Bethesda Game Studios lead level designer Joel Burgess offers his thoughts on best documentation practices following an appearance on the “World of Design” panel at last month’s QuakeCon.
QuakeCon was awesome. Among other things, we got an amazing demo of Rage, walked around a BYOC that would make anybody believe in PC gaming, and heard the news that Arkane joined up with Zenimax. Which, believe me, is worth being excited about.
I think our World of Design panel went well, but I had a feeling that one of my remarks might raise some eyebrows. Sure enough, the next morning I had an email waiting for me from an astute SMU student, asking me to explain my thoughts on documentation for level design.
During the Q&A session, I advocated just getting into the editor and going after ideas rather than spending much time planning. This is looked upon poorly by some designers, and actively discouraged in a lot of school curricula. SMU students, specifically, write up an abstract and an LDD (level design document) before beginning work on a level. So why would I suggest this isn’t the best way to go?