[gameprogrammer] Re: (no subject)
- From: "Kevin Jenkins" <gameprogrammer@xxxxxxxxxx>
- To: <gameprogrammer@xxxxxxxxxxxxx>
- Date: Wed, 30 Jun 2004 18:04:09 -0700
----- Original Message -----
From: "Chris Nystrom" <ccn@xxxxxxxxxxxxxx>
To: <gameprogrammer@xxxxxxxxxxxxx>
Sent: Wednesday, June 30, 2004 3:31 PM
Subject: [gameprogrammer] Re: (no subject)
> On Wed, 30 Jun 2004, Kevin Jenkins wrote:
>
> > As Paul Smith said "Nobody gets hired for ideas." However, people do
get
> > hired for doing work. Write a game design document, have some people
look
> > at it. You should get started by reading existing ones out there.
>
> Interesting. Is there a site that archives game design documents anywhere?
> Or even a site with a colection of links?
Yes, there are quite a few. Search for them.
>
> Just curious.
>
> If not this might be a good addition to the wiki.
>
> It would be interesting to see what they have in common, and what the
> differences are. Also, was there a direct connection between good design
> documents and good games?
It counts very little. Game design is not a static process and the the
devil is in the details.
> Are there good design documents floating around,
> for games that have not been written, yet?
>
> Chris
If your intent is to write a design document to get a job, you should think
of it as an illustration of your skills and work ethic. Don't send a design
document directly to a company - they will send it back to you unopened.
Instead, publish your design document on the web as public domain. Then,
when applying, state your skills and use your design document as an example
of the kind of work you do. It should show off your attention to detail,
creativity, writing skills, drawing skills, and any other positive
attributes you can show off.
You won't get hired to make that game. But you might get hired to
contribute to an existing game.
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