252 THE GAME PRODUCTION HANDBOOK, 2/E
15.6 DOCUMENTATION
As pre-production comes to a close, documentation must be completed for all
major elements of the game. This includes art, design, and technical documenta-
tion. If the documentation is not clearly written or doesn’t provide the desired
information to the target audience, people might not read it. If this happens on
your project, it is your responsibility as the producer to work with the documen-
tation writers to create something that is useful for the team. If the team is not
reading the documents because of some other reason—they don’t have time, or
they think they already understand how a feature works—you need to set aside a
time for everyone to meet and read through the documentation together.
Each development team will have a different format for design, art, and
technical documentation. The key is to have a format that is easy to read and
provides clear information about how the game works. There are several books
on game design that discuss how to format design documents in detail. These
same lessons can be carried over to art and technical documents. Game Design
Workshop: Designing, Prototyping, and Playtesting Games by Tracy Fullerton,
Chris Swain, and Steve Hoffman is a good resource to consult about writing ef-
fective documentation.
Consider having different document formats for different audiences. The
documentation needed by the development team must include all the details of
each gameplay feature. The idea is that any member of the development team
can consult the documentation for clear directions on how a feature is supposed
to work in the game. The design documentation is the definitive resource for any
game design questions, so if a feature design changes, update the documentation
to reflect this. Documentation for studio management should focus on the over-
all gameplay mechanics, key features, and how these all fit together to provide
the overall gameplay experience to the player.
art assets into AfterEffects, creates the scene, and then re-exports this back into
the game.
Finally, automate communication of when steps are completed in the pipe-
line. It might seem very simple to remember to tell the person waiting on your
data that you are finished with it and they can start working on it. However, com-
munication will break down because people are not effective at maintaining it.
People get busy and completely forget that someone else is waiting to be told
the asset is ready for them. Therefore, the more ways this communication can be
automated, the more efficient the pipeline is. If an artist checks something into
SourceSafe, an email can automatically be sent to the appropriate person that
states what was completed.