super cool things on the other hand: - a one-pager doc for a feature in a game you made, which you used to help your team get on the same page - a blog post about iterations you went through for some bit of content, again, on a game you made - "whitebox vs. final" screenshots
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like tbh a huge part of being in design is writing docs— that part is real! but often they’re short and used to align your teammates on direction for a specific feature or mechanic. sometimes you’ll rework them many times; sometimes you’ll only touch them once, as proposals.
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some replies have asked what design documentation DOES look like. i think every designer does it a bit differently? here's a fake and extremely dumb one i wrote as an example. i like to start with goals, then go into design, then describe measurable behavior outcomes.pic.twitter.com/EXstaB3Vaq
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I once signed onto a project where I was immediately confronted with a 160 page lore bible. I cannot tell you how far my heart sank in that moment
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Was it still in the original Mead notebook from their 8th grade science class or
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so if i'm not a student anymore, i can still include it right?
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So currently on my resume I have a link to my medium account where I write articles about game design. Would it be better to try link a specific one that I feel is the strongest/most relevant?
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“Whatever shows off your best work the fastest” is generally a good rule of thumb, so i’d say yes
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ask for your money back even if your professor isn't asking for this because even if there is good information to be learned college is waaayy over-priced lol
Thanks. Twitter will use this to make your timeline better. UndoUndo
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