A flowchart showing steps of the character design process for Infinite Crisis

Design Docs: IC Character Case Studies

I recently posted a challenge to game designers to share more of their documentation, so academia had more examples to learn from. And then I posted an Outline of Game Documentation, with some high level descriptions of different types of game design documents. Time for me to share some!

Previously I shared a bunch of character specs from Infinite Crisis. These were finalized spec documents, representing the end point of a long iterative design process before production on the character began in earnest. This time let’s look at some of the documents that I wrote as part of that design process.

A background image used throughout the blog website. It is a map. It shows a castle on a bluff above a lake, with a small walled town around it. The lake has rivers flowing out on either side, and is surrounded by forests. The castle is rendered in high detrail and as you go to the edges of the image the map gets sketchier and sketchier

Design Docs: IC Tooltips

I recently posted a challenge to game designers to share more of their documentation, so academia had more examples to learn from. And then I posted an Outline of Game Documentation, with some high level descriptions of different types of game design documents. Time for me to share some!

From 2012-2014 I worked on a DC Comics MOBA called Infinite Crisis. I was one of the Champion Designers: our team was responsible for designing the character abilities and overall balance. I ended up as the tooltip guru: I cared a lot about their conventions and the way we used language and keywords. I have a small collection of documents related to this work!

A background image used throughout the blog website. It is a map. It shows a castle on a bluff above a lake, with a small walled town around it. The lake has rivers flowing out on either side, and is surrounded by forests. The castle is rendered in high detrail and as you go to the edges of the image the map gets sketchier and sketchier

Design Docs: IC Character Specs

I recently posted a challenge to game designers to share more of their documentation, so academia had more examples to learn from. And then I posted an Outline of Game Documentation, with some high level descriptions of different types of game design documents. Time for me to share some!

From 2012-2014 I worked on a DC Comics MOBA called Infinite Crisis. I was one of the Champion Designers: our team was responsible for designing the character abilities and overall balance. Generally, a given character would be owned by a single designer from start to finish, and over months of design iteration (which I’ll cover in another post), we’d eventually reach a state where we were confident in the design we were going to make. At that point the designer would write their first draft of the complete “Character Spec” document.

A background image used throughout the blog website. It is a map. It shows a castle on a bluff above a lake, with a small walled town around it. The lake has rivers flowing out on either side, and is surrounded by forests. The castle is rendered in high detrail and as you go to the edges of the image the map gets sketchier and sketchier

Common Game Design Documents

In a recent twitter thread, I posted a general challenge to professional game designers to share more of their game design documentation. The goal: give academia more examples to learn from. I’d better put my money where my mouth is!

But first, I wanted to share some general thoughts about project documentation, and examples of common documentation archetypes.