semester. Expect to see my retrospective blogging soon.


Until then, download AIM<, give it a spin, and have a great weekend!

Friday, May 12, 2017

Release Day

Week Thirty-four

(or Finally!)

Development on AIM< is now finished! This week I wrapped up some loose ends with and (just today actually) got the finalized version uploaded to itch.io for everyone to download. Check out the game here!

I still have a little work to do making sure the game design documentation is updated to show what was finished and what features were shelved. That work should be completed within a week or so. I may have another blog post or two to write as I get the documentation done.

Enjoy the game and have an awesome weekend!

Friday, May 5, 2017

Graphic Design & PR

Week Thirty-three

(or We are here, we are here, we are here!)

[UPDATED 6/2/17] The AIM< process book is now online! You can access it here or on the website.

[UPDATED 5/5/17] I learned an important lesson in blog writing. I had been copying the format from post to post just using copy and paste to unify all the posts. Well, I accidentally copied over this post. Blogger doesn’t have a “revert” function so the post was lost. From now on, I’ll be writing the posts in Word or Google Docs and pasting in the text so I don’t have to re-write posts. Lesson learned. I’ll try to re-write this the best I can.

Last weekend and this week have been all about making promo materials, making a website, and creating a process book.

The process book took a while to make.  I prioritize organization while I work and had been gathering materials throughout the development process. However, I still had to look through everything and decide how to best present the body of work. I also wrote several paragraphs to accompany the artifacts of development, except for the coding section. Marcus Tolbert wrote several paragraphs explaining the features and challenges from a coding perspective.

Once I gathered everything, I assembled the document in InDesign using a template from a 3D Game Art and Engines class I was taking this semester. I’ve not figured out how to embed PDFs online in a satisfactory manner, but once I do, the book will be available on the AIM< website.

Speaking of the website, once I had completed the process book, I was able to focus on building a web presence for our game. The process was a bit easier than the book as I could use all the files already gathered together to construct the site. Look at the site here!

Last, I created the PR materials: a poster, business card, table card, and a sell sheet. The poster design I made for SGX.16 was successful so I updated it with the new mech model for SGX.17. I used elements from the poster and some screenshots to create the rest of the PR materials.

SGX.17 is only 6 days away! Violent Traversal will be there debuting AIM<. Hope to see you there! Have a beautiful spring weekend!

AIM< Orthos by Aram Wahler. Featuring work by Violent Traversal.












Poster by Aram Wahler



Sell Sheet by Aram Wahler







Business Card by Aram Wahler





Table Card by Aram Wahler

Tuesday, May 2, 2017

SGX.17

I'm breaking my typical weekly blog posting routine as a reminder that AIM< debuts this week at SGX.17!

Check out the gameplay trailer and new website!