The technical design document is a companion piece to the game design document and the art bible. Like the other docs, the TDD should be maintained on an internal Web site and kept up to date throughout the project.
Game Name
Copyright Information
Table of Contents
SECTION I: TECHNICAL TEAM (including areas of responsibility and contact info for each individual)
Tech Lead
Office phone
Home phone
Cell phone
AI Programmers
Gameplay Programmers
Graphics Programmers
Tools Programmers
Scripters
Etc.
SECTION II: EXECUTIVE SUMMARY
Project Overview from a Technical Perspective
Delivery Platforms
PC
Minimum specifications
Recommended specifications
Disk budget
Console Platform #1
Disk budget
Etc.
SECTION III: ENGINE EVALUATION
Internal solutions
External solutions from affiliated organizations
Middleware
SECTION IV: PLATFORM-SPECIFIC ISSUES
Delivery Platform #1
Strategy and comments
Platform-specific processes
Memory management scheme and budgets
Risks
Delivery Platform #2
Etc.
SECTION V: DEVELOPMENT PLAN
Use Cases
Game Mechanics
Main Loop
Data Structures
Data Flow
Physics
Artificial Intelligence
Pathing
Scripting
Graphics
Rendering
Geometry
Textures
Animation
Particle System
Effects
Lighting
Camera
Collision
GUI
HUD
Menu Flow Diagram
Fonts
Audio/Video
Special Requirements for Multiplayer Support
SECTION VI: CODING STANDARDS
Programming Standards
Style Guide
Code Review Procedures
Profiling Plan
SECTION VII: SCHEDULING
Preliminary Task Lists
Programming Tasks
Core Libraries
Object System
Object System, AI
Engine
Tool Creation
Mapping System
Special Effects
GUI
Game Mechanics
Movement
Inventory
Camera
Weapons
Conversion Support
Art Task Summaries (Taken from art plan)
Design Task Summaries (Taken from game design doc)
Man-Month Scheduling
Calendar Month Scheduling
Milestone Schedule & Deliverables
Major Event Planning
Trade Shows
Trade Show #1
Date
Materials needed for event
Demo description and specifications
Trade Show #2
Etc.
Special Publicity Events
Event #1 (such as "Editors Day" to show off game)
Date
Description of event
Demo description and specifications
Event #2
Etc.
PR/Marketing Support
Date when first screenshots will be available
Plan for creating additional screenshots throughout project
Plan for making team available for interviews
Etc.
Sales Support/Team Support
Demo loop for retail outlets
Other materials
Etc.
Prerelease Demo
Date
Scope
Content
SECTION VIII: RECRUITMENT
Current Personnel
Additional Team Members Needed
Schedule for Hiring Additional Personnel
Risk Plan for Handling Delays in Acquiring Additional Resources
SECTION IX: EQUIPMENT BUDGET AND COSTS
Team Personnel with Hardware and Software Toolset
Team Member #1
Hardware
Development PC
Specs
Console Dev Kit
Add-ons (TV, controllers, memory cards, hubs, etc.)
Debug Kit
Software Tools Needed
Development environment (compiler/editor/debugger)
2D art package
3D art package (+ support?)
Etc.
Team Member #2
Etc.
Teamwide Tools
Network/infrastructure requirements
Version control system
Asset management package
QA tracking package
Summary Table of Equipment and Software
PCs
DVD burners
DevKits
Debug kits
Network/infrastructure
Seats for 3D software
Seats for 2D software
Plug-ins and add-ons
Other specialized software
Level editors
Mocap editing suite
Sound processing software
Tools and utilities
Version control system
Asset management package
QA tracking system
Etc.
Equipment Acquisition Schedule and Costs
SECTION X: LOCALIZATION PLAN
Languages with Full Text and Voice Localization
Languages with Text Localization Only
Text to Be Localized
In-game text
Game interface text
Voice to Be Localized
(See "Voice" section of asset list)
Art to Be Localized
See art production plan
SECTION XI: DATA SECURITY PLAN
Network Security
Onsite Backup Plan
Offsite Backup Plan
SECTION XII: MISCELLANEOUS
Acronyms Used in This Document
Definition of Terms