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Tracy Fullerton

"Game Design Workshop, Second Edition: A Playcentric Approach to Creating Innovative Games"


In this chapter, you have learned how to take your original
game concept from the prototype to a full design
document or design wiki. You have created detailed
?¬‚ owcharts and wireframes for every area of your game.
You have worked with your team, if you have one, to
?¬‚ esh out both the technical and creative tasks that will
need to be accomplished to make your game a reality.
Writing and updating your design document is a
monumental and sometimes tedious responsibility.
The design document can be a useful tool or a millstone
around the designer??™s neck. Always remember
that the purpose of your design document is communication
and articulation. A designer huddled in
Designer Perspective??•
Chris Taylor
CEO and Founder, Gas Powered Games
Chris Taylor is a game designer and entrepreneur whose credits
include Hardball II (1989), Test Drive II (1989), 4D Boxing (1991), Total
Annihilation (1997), The Core Contingency (1998), Triple Play Baseball
(2001), Dungeon Siege (2002), Total Annihilation: Dungeon Siege II
(2005), and Supreme Commander (2007).
On ge ing into the game industry:
I started in the business by answering a small classi?¬? ed ad in the newspaper.


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