| This tutorial emphasizes how the team uses the design document to
          prevent team disintegration.   We will explore more than
          just the format of the
          document.  This installment and the following, expose the
          inner workings of a successful development team and possibly bring you
          to the conclusion that the elusive design document, is squirreled
          away for a reason (okay - this is a blatant attempt to get others to
          reveal themselves - we need them).  A thorough and successful design document,
          that has the detail to carry a team all the way to the end product, is
          an invaluable template.  If there is protectionism of these
          bibles of development, then it is nothing but silly.  There aren't
          enough good games in all the genres, to keep up with the needs of the
          gaming public.  A public growing every year and an industry
          growing into more sub genres.  Only outlines and philosophies exist on the Net and
          a growing list is posted at the
          bottom of this page.  What is not emphasized, are the team
          problems, along with situation examples, explaining how the offered
          structure addresses team dynamics. A design document is a lot of hard work and always a learning
          experience.  It is the keeper of the flame - the flexible vision
          for making a program from thought to completion.  This is the
          point many designers miss.  It is relatively easy (compared to
          the 2nd and 3rd step) to write down all the details of a new world, to
          the point where possible publishers and development teams can get
          "as close as possible", to seeing  the same
          vision.  Where the development process breaks down is when the
          "system" for developing the program, isn't adequately documented (step
          2), or even implemented (step 3).  What the end product will look,
          and sound, and feel like, is easy to put on paper, but  how it
          is accomplished, is usually not detailed enough.  If the
          maintainer of the design document prioritizes where to spend the
          most time, it should be step 2, the manual on the development
          procedures.  Step 3 is the push to stick to the "system" or
          procedures laid out (hopefully created and altered as needed through
          team input).
           Inadequate design documentation is often blamed as the downfall of
          a development team - it either didn't give enough guidance, or it was
          used as an inflexible guide or the project moved away from the
          original design and no one bothered to update the design document/keeper of the
          flame.  It didn't keep track of where the team has been and what
          they should be doing on a weekly basis. Where will the successful teams and their design documents take us? 
          Into a step-by-step "system" accounting for the full
          psychological nature, and dynamics, of a talented, highly intelligent
          team of innately solo performers.  The "how" behind
          developing
          trust in the other team members, facilitators, and the development process
          used - versus
          becoming another soap opera story, of the disintegrating project. Another way to look at the need for a design document requiring
          hours upon hours of work... 400,000 small businesses die every
          year in the land of capitalism because they didn't have a plan, a
          system locked down for the team to rely upon.  Another concept to
          borrow from the business world, to balance out the design document as
          both a keeper of the flame and a business plan:  entrepreneurs
          are advised by venture capitalist/investors to "go as far as you
          possibly can" developing your product and the business plan with
          out support.  This is how long it takes to really brainstorm and
          thoroughly discover and saturate yourself/team with the product and
          the business strategy to market the product.  This was also
          reflected this very week in the Genesis3D
          Forum, in another way.  Your best chance of getting a
          publishers attention is with a full design document, and a full game
          demo.  Both are the only way a publisher can tell, the
          development team has what it takes to stick together and finish the
          product.  There is nothing else to judge by.  The industry
          has matured enough, to stop leaping at every exciting idea,
          because of the pain that comes with the fallen team and loss of money. 
          A strategy borrowed by the publishers looks an awful lot like that of
          the venture capitalists/investors: telling the presenter(s) pitching a
          game design to "come back next month and will consider".  Then the
          presenter comes back and gets the same message.  This can go on
          for months.  The message is this - they are waiting until they
          are convinced you have a good idea - fully developed - and the talent to produce it.  Altogether - they want to see the full
          business plan in writing and conviction, along with proof you can make
          the product.  (Note: with more powerful development tools made
          available to startup teams every year - future teams should consider
          going without publishers, more, and more - but this does not negate the
          teams need for a useful design document)
           Also keep this underlying result of maintaining a top notch design
          document in the back of the mind.  At the end of the process you
          have a book on how to run the next project that accounts for all the
          experience gained in the last adventure: improvements on schedules,
          archiving procedures, e-mail use, etc.
           This tutorial is useful to stimulate brainstorming the reader, of
          any level of experience, and at the same time accounts for
          the start-up team of an independent project, and even virtual teams.
            
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        | This list is both the goals of the design
          document and the issues a team must discuss in the initial meetings
          before starting up the formal development process. You are going to read some of these and say "In a design
          document?" - but all  these issues, once agreed upon, must be
          documented somewhere, and adhered to, or else.  Best possible place
          is within your design document.  And in this authors HO it is
          much better posted somehow on visually appealing web pages (anything
          and everything for morale - plus you have the template already made,
          for modification in future projects).  Post on password accessed web pages or company intranet
          if you have to.  The following issues must be discussed in the initial meetings of the team, and
          agreed upon.  This is trust building.  If the following
          procedures seem silly,  you are not alone - adequate formal team
          training as a life long schooling subject, is nil.  If you are a virtual team
          (section coming on virtual
          teams) then try to get as close a simulation, to all faces seeing and
          talking, as possible.  In a text chat room meeting if you have
          too. You could use 3rd Voice while everyone looks at the
          same web pages of the posted design document. VisionStart with the easiest and most motivating subject and discuss
          the challenge of gaining  the same vision of the end product. 
          Attempt to visualize the experience through
          the eyes of the end user.  Use the  best examples setting
          the vision from the design document as the guide for this.  Set up a system
          keeping everyone
          "on the
          vision" and how to get closer to having the same vision as the
          development process goes on.  For instance using the first levels
          made, as a reference, and then tweaking those to get closer to the
          vision.
 Morale of Team and Trust BuildingThe overlooked part of the business plan/design doc. 
          Foresee problems.  How do you do this?  Ask the team what
          they want to see and not see happening in every aspect of development
          concerning the director, the other team mates, procedures, schedules,
          etc.  Such as QA (Quality Assurance):  Some kind of agreed upon system to
          get as many eyes to look at the levels of a game or virtual world, as
          they are developed.  The "system" the team comes up
          with might be: develop the level first with generic textures, no
          lighting or entities, then post the level for other team members to
          look at.  Discuss the goal, of learning to take critiques
          within the team.  Not an easy thing to do, but much easier if
          everyone accepts this source of strife early.   
          Looking at others work, enhances your own, by giving needed breaks, and
          learning each other's strengths and weaknesses.   Hopefully the
          team will agree to learn each others secrets.   Then after
          the initial look at a level, the next QA by the team might be when
          initial textures are placed,
          etc.  If these systems are not set up, then you run into problems,
          when you suddenly show up, wanting to see how the work is "looking so
          far".  It should not look like "checking up" on, and all should
          know
          the system, so no one starts thinking they are the only one, being
          "watched".  Running a development process requires predictable,
          systematic schedules to make all members of the team feel like
          milestones are being reached.  Agreeing on issues before they
          come up, allows a better environment for morale building and when the
          unforeseeable does come up, the team is better prepared to tackle it as
          a team, versus individuals.
 
 CommunicationAnother overlooked area for morale.  The team needs to
          agree on a systematic means of communication. The dreaded weekly
          meeting? Or as needed?  Here is an ISSUE - most hate meetings or
          will in a short period of time (this will be discussed later in this
          tutorial).  Guidelines and a designated time keeper are needed. 
          The team needs to discuss e-mail procedures, and
          how updates are posted to the design document.  For instance, it
          is very important for all communication to reach all of the
          team.  If a technician comes up to the team facilitator and says,
          "we need a better tool for making gray-scale maps" (height maps for bump
          mapping or terrain)...  Instead of the facilitator/manager/director
          reacting off of their personality and either saying "what we have,
          will have to work" or "I will take care of it" - that
          request should be broadcast to every member of the team - so the team
          can help decide if a better tool is worth the resources to make one, or
          one of the team members may already know of a ready made tool that is
          better.  Whether verbal, or e-mail/ICQ all notable communication
          must be made available, or sent to all.  What messages need a
          quick response, versus later, or none?  Once the
          answer/solution (occasionally if something becomes an issue that can't
          find a consensus then someone has to step in and make a decision
          versus wallowing, waiting, for it to go away) is agreed upon - then this
          opportunity can't be overlooked for posting in the design
          document.  Changes in procedures and resources must be updated in
          regular postings (maybe weekly or daily, acting like a
          "latest" page of a web site) and within the design document.
 Do you have a, plan formed by the team, for handling negative
          communications?  If a team member has a grievance, should they send
          the communication by e-mail or by face-to-face? The bottom line in communication: trust falls when team members perceive private communications or
          feel left out of the loop or feel like they are working in a vacuum. 
          Trust falls when communication falls on deaf ears, "oh we already
          tried that", "I don't think it would be worth the
          effort",  "that's an excellent idea but I think someone
          else should implement it".  The team must systematize
          communication so all are guaranteed to be heard.  Maybe each
          regular meeting each member brings a special issue to the floor. ImplementationReassurance and high morale directly result from timelines that
          are agreed upon.  I want to know exactly what I am doing next
          week, month, year, until the project is done.  I want to know
          when important goals have been reached, stages have been passed. 
          Examples of schedules, procedures, etc. will be found in the Nemo's
          Mind design document along with exploration in later installments of
          this tutorial.  Another example of a possible
          system:  One individual has specialized in outdoor
          landscaping.  To coordinate with other managers or level makers, a
          system is needed to see stages of progress and gain input for meshing
          indoor and outdoor sections of the level.  Perhaps the team comes
          up with the following solutions/system.  Once outdoor terrain is
          produced then use generic textures (maybe even a checkerboard of many
          colors, to easily see the lay of features, against each other) for
          initial QA by the other team members, before spending a lot of time
          painting the terrain.  Then others can give invaluable input, to
          make the most, of this newest art.
 RecordingThe team needs to know where they have been, as well as where
          they are going.  With the thousands of little details, a week
          goes by and nothing stands out in the mind.  But a month of
          weekly postings by the local texture artist and that technician can
          see accomplishment.
 Once the project is finished, then a topnotch design document worthy
          of hard copy packaging (and discs with the web pages) should be given
          to every team member, to serve each individual as they go out and conquer the next
          project. Template and experience, ready to go.   Marketing PlanAn example of something the team might not always be included
          in.  Doing so overlooks great brainstorming ideas and the
          motivation of everyone feeling like they have a part in a big "trust
          factor" issue - finances.  Must be discussed.  
          Involvement motivates.
  
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        |   My practical communication and team work experience comes
        through 17 years as an instructor of Survival and Rescue.  This involves
        countless situational management experiences, in every possible
        human and indoor/outdoor environment.  Supervising teams of
        instructors and students, from Biscayne Bay Florida, to Korea, to the
        Arctic Circle.  But the most challenging aspect is always the human
        element.  During the "Quality" management craze of the
        last 15 years I became a "Quality Guru" with certifications as
        Facilitator, Leader, and Instructor of "Quality"
        management.  As a complete game addict, I have watched the young
        interactive industry struggle, with team issues.  It excites me to
        see the industry has matured enough to have some great team experiences
        but unfortunately not mature enough to start emulating the methods
        behind those success stories.  As the process gets more complicated,
        and the
        tools get easier to use - it will be very interesting to watch the art
        of Design Documentation grow - and I dedicate my self, to having a part
        in the documenting of that growth. Nemo's Mind has more work ,to become a premiere example of a design document.  A game
        attachment (alternate game program adaptation of the chat terrain) will
        fill in the blanks, to make this tutorial integrate with the design
        documentation of Nemo's Mind, to become a fully fleshed design document. To
        comment or add to this tutorial you can use the e-mail link at the
        bottom of the page or even better post it public style at this forum  
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