WEBVTT 1 00:00:06.213 --> 00:00:09.975 Game Basics SNG System Design and Reverse Design Documentation 2 00:00:28.049 --> 00:00:29.623 Hello 3 00:00:29.623 --> 00:00:33.488 I am Park Hyung-seon, and I will talk about SNG game system design 4 00:00:33.488 --> 00:00:36.067 I will explain SNG system design and how to write 5 00:00:36.067 --> 00:00:37.032 reverse design documents 6 00:00:38.428 --> 00:00:40.036 How to Write a System Design Document 7 00:00:40.036 --> 00:00:42.368 And the concept 8 00:00:42.368 --> 00:00:43.527 and tips for writing reverse design documents 9 00:00:44.294 --> 00:00:47.859 System Design Documentation 10 00:00:48.473 --> 00:00:50.790 The game development process includes 11 00:00:50.790 --> 00:00:54.699 planning, art resource creation, programming, and testing 12 00:00:54.699 --> 00:00:56.589 Each stage involves different roles 13 00:00:56.589 --> 00:00:59.431 depending on the job category 14 00:01:00.589 --> 00:01:02.396 The planning team writes design documents 15 00:01:02.396 --> 00:01:05.568 and passes them to the artists to create resources 16 00:01:05.568 --> 00:01:07.768 The programmers then handle the coding 17 00:01:07.768 --> 00:01:10.029 producing results for testing 18 00:01:10.029 --> 00:01:12.780 The planning team also collaborates on QA testing 19 00:01:12.780 --> 00:01:14.204 to fix bugs 20 00:01:15.719 --> 00:01:17.557 The job categories in game development include 21 00:01:17.557 --> 00:01:20.088 programmers, game designers, and art designers 22 00:01:20.088 --> 00:01:23.059 These are the three main categories 23 00:01:23.059 --> 00:01:26.238 Programmers are divided into client, server, and DBA roles 24 00:01:26.238 --> 00:01:30.288 Game designers focus on system design, content design, combat design 25 00:01:30.288 --> 00:01:34.498 level design, scenario design, and balance design 26 00:01:34.498 --> 00:01:37.891 Art designers handle concept art, animation, backgrounds, 27 00:01:37.891 --> 00:01:42.039 3D modeling, effects, UI, UX, and more 28 00:01:42.039 --> 00:01:44.029 Within a project, the planning tasks 29 00:01:44.029 --> 00:01:46.089 are not limited to a single type 30 00:01:46.089 --> 00:01:48.061 They can be subdivided into various fields 31 00:01:48.061 --> 00:01:49.716 and the same applies to programmers 32 00:01:49.716 --> 00:01:52.538 and art designers 33 00:01:52.538 --> 00:01:56.029 The role of a game designer is to determine what to create 34 00:01:56.029 --> 00:01:59.887 before the game development begins 35 00:01:59.887 --> 00:02:03.370 They define the game system, content, balance, and storyline, 36 00:02:03.370 --> 00:02:05.617 among other elements 37 00:02:05.617 --> 00:02:08.256 Although there are many tasks, 38 00:02:08.256 --> 00:02:12.658 the ultimate goal is to clarify ambiguities 39 00:02:12.658 --> 00:02:15.646 The most important part of game development is 40 00:02:15.646 --> 00:02:18.318 providing enjoyment to the player 41 00:02:18.318 --> 00:02:20.999 This is called the "core fun" 42 00:02:20.999 --> 00:02:24.538 Running the game, entering the UI, 43 00:02:24.538 --> 00:02:27.584 and actively playing the game is referred to as 44 00:02:27.584 --> 00:02:29.939 gameplay 45 00:02:29.939 --> 00:02:32.536 The enjoyment experienced during gameplay 46 00:02:32.536 --> 00:02:34.569 is the core fun 47 00:02:34.569 --> 00:02:38.008 Many new games are created by benchmarking 48 00:02:38.008 --> 00:02:40.331 already successful games in the market 49 00:02:40.331 --> 00:02:42.078 to gather foundational data 50 00:02:42.078 --> 00:02:45.359 for new game development 51 00:02:45.359 --> 00:02:49.106 In the benchmarking process, analyzing the core fun 52 00:02:49.106 --> 00:02:54.427 is the most fundamental and essential analytical factor 53 00:02:54.427 --> 00:02:57.423 Let me explain core gameplay 54 00:02:58.898 --> 00:03:01.878 FPS, or First Person Shooting 55 00:03:01.878 --> 00:03:05.038 is a first-person perspective shooting game 56 00:03:05.038 --> 00:03:08.506 The core fun of FPS lies in shooting a gun (shoot) 57 00:03:08.506 --> 00:03:11.452 and killing an opponent (kill) 58 00:03:11.452 --> 00:03:13.838 It’s the fun of shooting and killing 59 00:03:13.838 --> 00:03:17.338 So, when thinking about how to define this core fun 60 00:03:17.338 --> 00:03:20.969 define this core fun 61 00:03:20.969 --> 00:03:25.734 it is important to first define the fun on a broad level 62 00:03:25.734 --> 00:03:29.518 and then break it down into smaller components 63 00:03:29.518 --> 00:03:32.540 For example, in FPS games, the fun of “shoot & kill” 64 00:03:32.540 --> 00:03:36.118 shooting a gun and killing the opponent 65 00:03:36.118 --> 00:03:40.560 can be broken down into pre-fire actions, suppressive actions, and firing 66 00:03:40.560 --> 00:03:43.694 You can further divide it this way 67 00:03:43.694 --> 00:03:45.658 and define it like this 68 00:03:45.658 --> 00:03:48.890 The fun of killing the opponent 69 00:03:48.890 --> 00:03:52.769 can be broken down into effects that occur when the opponent dies 70 00:03:52.769 --> 00:03:54.741 Thus, the actions in the shooting process 71 00:03:54.741 --> 00:03:57.614 and the outcomes when a kill occurs must be engaging 72 00:03:57.614 --> 00:03:59.258 for the game to be fun 73 00:03:59.258 --> 00:04:01.788 And if players achieve a high kill count 74 00:04:01.788 --> 00:04:03.603 they win the game 75 00:04:03.603 --> 00:04:05.538 For an FPS game to be enjoyable 76 00:04:05.538 --> 00:04:08.529 the shoot & kill mechanics must be fun 77 00:04:08.529 --> 00:04:10.663 When interpreting the concept of fun 78 00:04:10.663 --> 00:04:11.905 in that particular game genre, 79 00:04:11.905 --> 00:04:15.728 you need to define the actions players engage in most frequently 80 00:04:15.728 --> 00:04:18.560 then list and classify the factors 81 00:04:18.560 --> 00:04:21.978 that influence those actions 82 00:04:21.978 --> 00:04:24.082 This helps you map out the overall structure 83 00:04:24.082 --> 00:04:27.118 of the core fun 84 00:04:27.118 --> 00:04:31.589 Detailed components of FPS core fun 85 00:04:31.589 --> 00:04:34.551 The shooting process actions mentioned earlier 86 00:04:34.551 --> 00:04:36.994 and the effects upon a kill 87 00:04:36.994 --> 00:04:40.148 Breaking down pre-fire actions further 88 00:04:40.148 --> 00:04:42.279 we have predicting the opponent's actions, positioning, 89 00:04:42.279 --> 00:04:44.569 and securing visibility 90 00:04:44.569 --> 00:04:47.594 Suppressive actions can be divided into using secondary weapons 91 00:04:47.594 --> 00:04:49.080 Firing can be divided into 92 00:04:49.080 --> 00:04:51.809 shooting range and aiming position 93 00:04:51.809 --> 00:04:53.653 Effects upon death include 94 00:04:53.653 --> 00:04:56.489 blood splatter and screams 95 00:04:56.489 --> 00:04:58.752 Let’s analyze the core fun 96 00:05:00.178 --> 00:05:05.049 The fun of shooting and killing is the core fun of FPS games 97 00:05:05.049 --> 00:05:07.802 To maximize this fun, 98 00:05:07.802 --> 00:05:11.259 you analyze which components are arranged how 99 00:05:11.259 --> 00:05:13.208 and how they interact 100 00:05:13.208 --> 00:05:15.970 This is the approach for conducting the analysis 101 00:05:17.020 --> 00:05:20.453 Initially, express the core fun elements in simple 102 00:05:20.453 --> 00:05:22.669 broad concepts 103 00:05:22.669 --> 00:05:25.644 Then, practice breaking down each fun element, 104 00:05:25.644 --> 00:05:29.876 summarized as broad concepts, into smaller components 105 00:05:29.876 --> 00:05:33.629 Let’s look at a second example of core gameplay 106 00:05:33.629 --> 00:05:37.404 This is an example illustrating the components of a 1v1 fighting action game 107 00:05:37.404 --> 00:05:40.359 represented in a sample diagram 108 00:05:40.359 --> 00:05:45.657 For instance, you can categorize into three major factors 109 00:05:45.657 --> 00:05:49.480 the opponent's attack, my defense, and my attack 110 00:05:49.480 --> 00:05:52.129 These are the primary categories 111 00:05:52.129 --> 00:05:54.980 What kinds of opponent attacks could there be? 112 00:05:54.980 --> 00:06:00.089 Left attack, right attack, top-to-bottom, bottom-to-top 113 00:06:00.089 --> 00:06:03.179 jump attack left, jump attack right, dash attack 114 00:06:03.179 --> 00:06:05.540 These can be categorized accordingly 115 00:06:05.540 --> 00:06:10.404 My defense can include dodging left, dodging right, blocking, 116 00:06:10.404 --> 00:06:14.128 magic defense, countering attacks, and left/right positioning 117 00:06:14.128 --> 00:06:16.959 They can be divided in this way 118 00:06:16.959 --> 00:06:23.362 My attack can be subdivided into strikes, heavy attacks, scratches, misses 119 00:06:23.362 --> 00:06:28.609 blocks, combos, and finishing bonuses 120 00:06:28.609 --> 00:06:32.208 Various components contribute to the core fun 121 00:06:32.208 --> 00:06:34.794 and the offensive actions I can perform 122 00:06:34.794 --> 00:06:37.664 can be further broken down into upper body attacks, lower body attacks, 123 00:06:37.664 --> 00:06:40.045 and the cost of executing these actions 124 00:06:40.045 --> 00:06:42.777 These can be detailed and categorized this way 125 00:06:42.777 --> 00:06:45.664 Cost refers to aspects like the duration 126 00:06:45.664 --> 00:06:47.868 of preparation motions being long or short 127 00:06:47.868 --> 00:06:50.171 The defensive aspects can also be 128 00:06:50.171 --> 00:06:54.403 categorized into upper blocking, lower blocking, and crouched blocking 129 00:06:54.403 --> 00:06:59.138 Each can be segmented and analyzed 130 00:06:59.138 --> 00:07:02.038 To understand the game's system and structure 131 00:07:02.038 --> 00:07:05.009 you need to play the game extensively 132 00:07:05.009 --> 00:07:06.801 Whether it’s a mobile game, PC game, 133 00:07:06.801 --> 00:07:09.069 console game, or web game, 134 00:07:09.069 --> 00:07:11.594 the game you wish to analyze 135 00:07:11.594 --> 00:07:15.219 must be installed and played thoroughly 136 00:07:15.219 --> 00:07:19.799 If you were to set a standard for how much to play 137 00:07:19.799 --> 00:07:22.297 for mobile games at least, 138 00:07:22.297 --> 00:07:24.478 spending about 4 weeks 139 00:07:24.478 --> 00:07:26.379 with approximately 3 hours per day 140 00:07:26.379 --> 00:07:30.629 should suffice to understand the game to some extent 141 00:07:30.629 --> 00:07:33.453 However, when playing, 142 00:07:33.453 --> 00:07:37.238 play naturally as a regular user would 143 00:07:37.238 --> 00:07:39.646 but focus on understanding how each system operates 144 00:07:39.646 --> 00:07:41.506 To do so, 145 00:07:41.506 --> 00:07:44.190 take numerous gameplay screenshots 146 00:07:44.190 --> 00:07:46.278 and organize them into diagrams 147 00:07:46.278 --> 00:07:52.178 to map out the connection structure of each screen 148 00:07:52.178 --> 00:07:56.421 Here’s an example diagram for mapping the main game content 149 00:07:56.421 --> 00:07:59.438 and the flow of resource acquisition and consumption 150 00:07:59.438 --> 00:08:04.519 This example is based on a fictional MORPG game 151 00:08:04.519 --> 00:08:07.113 In the context of an MORPG game 152 00:08:07.113 --> 00:08:10.624 you can categorize content into combat, character progression, raid content 153 00:08:10.624 --> 00:08:14.499 guild features, real-time co-op, and PVP 154 00:08:14.499 --> 00:08:18.708 These can be divided into major categories 155 00:08:18.708 --> 00:08:22.611 For instance, in combat, story mode 156 00:08:22.611 --> 00:08:25.337 progresses through stages 1, 2, 3, and so on, 157 00:08:25.337 --> 00:08:27.894 with players clearing dozens or hundreds of stages 158 00:08:27.894 --> 00:08:29.338 Each stage may include 159 00:08:29.338 --> 00:08:31.819 multiple waves 160 00:08:31.819 --> 00:08:34.908 As players clear these story modes 161 00:08:34.908 --> 00:08:40.359 they acquire items like rubies, gold, weapons, EXP, mana potions, and upgrade stones 162 00:08:40.359 --> 00:08:44.108 Like this, various items and experience points can be obtained 163 00:08:44.108 --> 00:08:46.602 Then, map out where these acquired resources 164 00:08:46.602 --> 00:08:49.859 are consumed within the game 165 00:08:49.859 --> 00:08:53.334 For example, mana potions are used to restore mana 166 00:08:53.334 --> 00:08:57.929 skills are upgraded, stats are enhanced, 167 00:08:57.929 --> 00:09:01.533 and upgrade stones are used to enhance equipment 168 00:09:01.533 --> 00:09:06.148 And the experience points were allocated for overall level-ups 169 00:09:06.148 --> 00:09:07.945 The resources obtained in this way were used for 170 00:09:07.945 --> 00:09:12.852 character growth, synthesis, evolution, limit breaks, and awakening 171 00:09:12.852 --> 00:09:14.378 Additional raid content includes 172 00:09:14.378 --> 00:09:17.238 boss raids, special stages, and ranking battles 173 00:09:17.238 --> 00:09:21.082 Guild content includes guilds, guild points, and guild wars 174 00:09:21.082 --> 00:09:25.263 Real-time co-op and PVP include real-time co-op missions, time attack missions 175 00:09:25.263 --> 00:09:28.046 and real-time duels as part of the content 176 00:09:28.046 --> 00:09:31.195 By creating an overall structure diagram like this, 177 00:09:31.195 --> 00:09:33.468 you can analyze resource acquisition and consumption 178 00:09:33.468 --> 00:09:36.348 and examine the economic structure 179 00:09:36.348 --> 00:09:39.397 Next, let’s look at a structure diagram 180 00:09:39.397 --> 00:09:42.353 that connects each UI menu in a 1v1 fighting action game 181 00:09:42.353 --> 00:09:44.449 as an example 182 00:09:44.449 --> 00:09:48.237 When you enter the menu, you have the intro, tutorial battle screen 183 00:09:48.237 --> 00:09:51.105 intro video, and lobby start screen 184 00:09:51.105 --> 00:09:55.550 You can navigate through the map, battle, map, and battle screens 185 00:09:55.550 --> 00:09:56.970 in this order 186 00:09:56.970 --> 00:09:59.483 allowing you to encounter and battle bosses 187 00:09:59.483 --> 00:10:02.013 In the menu, you can also view rankings, achievements, characters, and more 188 00:10:02.013 --> 00:10:04.648 Various UI menus are available 189 00:10:04.648 --> 00:10:06.335 Now, let’s look at an example of a 190 00:10:06.335 --> 00:10:09.380 complete structure diagram of the game system 191 00:10:09.380 --> 00:10:12.129 A specific system in the game is represented in the UI 192 00:10:12.129 --> 00:10:14.608 allowing users to interact, take actions 193 00:10:14.608 --> 00:10:17.689 and observe the states and outcomes that result 194 00:10:17.689 --> 00:10:20.959 These are represented as states and drawn into a structure diagram 195 00:10:20.959 --> 00:10:22.926 A key point to note here is that 196 00:10:22.926 --> 00:10:26.349 instead of branching based on user decisions 197 00:10:26.349 --> 00:10:28.744 like yes or no 198 00:10:28.744 --> 00:10:32.316 the flow should follow the natural progression 199 00:10:32.316 --> 00:10:34.308 of gameplay and be illustrated accordingly 200 00:10:34.308 --> 00:10:37.268 In the game system, you can define the quest types, 201 00:10:37.268 --> 00:10:40.945 opening conditions, quest completion requirements, and reward types 202 00:10:40.945 --> 00:10:44.168 Here’s an example table showing the values of these rewards 203 00:10:44.168 --> 00:10:46.921 This can later serve as a data table 204 00:10:46.921 --> 00:10:49.779 For example, if you’re creating a quest 205 00:10:49.779 --> 00:10:54.564 you would define the quest number, category, title, and opening conditions 206 00:10:54.564 --> 00:10:57.176 along with the values for those conditions and description text 207 00:10:57.176 --> 00:10:58.378 These can all be created 208 00:10:58.378 --> 00:11:01.622 The reason for having a quest number is 209 00:11:01.622 --> 00:11:03.412 so that the client and server 210 00:11:03.412 --> 00:11:05.017 can recognize the unique value of the quest 211 00:11:05.017 --> 00:11:07.688 This ensures proper identification 212 00:11:07.688 --> 00:11:11.082 For example, if the quest number is 1001, the category might be combat 213 00:11:11.082 --> 00:11:12.933 If the quest requires clearing 214 00:11:12.933 --> 00:11:15.092 all stages in Episode 1, 215 00:11:15.092 --> 00:11:17.420 the description text would state: "Clear all stages 216 00:11:17.420 --> 00:11:19.448 in Episode 1" 217 00:11:19.448 --> 00:11:22.300 In this case, the quest type could be "Clear all stages 218 00:11:22.300 --> 00:11:24.614 in Episode N" 219 00:11:24.614 --> 00:11:27.144 If N is replaced with other values 220 00:11:27.144 --> 00:11:28.889 such as 1, 2, 3, 4, or 5, 221 00:11:28.889 --> 00:11:31.788 various quests can be created 222 00:11:31.788 --> 00:11:34.443 Additionally, there is an achievement metric, 223 00:11:34.443 --> 00:11:37.401 a reward type, and a reward quantity 224 00:11:37.401 --> 00:11:39.325 For instance, reward types could include 225 00:11:39.325 --> 00:11:41.398 crystals, friendship points 226 00:11:41.398 --> 00:11:44.178 or 2 to 4-star weapon tickets 227 00:11:44.178 --> 00:11:47.087 The reward quantity specifies 228 00:11:47.087 --> 00:11:49.813 how many of each type you can earn 229 00:11:49.813 --> 00:11:53.565 For example, if the quest is to clear stage N times 230 00:11:53.565 --> 00:11:55.869 and the achievement metric is 30, 231 00:11:55.869 --> 00:11:59.691 you must clear the stage 30 times 232 00:11:59.691 --> 00:12:01.999 to earn two 2 to 4-star 233 00:12:01.999 --> 00:12:04.069 weapon tickets 234 00:12:04.069 --> 00:12:07.991 Create a table for dialogue used in the game 235 00:12:07.991 --> 00:12:09.994 to track which characters appear, 236 00:12:09.994 --> 00:12:12.056 what dialogue they deliver, 237 00:12:12.056 --> 00:12:14.949 where the character appears when speaking, 238 00:12:14.949 --> 00:12:16.658 when they appear, 239 00:12:16.658 --> 00:12:18.392 whether the dialogue is part of a quest 240 00:12:18.392 --> 00:12:20.602 or used in another scenario 241 00:12:20.602 --> 00:12:22.919 This is an example of such a table 242 00:12:22.919 --> 00:12:24.930 For example, if the dialogue includes 243 00:12:24.930 --> 00:12:28.822 both a speaker and a listener 244 00:12:28.822 --> 00:12:30.655 various text scripts 245 00:12:30.655 --> 00:12:33.228 can be organized and displayed in a table 246 00:12:33.228 --> 00:12:35.084 Additionally, there are portraits 247 00:12:35.084 --> 00:12:37.674 and in games, 2D portraits are 248 00:12:37.674 --> 00:12:39.984 referred to as "portraits" 249 00:12:39.984 --> 00:12:43.401 Whether these portraits appear on the left or right 250 00:12:43.401 --> 00:12:46.389 should be organized in a table 251 00:12:46.389 --> 00:12:48.230 along with the corresponding dialogue 252 00:12:48.230 --> 00:12:50.518 The background can also be changed accordingly 253 00:12:50.518 --> 00:12:53.487 Additionally, if a quest number is entered here 254 00:12:53.487 --> 00:12:56.449 the dialogue will be linked to the quest 255 00:12:56.449 --> 00:12:59.803 After taking screenshots of all the game UI 256 00:12:59.803 --> 00:13:03.240 you can use tools like PowerPoint shapes, Photoshop, Figma, or Illustrator 257 00:13:03.240 --> 00:13:05.264 to create example game UIs 258 00:13:05.264 --> 00:13:08.178 This allows you to create sample UI 259 00:13:08.178 --> 00:13:09.612 For beginners, 260 00:13:09.612 --> 00:13:11.971 taking screenshots and directly drafting the plan 261 00:13:11.971 --> 00:13:14.579 is a quicker approach initially 262 00:13:14.579 --> 00:13:16.658 Once you gain some skill, 263 00:13:16.658 --> 00:13:19.003 you can use PowerPoint shapes 264 00:13:19.003 --> 00:13:21.664 to recreate UI examples 265 00:13:21.664 --> 00:13:24.629 If certain shapes are challenging, 266 00:13:24.629 --> 00:13:28.228 using PowerPoint's point editing feature 267 00:13:28.228 --> 00:13:31.759 can help you create more flexible shapes 268 00:13:31.759 --> 00:13:34.076 When using colors, 269 00:13:34.076 --> 00:13:36.262 try not to use more than three colors 270 00:13:36.262 --> 00:13:39.992 Colors like white, gray, dark gray, and light gray 271 00:13:39.992 --> 00:13:43.817 It is better to stick to neutral tones like these 272 00:13:43.817 --> 00:13:46.569 Next is numerical analysis and data collection 273 00:13:46.569 --> 00:13:49.750 There are two ways to analyze data 274 00:13:49.750 --> 00:13:52.622 The first is by actually playing the game 275 00:13:52.622 --> 00:13:55.402 and recording all the stats in Excel 276 00:13:55.402 --> 00:13:57.504 For example, if you want to know 277 00:13:57.504 --> 00:14:00.297 a character’s stats, 278 00:14:00.297 --> 00:14:02.650 you can note the attack power, HP, and defense stats 279 00:14:02.650 --> 00:14:06.061 displayed in the game UI whenever the character levels up 280 00:14:06.061 --> 00:14:07.768 Simply write them down 281 00:14:07.768 --> 00:14:11.360 If this process takes too long 282 00:14:11.360 --> 00:14:13.044 for popular games 283 00:14:13.044 --> 00:14:14.987 especially those from abroad 284 00:14:14.987 --> 00:14:17.529 like in North America or Europe 285 00:14:17.529 --> 00:14:19.867 you can search for them on Google for their wiki pages 286 00:14:19.867 --> 00:14:21.787 and you will be able to find a lot of data there 287 00:14:21.787 --> 00:14:24.253 For instance, search for the wiki page of a specific game 288 00:14:24.253 --> 00:14:25.829 in English, 289 00:14:25.829 --> 00:14:27.090 and you can find raw data 290 00:14:27.090 --> 00:14:29.265 uploaded by users 291 00:14:29.265 --> 00:14:31.292 Then reorganize it into a data table format 292 00:14:31.292 --> 00:14:34.649 and use it for reverse engineering 293 00:14:34.649 --> 00:14:38.492 For example, on a game’s wiki page, 294 00:14:38.492 --> 00:14:41.743 you might find stats for 295 00:14:41.743 --> 00:14:43.189 a single RPG character 296 00:14:43.189 --> 00:14:46.884 However, you can’t directly apply them to the game 297 00:14:46.884 --> 00:14:48.671 A game’s data table 298 00:14:48.671 --> 00:14:51.857 doesn’t just have data for a single character 299 00:14:51.857 --> 00:14:55.214 It includes data for 50, 100, or even 200 characters, 300 00:14:55.214 --> 00:14:57.525 all organized 301 00:14:57.525 --> 00:15:00.109 into one table 302 00:15:00.109 --> 00:15:03.336 Therefore, take the data for a single character from the left side 303 00:15:03.336 --> 00:15:07.308 and structure it on the right with details like character name, ID, 304 00:15:07.308 --> 00:15:10.995 rank, attributes, level, attack power, and HP 305 00:15:10.995 --> 00:15:13.989 This is how you should organize the data 306 00:15:13.989 --> 00:15:17.953 It’s fine if the table grows vertically, 307 00:15:17.953 --> 00:15:19.650 but avoid letting it expand too much horizontally 308 00:15:19.650 --> 00:15:21.556 Adding too many attributes 309 00:15:21.556 --> 00:15:22.838 should be avoided 310 00:15:22.838 --> 00:15:26.554 Attributes are referred to as columns in the data table 311 00:15:26.554 --> 00:15:28.350 In numerical analysis and data collection, 312 00:15:28.350 --> 00:15:31.499 here’s an example of data table columns 313 00:15:31.499 --> 00:15:36.158 For instance, in a battle SNG composite table 314 00:15:36.158 --> 00:15:38.300 you might see the following data 315 00:15:38.300 --> 00:15:41.014 Barbarians and Archers are listed by level 316 00:15:41.014 --> 00:15:42.798 with corresponding stats 317 00:15:42.798 --> 00:15:45.630 For example, the same Barbarian with ID 1001 318 00:15:45.630 --> 00:15:47.399 has multiple levels, 319 00:15:47.399 --> 00:15:51.079 and their attack power and HP increase with each level 320 00:15:51.079 --> 00:15:53.266 Additionally, there are stats like 321 00:15:53.266 --> 00:15:55.849 vision range and attack distance, and so on 322 00:15:55.849 --> 00:15:58.241 First, organize these into a table 323 00:15:58.241 --> 00:15:59.928 and then incorporate them into the game design document 324 00:15:59.928 --> 00:16:03.139 You need to create the character system based on this 325 00:16:03.139 --> 00:16:05.553 Character progression aspects 326 00:16:05.553 --> 00:16:08.979 can also be structured into a table 327 00:16:08.979 --> 00:16:11.040 Here is an example of a data table 328 00:16:11.040 --> 00:16:14.794 As mentioned earlier 329 00:16:14.794 --> 00:16:16.906 some tables only contain numbers 330 00:16:16.906 --> 00:16:19.087 but you need to define 331 00:16:19.087 --> 00:16:21.519 what those attributes mean 332 00:16:21.519 --> 00:16:25.185 For example, ID, unit level, HP 333 00:16:25.185 --> 00:16:27.951 you must specify what these represent 334 00:16:27.951 --> 00:16:31.150 in Korean, English, and with a description 335 00:16:31.150 --> 00:16:34.118 and include all three in your design document 336 00:16:34.118 --> 00:16:38.353 This is because what’s delivered to the programmer 337 00:16:38.353 --> 00:16:40.012 is the English column content 338 00:16:40.012 --> 00:16:43.599 It will be used as variable names in the code 339 00:16:43.599 --> 00:16:47.273 However, since designers might not understand it 340 00:16:47.273 --> 00:16:49.859 or when a new hire joins later 341 00:16:49.859 --> 00:16:51.859 handover could become difficult 342 00:16:51.859 --> 00:16:54.174 Therefore, you need the Korean labels, descriptions 343 00:16:54.174 --> 00:16:57.053 and details about the data values in the table 344 00:16:57.053 --> 00:16:59.649 to be well-organized 345 00:16:59.649 --> 00:17:03.427 If you’re analyzing level design 346 00:17:03.427 --> 00:17:06.831 you can organize information like which monsters appear 347 00:17:06.831 --> 00:17:09.108 on which stages and in what patterns 348 00:17:09.108 --> 00:17:11.009 This can be structured systematically 349 00:17:11.009 --> 00:17:14.598 Level design refers to elements like monster placements 350 00:17:14.598 --> 00:17:16.566 or other environmental arrangements 351 00:17:16.566 --> 00:17:20.089 and these can be recorded in Excel like this 352 00:17:20.089 --> 00:17:23.530 If you’re designing a puzzle game 353 00:17:23.530 --> 00:17:25.350 you need to understand the concept of fixed blocks 354 00:17:25.350 --> 00:17:27.308 versus random blocks 355 00:17:27.308 --> 00:17:29.032 For instance, puzzle games adjust difficulty by 356 00:17:29.032 --> 00:17:31.371 controlling the ratio of fixed to random blocks 357 00:17:31.371 --> 00:17:34.292 If 70% of the blocks are fixed 358 00:17:34.292 --> 00:17:37.639 and 30% are random 359 00:17:37.639 --> 00:17:38.995 this relatively high ratio of random blocks 360 00:17:38.995 --> 00:17:41.540 with it being 30% 361 00:17:41.540 --> 00:17:43.729 Players might find it easier 362 00:17:43.729 --> 00:17:45.819 to clear levels 363 00:17:45.819 --> 00:17:50.205 If they’re lucky with the random blocks 364 00:17:50.205 --> 00:17:51.994 they can clear levels 365 00:17:51.994 --> 00:17:53.699 without using items 366 00:17:53.699 --> 00:17:55.081 However, if you want to make 367 00:17:55.081 --> 00:17:56.764 the game harder 368 00:17:56.764 --> 00:18:00.230 you could increase the fixed block ratio to 80% 369 00:18:00.230 --> 00:18:02.928 and decrease the random block ratio to 20% 370 00:18:02.928 --> 00:18:05.651 Adjusting randomness this way 371 00:18:05.651 --> 00:18:09.119 makes the game more challenging 372 00:18:09.119 --> 00:18:12.722 Now, let’s talk about reward and economy system analysis 373 00:18:12.722 --> 00:18:14.932 To analyze reward items 374 00:18:14.932 --> 00:18:17.169 and gacha items 375 00:18:17.169 --> 00:18:19.158 record the in-game currency rewards you receive 376 00:18:19.158 --> 00:18:20.929 such as those from quests 377 00:18:20.929 --> 00:18:22.731 stage clear bonuses 378 00:18:22.731 --> 00:18:23.930 and login rewards 379 00:18:23.930 --> 00:18:27.218 Track all sources of cash currency 380 00:18:27.218 --> 00:18:29.265 As you progress in the game 381 00:18:29.265 --> 00:18:30.678 record and organize where and how much 382 00:18:30.678 --> 00:18:32.708 game money and cash currency you earn overall 383 00:18:32.708 --> 00:18:34.868 based on playtime 384 00:18:35.542 --> 00:18:39.037 System Reverse Design Document 385 00:18:39.542 --> 00:18:41.720 Let me explain what a reverse design document is 386 00:18:41.720 --> 00:18:44.705 A reverse design document involves taking a launched, 387 00:18:44.705 --> 00:18:46.487 commercial game as a sample 388 00:18:46.487 --> 00:18:49.419 and creating a design document as if you were developing 389 00:18:49.419 --> 00:18:50.809 a new game or an update for it 390 00:18:50.809 --> 00:18:52.788 The purpose is to showcase your ability to plan 391 00:18:52.788 --> 00:18:55.144 new games or updates 392 00:18:55.144 --> 00:18:56.630 That is the goal 393 00:18:56.630 --> 00:18:59.898 For example, if you're creating a reverse design document for Anipang, 394 00:18:59.898 --> 00:19:02.759 imagine the game doesn't exist yet 395 00:19:02.759 --> 00:19:04.788 Think about how you would write a design document 396 00:19:04.788 --> 00:19:07.195 if you were developing Anipang for the first time 397 00:19:07.195 --> 00:19:08.970 From the perspective of an Anipang planner 398 00:19:08.970 --> 00:19:10.765 you would create a design document 399 00:19:10.765 --> 00:19:14.215 that could lead to its development 400 00:19:14.215 --> 00:19:16.423 So, how do you write a reverse design document? 401 00:19:16.423 --> 00:19:18.939 Many aspiring designers write reverse design documents 402 00:19:18.939 --> 00:19:21.324 by copying others’ reverse design documents 403 00:19:21.324 --> 00:19:23.967 This leads to some issues 404 00:19:23.967 --> 00:19:25.629 A poorly written reverse design document 405 00:19:25.629 --> 00:19:28.314 essentially carrying over bad practices 406 00:19:28.314 --> 00:19:31.019 For instance, writing details like class names or variable names 407 00:19:31.019 --> 00:19:32.819 that programmers should handle 408 00:19:32.819 --> 00:19:35.333 with excessive effort 409 00:19:35.333 --> 00:19:39.033 Or creating a document filled with flowcharts and text 410 00:19:39.033 --> 00:19:40.793 that focuses solely on intent 411 00:19:40.793 --> 00:19:42.387 while neglecting 412 00:19:42.387 --> 00:19:45.413 development functionalities, etc 413 00:19:45.413 --> 00:19:47.355 Realistically, this is a limitation created because you don't get access 414 00:19:47.355 --> 00:19:50.254 to professional design documents 415 00:19:50.254 --> 00:19:53.393 Professional design documents are company secrets and kept private 416 00:19:53.393 --> 00:19:55.880 Common Mistakes in Writing Reverse Design Documents 417 00:19:55.880 --> 00:19:58.145 Here are nine common mistakes 418 00:19:58.145 --> 00:20:00.272 First, choosing a topic that’s too broad 419 00:20:00.272 --> 00:20:03.710 People try to write reverse design documents for the entire game 420 00:20:03.710 --> 00:20:06.502 For example, if you write "Combat System" 421 00:20:06.502 --> 00:20:07.918 it is prone to failure 422 00:20:07.918 --> 00:20:10.402 The combat system is highly detailed 423 00:20:10.402 --> 00:20:13.052 but without knowing that, they label it as just "Combat System" 424 00:20:13.052 --> 00:20:16.423 and quickly give up when overwhelmed 425 00:20:16.423 --> 00:20:18.819 They also fail to address specific details 426 00:20:18.819 --> 00:20:21.897 Second, misunderstanding combat system design documents 427 00:20:21.897 --> 00:20:24.630 as merely listing 100 skills 428 00:20:24.630 --> 00:20:26.824 This happens due to a lack of understanding 429 00:20:26.824 --> 00:20:29.898 between systems and content 430 00:20:29.898 --> 00:20:32.565 The difference is this 431 00:20:32.565 --> 00:20:35.031 systems are rules + UI, 432 00:20:35.031 --> 00:20:37.175 while content fills in the quantity 433 00:20:37.175 --> 00:20:39.668 For example, when we say "quest" 434 00:20:39.668 --> 00:20:42.019 the rules, UI, and play flow required to implement the quest 435 00:20:42.019 --> 00:20:44.868 constitute the system 436 00:20:44.868 --> 00:20:46.946 while creating hundreds of quests 437 00:20:46.946 --> 00:20:48.937 falls under content 438 00:20:48.937 --> 00:20:51.099 Regarding the combat system 439 00:20:51.099 --> 00:20:53.914 the rules and UI needed for combat implementation 440 00:20:53.914 --> 00:20:55.888 should exist 441 00:20:55.888 --> 00:20:59.526 but people instead look up skills on a wiki 442 00:20:59.526 --> 00:21:02.017 and list hundreds of them in PowerPoint 443 00:21:02.017 --> 00:21:04.630 essentially creating a content design document 444 00:21:04.630 --> 00:21:06.967 They then call it a system design document 445 00:21:06.967 --> 00:21:09.817 However, this is a content design document 446 00:21:09.817 --> 00:21:11.089 not a system design document, 447 00:21:11.089 --> 00:21:13.096 and, honestly, anyone can do this 448 00:21:13.096 --> 00:21:15.495 Thus, it doesn’t demonstrate the ability 449 00:21:15.495 --> 00:21:17.967 to design a combat system 450 00:21:17.967 --> 00:21:20.441 The flow and controls for starting and ending combat 451 00:21:20.441 --> 00:21:23.928 must be included for it to be a system design document 452 00:21:23.928 --> 00:21:26.471 Of the common mistakes in writing reverse design documents 453 00:21:26.471 --> 00:21:29.531 the third mistake is mixing up primary and secondary elements 454 00:21:29.531 --> 00:21:31.794 As I mentioned earlier, spending too much time naming variables 455 00:21:31.794 --> 00:21:32.926 classes, 456 00:21:32.926 --> 00:21:34.838 or image resources 457 00:21:34.838 --> 00:21:37.165 is a waste of time and resources 458 00:21:37.165 --> 00:21:38.937 This is unnecessary 459 00:21:38.937 --> 00:21:41.733 Also, writing excessively about planning intentions 460 00:21:41.733 --> 00:21:44.046 can result in a document filled only with intentions 461 00:21:44.046 --> 00:21:45.940 This often happens with university students 462 00:21:45.940 --> 00:21:47.597 or members of game development clubs 463 00:21:47.597 --> 00:21:49.393 who focus less on implementation 464 00:21:49.393 --> 00:21:53.380 and more on dreamy, conceptual ideas 465 00:21:53.380 --> 00:21:56.769 leading to overly verbose documents 466 00:21:56.769 --> 00:21:58.868 Instead of focusing on intentions 467 00:21:58.868 --> 00:22:03.027 define, structure, and detail the system for implementation 468 00:22:03.027 --> 00:22:07.896 Another issue from blindly copying old design documents 469 00:22:07.896 --> 00:22:10.660 and following outdated templates 470 00:22:10.660 --> 00:22:12.837 is that some reverse design documents consist only 471 00:22:12.837 --> 00:22:14.809 of flowcharts and text 472 00:22:14.809 --> 00:22:17.095 In the past, MORPG design documents 473 00:22:17.095 --> 00:22:18.430 were often written as Word files 474 00:22:18.430 --> 00:22:20.878 and were 100 to 200 pages long 475 00:22:20.878 --> 00:22:22.164 which was excessive 476 00:22:22.164 --> 00:22:25.365 Back then, there was little focus on UI, UX, or play flow 477 00:22:25.365 --> 00:22:27.145 Rather than focus on the visuals 478 00:22:27.145 --> 00:22:29.044 there was more emphasis on 479 00:22:29.044 --> 00:22:30.383 flowcharts and text 480 00:22:30.383 --> 00:22:32.899 Seeing those old documents 481 00:22:32.899 --> 00:22:35.027 leads to reverse design documents made entirely of flowcharts and text 482 00:22:35.027 --> 00:22:37.333 which are less readable today 483 00:22:37.333 --> 00:22:39.800 People find it easier to understand visuals first—videos, images 484 00:22:39.800 --> 00:22:42.135 and then text in that order 485 00:22:42.135 --> 00:22:45.128 Additionally, being overly passionate about a game 486 00:22:45.128 --> 00:22:46.838 without considering your audience 487 00:22:46.838 --> 00:22:49.001 simply thinking you know everything about the game 488 00:22:49.001 --> 00:22:51.581 and starting directly with the main content is problematic 489 00:22:51.581 --> 00:22:55.512 For example, it should be easy for a first-time reader to understand 490 00:22:55.512 --> 00:22:56.983 What is the guild system? 491 00:22:56.983 --> 00:22:58.769 What is the quest system? 492 00:22:58.769 --> 00:23:01.397 What is the Yo-Yo Dungeon system? 493 00:23:01.397 --> 00:23:03.799 These should be defined as "this is ~" 494 00:23:03.799 --> 00:23:06.204 Without such definitions, jumping straight into detailed rules 495 00:23:06.204 --> 00:23:07.531 and content makes it difficult for newcomers 496 00:23:07.531 --> 00:23:10.512 to understand 497 00:23:10.512 --> 00:23:14.284 Similarly, enthusiasts often make the mistake of 498 00:23:14.284 --> 00:23:16.739 using obscure terms unique to the game 499 00:23:16.739 --> 00:23:18.957 For instance, "BB skill is…" 500 00:23:18.957 --> 00:23:20.868 without explaining what a BB skill is 501 00:23:20.868 --> 00:23:22.937 is not a good practice 502 00:23:22.937 --> 00:23:26.758 Also, copying unrelated data tables 503 00:23:26.758 --> 00:23:30.531 and including them is highly discouraged 504 00:23:30.531 --> 00:23:33.720 If you're writing a design document for a quest system 505 00:23:33.720 --> 00:23:36.363 only tables related to the quest system are needed 506 00:23:36.363 --> 00:23:38.944 Including character tables 507 00:23:38.944 --> 00:23:42.046 or skill tables, for example, is unnecessary 508 00:23:42.046 --> 00:23:44.346 Another issue is misunderstanding small elements as systems 509 00:23:44.346 --> 00:23:47.284 and writing reverse design documents about them 510 00:23:47.284 --> 00:23:49.979 For instance, writing about something like the "swing skill" 511 00:23:49.979 --> 00:23:52.017 or creating a design document titled 512 00:23:52.017 --> 00:23:53.718 "Swing System" that’s 50 to 100 pages long 513 00:23:53.718 --> 00:23:56.025 or "Gem System" that's 50 to 100 pages long 514 00:23:56.025 --> 00:23:57.680 is an example of this 515 00:23:57.680 --> 00:24:01.343 These are not core systems that make up the game’s framework 516 00:24:01.343 --> 00:24:03.918 They are just minor details within the content 517 00:24:03.918 --> 00:24:06.006 Thus, basing your topic on this 518 00:24:06.006 --> 00:24:07.621 is not appropriate 519 00:24:07.621 --> 00:24:11.215 Let me explain the concept of a game design document's table of contents 520 00:24:11.215 --> 00:24:12.281 A game design document 521 00:24:12.281 --> 00:24:14.779 is a document created to develop a game 522 00:24:14.779 --> 00:24:16.689 Just like how blueprints are made to construct a building 523 00:24:16.689 --> 00:24:19.027 and the building is built based on those blueprints, 524 00:24:19.027 --> 00:24:20.738 a game design document serves as the blueprint 525 00:24:20.738 --> 00:24:22.720 for a game 526 00:24:22.720 --> 00:24:25.403 So, when is a design document needed? 527 00:24:25.403 --> 00:24:28.612 In small game development projects with fewer than five people 528 00:24:28.612 --> 00:24:31.928 development can proceed without a design document 529 00:24:31.928 --> 00:24:34.581 The programmer plans and codes directly 530 00:24:34.581 --> 00:24:36.220 However, for medium-sized or larger teams 531 00:24:36.220 --> 00:24:38.423 with 10 or more members 532 00:24:38.423 --> 00:24:41.711 developing a game without a design document 533 00:24:41.711 --> 00:24:43.066 carries significant risks 534 00:24:43.066 --> 00:24:44.688 This is because there’s no organization 535 00:24:44.688 --> 00:24:47.007 and everyone has different ideas 536 00:24:47.007 --> 00:24:49.977 The smaller the development scale, the less need there is for a design document, 537 00:24:49.977 --> 00:24:53.383 but once the team exceeds 10 members, organization becomes essential 538 00:24:53.383 --> 00:24:55.201 For medium to large projects 539 00:24:55.201 --> 00:24:57.660 a design document can help minimize errors 540 00:24:57.660 --> 00:25:00.135 and guide the team in the right direction 541 00:25:00.135 --> 00:25:01.935 So, how can we create an efficient and clear 542 00:25:01.935 --> 00:25:04.403 game design document? 543 00:25:04.403 --> 00:25:06.957 Here’s the table of contents for a game production proposal 544 00:25:06.957 --> 00:25:09.307 Game Overview, Game Concept, Worldbuilding 545 00:25:09.307 --> 00:25:11.799 Game Structure, Key Interfaces 546 00:25:11.799 --> 00:25:14.902 Core Gameplay Elements, Production Schedule 547 00:25:14.902 --> 00:25:17.116 Required Personnel, and so on 548 00:25:17.116 --> 00:25:20.581 Setting up the overall table of contents is extremely important 549 00:25:20.581 --> 00:25:22.219 because if you skip outlining 550 00:25:22.219 --> 00:25:24.185 and jump straight into writing the document 551 00:25:24.185 --> 00:25:25.534 you may not know how to organize the content 552 00:25:25.534 --> 00:25:27.333 and without clear criteria 553 00:25:27.333 --> 00:25:29.858 the information could become jumbled 554 00:25:29.858 --> 00:25:31.847 or redundant content might appear everywhere 555 00:25:31.847 --> 00:25:34.056 This can lead to a worst-case scenario 556 00:25:34.056 --> 00:25:36.455 The table of contents for the entire game design document 557 00:25:36.455 --> 00:25:38.650 should be divided by game systems 558 00:25:38.650 --> 00:25:41.838 and structured into main headings, subheadings, and sub-subheadings 559 00:25:43.571 --> 00:25:47.363 For example, if "Combat System" is the main heading 560 00:25:47.363 --> 00:25:48.677 the main heading, subheading, and sub-subheading 561 00:25:48.677 --> 00:25:51.333 could be written like this: 562 00:25:51.333 --> 00:25:53.177 Main Heading: Combat System 563 00:25:53.177 --> 00:25:56.145 Subheading: Combat Rules 564 00:25:56.145 --> 00:25:59.747 Sub-subheadings: Damage Formula, Turn Rules, Attribute Definitions 565 00:25:59.747 --> 00:26:02.215 and Damage Handling by Attribute 566 00:26:02.215 --> 00:26:04.331 Separate the table of contents into large, medium, and small categories 567 00:26:04.331 --> 00:26:07.848 to maintain a hierarchical structure 568 00:26:07.848 --> 00:26:09.451 Here’s how to divide the table of contents 569 00:26:09.451 --> 00:26:12.175 for game systems 570 00:26:12.175 --> 00:26:14.663 Quests, Character Growth, Combat System 571 00:26:14.663 --> 00:26:18.403 Inventory, Special Dungeons, and Guilds are examples of headings 572 00:26:18.403 --> 00:26:20.944 Dividing it by game systems 573 00:26:20.944 --> 00:26:23.937 creates a clear structure 574 00:26:23.937 --> 00:26:25.773 The reason for this division 575 00:26:25.773 --> 00:26:28.957 is that in software development, client developers 576 00:26:28.957 --> 00:26:30.352 often work on one system 577 00:26:30.352 --> 00:26:32.918 or multiple related systems 578 00:26:32.918 --> 00:26:34.630 For a developer to work efficiently 579 00:26:34.630 --> 00:26:36.898 features should be organized by system, 580 00:26:36.898 --> 00:26:39.769 making it easier and more effective to develop 581 00:26:39.769 --> 00:26:42.516 It’s less efficient for one developer to handle 50% of the guild system 582 00:26:42.516 --> 00:26:44.868 and 50% of the quest system 583 00:26:44.868 --> 00:26:47.753 than for one developer to fully handle the guild system 584 00:26:47.753 --> 00:26:49.253 and another to fully handle the quest system 585 00:26:49.253 --> 00:26:50.700 This approach 586 00:26:50.700 --> 00:26:52.333 is much more efficient 587 00:26:52.333 --> 00:26:55.284 Therefore, there should be separate design documents 588 00:26:55.284 --> 00:26:57.244 for the guild and quest systems 589 00:26:57.244 --> 00:26:59.494 When creating the table of contents, keep the following in mind 590 00:26:59.494 --> 00:27:02.155 If the headings are too broad 591 00:27:02.155 --> 00:27:04.165 it will be hard to write the content 592 00:27:04.165 --> 00:27:08.205 On the other hand, headings that are too specific are also problematic 593 00:27:08.205 --> 00:27:09.831 For example, "Character System" 594 00:27:09.831 --> 00:27:11.716 is too broad of a heading 595 00:27:11.716 --> 00:27:13.264 to be appropriate 596 00:27:13.264 --> 00:27:15.821 It would mix up various aspects of characters 597 00:27:15.821 --> 00:27:17.799 making it unclear what to write 598 00:27:17.799 --> 00:27:20.363 You should break it down further 599 00:27:20.363 --> 00:27:23.261 For example, divide it into Character Roles, Character Stats, 600 00:27:23.261 --> 00:27:25.928 and Character Growth 601 00:27:25.928 --> 00:27:29.680 Similarly, headings like "Gem System" or "Swing Skill System" 602 00:27:29.680 --> 00:27:32.210 that focus on one specific item or skill 603 00:27:32.210 --> 00:27:34.957 should not be considered system design headings 604 00:27:34.957 --> 00:27:37.084 These are too narrow in scope 605 00:27:37.084 --> 00:27:38.373 and are not appropriate 606 00:27:38.373 --> 00:27:40.196 For example, "Item Enhancement" 607 00:27:40.196 --> 00:27:42.650 where you use the same items to level up 608 00:27:42.650 --> 00:27:44.705 or strengthen using gems 609 00:27:44.705 --> 00:27:46.185 is not a "Gem System" 610 00:27:46.185 --> 00:27:49.215 Here are some tips for structuring your table of contents 611 00:27:49.215 --> 00:27:51.373 Avoid "Character System" 612 00:27:51.373 --> 00:27:53.310 Instead, use "Character Growth System" or "Character Stats" 613 00:27:53.310 --> 00:27:54.858 You should set it like this 614 00:27:54.858 --> 00:27:56.462 Avoid "Gem System" 615 00:27:56.462 --> 00:27:58.977 Use "Inventory System" or "Mailbox System" instead 616 00:27:58.977 --> 00:28:02.205 Let me explain an example table of contents for an RPG reverse design document 617 00:28:02.205 --> 00:28:04.244 For MORPG games 618 00:28:04.244 --> 00:28:06.514 you can divide into sections such as Game Introduction, Menu Structure, Currency Types 619 00:28:06.514 --> 00:28:08.799 Experience Definition, Item Type Definition 620 00:28:08.799 --> 00:28:10.204 Loading Screen, Lobby Screen 621 00:28:10.204 --> 00:28:12.997 Character Classes and Stats, Character Information 622 00:28:12.997 --> 00:28:16.680 Character Growth Level-Up, Character Advancement, Character Acquisition 623 00:28:16.680 --> 00:28:20.640 Equipment Definition and Stats, Equipment Equipping, Equipment Enhancement, Combat Overview 624 00:28:20.640 --> 00:28:25.700 Skills, Status Effects, Scenario Gameplay, PVP, Dungeon Challenges 625 00:28:25.700 --> 00:28:27.829 Infinite Tower, Raids, Social Features, 626 00:28:27.829 --> 00:28:29.680 Guild, Mailbox, and UI Types 627 00:28:29.680 --> 00:28:32.135 Attendance Check Events, Storage, Inventory, World Map Structure 628 00:28:32.135 --> 00:28:33.680 and so on 629 00:28:33.680 --> 00:28:37.373 This essentially outlines the entire structure of an RPG game 630 00:28:37.373 --> 00:28:39.403 Let’s break down the combat system further 631 00:28:39.403 --> 00:28:41.581 Previously, we touched on combat briefly 632 00:28:41.581 --> 00:28:44.260 but combat design is often detailed enough to require 633 00:28:44.260 --> 00:28:46.462 a separate combat designer 634 00:28:46.462 --> 00:28:50.028 The overarching section is Combat Overview 635 00:28:50.028 --> 00:28:52.333 which explains how combat works 636 00:28:52.333 --> 00:28:54.132 It includes Combat Gameplay, Combat Controls 637 00:28:54.132 --> 00:28:56.324 and the start and end of a combat session 638 00:28:56.324 --> 00:28:59.355 You would also cover Combat Rules, Damage Formulas, or Turn Rules 639 00:28:59.355 --> 00:29:01.254 as well as Basic Attack Damage Calculation 640 00:29:01.254 --> 00:29:03.717 Attributes, Affinities, Status Effects, and Crowd-Control Skills 641 00:29:03.717 --> 00:29:06.868 can all be broken down as well 642 00:29:06.868 --> 00:29:09.006 Organize Combat Modes, World Map 643 00:29:09.006 --> 00:29:10.621 Story Mode, Challenge Dungeon, Infinite Tower 644 00:29:10.621 --> 00:29:12.730 and divide them into these subcategories 645 00:29:12.730 --> 00:29:14.690 Additionally, you can have Raid Event Dungeons, Skills 646 00:29:14.690 --> 00:29:17.403 Monster Type Classification, and Monster AI 647 00:29:17.403 --> 00:29:18.720 as further breakdowns 648 00:29:18.720 --> 00:29:21.680 If you plan to host in-game events 649 00:29:21.680 --> 00:29:25.116 you should outline the Event Purpose, Event Conditions, and Event Participation Methods 650 00:29:25.116 --> 00:29:27.650 You’d also detail Event Pages, In-Game Banners and Text 651 00:29:27.650 --> 00:29:30.220 Web Page Banners and Text, Duplicate Event Handling, 652 00:29:30.220 --> 00:29:32.868 Participant Management, and Expected Event Outcomes 653 00:29:32.868 --> 00:29:34.274 These can all be divided into sections 654 00:29:34.274 --> 00:29:36.601 If you’re designing a Stage Puzzle Game 655 00:29:36.601 --> 00:29:39.695 you can divide it into Game Overview, Gameplay, Core Gameplay Rules 656 00:29:39.695 --> 00:29:42.769 Puzzle Block Types, Regular Item Types, Premium Item Types 657 00:29:43.838 --> 00:29:47.917 Game Modes (Mode A, Mode B), Stage Composition 658 00:29:47.917 --> 00:29:49.728 Currency Types Explanation, Premium Shop 659 00:29:49.728 --> 00:29:51.868 and Social Features, for example 660 00:29:51.868 --> 00:29:54.185 If you’re designing a Character Collection SNG game, 661 00:29:54.185 --> 00:29:57.890 you’d include sections for Loading Screen, Gameplay Screen, Shop Features 662 00:29:57.890 --> 00:30:00.429 Construction, Movement, Sales, Information Checking, and Egg Hatching 663 00:30:00.429 --> 00:30:03.126 Feed Production, Growth, Breeding, and Harvesting 664 00:30:03.126 --> 00:30:06.262 Habitat Movement, Sales, Nickname Changes 665 00:30:06.262 --> 00:30:08.551 Monthly Rank System, Event Triggers 666 00:30:08.551 --> 00:30:11.185 Quests, Social Activities, and Community Features 667 00:30:11.185 --> 00:30:12.930 It would also include Regular Events, NPCs, Notification Messages 668 00:30:12.930 --> 00:30:15.848 Sound Design, and Tutorials 669 00:30:16.574 --> 00:30:20.485 Writing a Reverse Design Document for Systems 670 00:30:20.485 --> 00:30:21.862 Reverse design documents for systems 671 00:30:21.862 --> 00:30:23.284 involve defining, structuring, and detailing 672 00:30:23.284 --> 00:30:26.432 Let me explain the concept and examples of game systems 673 00:30:26.432 --> 00:30:29.112 Combat Systems, Stage Structures, Friend Social Systems 674 00:30:29.112 --> 00:30:32.036 Enhancement Systems, Character Stats and Growth Systems 675 00:30:32.036 --> 00:30:35.551 the entire game is composed of various systems 676 00:30:35.551 --> 00:30:38.284 Game system design involves planning the game UI 677 00:30:38.284 --> 00:30:40.759 and the game rules 678 00:30:40.759 --> 00:30:43.511 Content design, on the other hand, comes after establishing this framework 679 00:30:43.511 --> 00:30:45.195 and involves filling in the details 680 00:30:45.195 --> 00:30:48.967 Game rule designs are integrated into pre-drawn UI 681 00:30:48.967 --> 00:30:52.314 followed by defining, structuring, and detailing the system 682 00:30:52.314 --> 00:30:54.858 Now let’s talk about definitions 683 00:30:54.858 --> 00:30:57.179 The definition briefly explains what the system is 684 00:30:57.179 --> 00:31:00.294 and helps users recognize its purpose 685 00:31:00.294 --> 00:31:02.340 This part doesn’t delve deeply into the system’s details 686 00:31:02.340 --> 00:31:03.918 but gives just enough information for recognition 687 00:31:03.918 --> 00:31:06.611 It should be concise and straightforward 688 00:31:06.611 --> 00:31:11.215 Here’s an example image of the definition section in a reverse design document 689 00:31:11.215 --> 00:31:14.098 For instance, if there’s a guild exploration feature 690 00:31:14.098 --> 00:31:16.294 it should explain where it starts and where it leads to 691 00:31:16.294 --> 00:31:19.736 It should also briefly describe the preparation and execution process 692 00:31:19.736 --> 00:31:21.997 using text and images 693 00:31:21.997 --> 00:31:25.126 You can start by defining the system’s concept 694 00:31:25.126 --> 00:31:27.272 and including actual in-game screenshots 695 00:31:27.272 --> 00:31:30.809 to visually demonstrate what the system is 696 00:31:30.809 --> 00:31:34.730 Include key sentences to define it further 697 00:31:34.730 --> 00:31:37.873 For simpler systems, a concept outline like this 698 00:31:37.873 --> 00:31:39.621 may suffice for the definition section 699 00:31:39.621 --> 00:31:41.165 This can complete the definition part 700 00:31:41.165 --> 00:31:44.465 However, for complex and large-scale systems 701 00:31:44.465 --> 00:31:46.690 concept outlines alone may not suffice 702 00:31:48.106 --> 00:31:51.331 In such cases, divide the system into Preparation, Execution, and Result phases 703 00:31:51.331 --> 00:31:53.165 into three phases 704 00:31:53.165 --> 00:31:55.413 and structure your documentation accordingly 705 00:31:55.413 --> 00:31:57.373 Now, let’s discuss the structure of a reverse design document 706 00:31:57.373 --> 00:31:59.662 When creating a reverse design document 707 00:31:59.662 --> 00:32:02.056 you might feel overwhelmed about where to start 708 00:32:02.056 --> 00:32:03.244 Here’s how to approach it 709 00:32:03.244 --> 00:32:07.017 For example, if you’re designing a quest system 710 00:32:07.017 --> 00:32:10.868 there could be quests initiated by NPCs 711 00:32:10.868 --> 00:32:14.759 and those where conditions are fulfilled directly via the UI 712 00:32:14.759 --> 00:32:17.492 In any case, every quest has a beginning and an end 713 00:32:17.492 --> 00:32:19.938 First, capture all the quest processes 714 00:32:19.938 --> 00:32:21.809 by taking screenshots 715 00:32:21.809 --> 00:32:26.314 If rewards are claimed through the quest UI 716 00:32:26.314 --> 00:32:29.185 note which button leads to which rewards 717 00:32:29.185 --> 00:32:33.440 Then, outline how gameplay fulfills the conditions 718 00:32:33.440 --> 00:32:34.591 and completes the quest 719 00:32:34.591 --> 00:32:37.462 Visualize this gameplay flow in your mind 720 00:32:37.462 --> 00:32:39.414 and list all the steps 721 00:32:39.414 --> 00:32:41.799 Then document them in sequence 722 00:32:41.799 --> 00:32:44.383 For example, specify what happens when a certain button is pressed 723 00:32:44.383 --> 00:32:46.789 or how the game progresses when another button is clicked 724 00:32:46.789 --> 00:32:47.947 Mention the resulting states 725 00:32:47.947 --> 00:32:50.075 Follow the gameplay flow 726 00:32:50.075 --> 00:32:52.046 to create screens in order 727 00:32:52.046 --> 00:32:54.898 and organize the associated features 728 00:32:54.898 --> 00:32:57.601 Capture game screenshots 729 00:32:57.601 --> 00:33:01.680 and highlight the areas where changes occur 730 00:33:01.680 --> 00:33:05.423 Additionally, you need to create a more detailed UI section 731 00:33:05.423 --> 00:33:06.988 Initially, after taking screenshots 732 00:33:06.988 --> 00:33:09.611 or creating UI screens 733 00:33:09.611 --> 00:33:11.359 when a button is pressed 734 00:33:11.359 --> 00:33:14.363 you may have outlined what happens and how the system functions 735 00:33:14.363 --> 00:33:16.271 At this stage, within the UI section 736 00:33:16.271 --> 00:33:20.215 pop-ups, filters, detailed exceptions 737 00:33:20.215 --> 00:33:22.799 or toast messages might have been omitted 738 00:33:22.799 --> 00:33:25.155 To organize this further 739 00:33:25.155 --> 00:33:28.581 review all UI elements again 740 00:33:28.581 --> 00:33:30.849 and assign numbers to each UI 741 00:33:30.849 --> 00:33:33.274 Specify which UIs exist and their depth levels 742 00:33:33.274 --> 00:33:35.531 You should detail the UI components once more like this 743 00:33:35.531 --> 00:33:38.215 However, be cautious not to include rules here 744 00:33:38.215 --> 00:33:40.118 Only include information related to the UI 745 00:33:40.118 --> 00:33:45.314 and explanations regarding its assembly 746 00:33:45.314 --> 00:33:47.246 Add game screenshot details, UI descriptions 747 00:33:47.246 --> 00:33:49.819 and additional UI explanations in this manner 748 00:33:49.819 --> 00:33:52.635 Lastly, for the detailed section 749 00:33:52.635 --> 00:33:55.343 it is essential to include these data tables 750 00:33:55.343 --> 00:33:57.987 and their definitions in the planning document 751 00:33:57.987 --> 00:33:59.314 Create a flowchart 752 00:33:59.314 --> 00:34:02.512 A flowchart demonstrates how a system operates 753 00:34:02.512 --> 00:34:03.819 and where branching occurs 754 00:34:03.819 --> 00:34:06.591 For example, it shows what happens when resources are insufficient 755 00:34:06.591 --> 00:34:08.621 and what happens when resources are sufficient 756 00:34:08.621 --> 00:34:10.748 When state values change 757 00:34:10.748 --> 00:34:13.738 the flowchart explains this to the programmer 758 00:34:13.738 --> 00:34:16.412 To do this, you draft it according to each branch 759 00:34:16.412 --> 00:34:19.491 In a reverse design document, the flowchart represents the workflow 760 00:34:19.491 --> 00:34:22.150 In the reverse design document, describe how the analyzed system 761 00:34:22.150 --> 00:34:24.560 flows and in what sequence 762 00:34:24.560 --> 00:34:28.530 Document how it branches depending on the state 763 00:34:28.530 --> 00:34:31.189 A flowchart includes the start, end, 764 00:34:31.189 --> 00:34:33.748 outcomes, and three key elements: 765 00:34:33.748 --> 00:34:35.124 Decision points are crucial 766 00:34:35.124 --> 00:34:37.699 They are represented by diamonds 767 00:34:37.699 --> 00:34:40.471 They show what happens under specific conditions 768 00:34:40.471 --> 00:34:42.679 These are expressed as 'yes' or 'no' 769 00:34:42.679 --> 00:34:44.402 Additionally, as mentioned earlier 770 00:34:44.402 --> 00:34:49.035 organize the numerical values into data tables 771 00:34:49.035 --> 00:34:51.063 For example, quest tables 772 00:34:51.063 --> 00:34:52.695 or enhancement and evolution tables 773 00:34:52.695 --> 00:34:55.026 should be tabulated if needed 774 00:34:55.026 --> 00:34:58.392 Let’s discuss UI planning 775 00:34:58.392 --> 00:35:01.398 UI refers to visible elements like layouts and text 776 00:35:01.398 --> 00:35:03.679 while UX pertains to user experience 777 00:35:03.679 --> 00:35:05.550 Start with the UI section 778 00:35:05.550 --> 00:35:08.045 by capturing screenshots 779 00:35:08.045 --> 00:35:11.006 then recreate it as closely as possible 780 00:35:11.006 --> 00:35:14.885 One thing to consider is, ensure button sizes and layout proportions 781 00:35:14.885 --> 00:35:18.857 resemble the actual game as much as possible 782 00:35:18.857 --> 00:35:22.010 For example, unit information, feeding systems 783 00:35:22.010 --> 00:35:24.295 or habitat relocation and return systems 784 00:35:24.295 --> 00:35:26.125 Organize them as text first 785 00:35:26.125 --> 00:35:30.570 and plan how to translate your ideas into UI 786 00:35:30.570 --> 00:35:33.253 Use tools like PowerPoint or Figma 787 00:35:33.253 --> 00:35:34.339 to create shapes 788 00:35:34.339 --> 00:35:36.699 and design buttons and layouts 789 00:35:36.699 --> 00:35:38.050 After defining the system 790 00:35:38.050 --> 00:35:39.296 just because numerical planning is done 791 00:35:39.296 --> 00:35:42.194 it doesn’t mean the system planner’s role is complete 792 00:35:42.194 --> 00:35:44.884 Information on how the system progresses 793 00:35:44.884 --> 00:35:46.849 must include UI and UX details 794 00:35:46.849 --> 00:35:49.540 for developers and designers to work effectively 795 00:35:49.540 --> 00:35:51.120 Thus, system planners must handle 796 00:35:51.120 --> 00:35:52.217 not only numerical planning 797 00:35:52.217 --> 00:35:54.867 but also UI and UX aspects 798 00:35:54.867 --> 00:35:58.818 Here’s an example of a reverse design document for UI and UX 799 00:35:58.818 --> 00:36:02.416 It details character enhancement and evolution 800 00:36:02.416 --> 00:36:04.769 replicating the original system 801 00:36:04.769 --> 00:36:08.085 On the right, UI elements are explained 802 00:36:08.085 --> 00:36:12.637 Additionally, you can isolate transparent character images 803 00:36:12.637 --> 00:36:14.501 by removing the background 804 00:36:14.501 --> 00:36:16.591 Using a site like remove.bg 805 00:36:16.591 --> 00:36:17.946 you can easily achieve this 806 00:36:19.075 --> 00:36:19.748 Thank you 807 00:36:19.867 --> 00:36:21.386 System Design Document Game Development Process: Planning, resource creation, programming, testing Role of Game Designers: Define game system, balance 808 00:36:21.386 --> 00:36:22.781 clarify ambiguous aspects Core Fun The enjoyment felt during gameplay Core fun analysis process Define user actions in sentences 809 00:36:22.781 --> 00:36:23.851 list and classify factors affecting actions design an overall core fun structure 810 00:36:23.851 --> 00:36:25.398 Game System & Structure Analysis Take numerous screenshots during gameplay Organize screenshots into charts create connection flow diagrams 811 00:36:25.398 --> 00:36:26.663 UI Design Tip Use screenshots to draft design documents Recreate UI examples using PowerPoint or design tools Limit to three neutral colors 812 00:36:26.663 --> 00:36:27.841 Game Metrics Analysis Record all metrics in Excel during gameplay Use game wiki pages for reference 813 00:36:27.841 --> 00:36:29.126 Reverse Design Document Choose a Game already in the market Mimic the creation of a new game Purpose is to showcase planning and update abilities 814 00:36:29.126 --> 00:36:30.254 Common Mistakes Choosing overly broad topics Confusing system and content design Overwriting intentions neglecting execution details 815 00:36:30.254 --> 00:36:31.252 Relying on flowcharts and text without visuals Ignoring audience when writing Using unexplained game terms & unrelated data tables 816 00:36:31.252 --> 00:36:31.851 Mistaking details for the system 817 00:36:31.851 --> 00:36:34.801 Game Design Document Blueprint for game development Game Design Document Content Outline by dividing into systems Structure with main, sub, and subsub 818 00:36:34.801 --> 00:36:35.871 Note not to make the content too broad or too detailed 819 00:36:35.871 --> 00:36:36.838 System Reverse Design Document System definition section Define the system concisely for recognition 820 00:36:36.838 --> 00:36:37.783 System Composition Section Use screenshots to list all quest processes, including button functions, achievement conditions, and test completion 821 00:36:37.783 --> 00:36:38.752 System Detailed Section Provide in-depth explanations of system using flowcharts Include data tables that outline actual applied metrics for clarity 822 00:36:38.752 --> 00:36:39.772 UI Planning UI: visible layouts, text, and various informational or design elements UX: user's experience and progression from interating with UI