houtz
04-06-2009, 12:59 AM
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On a side note, knowing that we wanted to spend this week talking about customization, it seemed like a perfect opportunity to give everyone a look behind the scenes of how we actually make the game. Early on in the product year (i.e. July of 2008), the design team writes many (often hundreds) of design documents to detail out what we want to see the following year’s product. These documents often go through SEVERAL iterations as we meet with the engineering and art teams, but overall this one document is the “blueprint” of what the feature will become in the game. So for your viewing pleasure, instead of me actually blabbering on about the detail behind what we’re going to do with our customization this year, I figured I would just paste in the design document that we wrote for our new settings screens. You’ll even see a rough producer mock that the artists use as a template to create the real screen.
On a side note, knowing that we wanted to spend this week talking about customization, it seemed like a perfect opportunity to give everyone a look behind the scenes of how we actually make the game. Early on in the product year (i.e. July of 2008), the design team writes many (often hundreds) of design documents to detail out what we want to see the following year’s product. These documents often go through SEVERAL iterations as we meet with the engineering and art teams, but overall this one document is the “blueprint” of what the feature will become in the game. So for your viewing pleasure, instead of me actually blabbering on about the detail behind what we’re going to do with our customization this year, I figured I would just paste in the design document that we wrote for our new settings screens. You’ll even see a rough producer mock that the artists use as a template to create the real screen.