Icarus Studios News


Say It, Don't Spray It, Part 2

WRITING A GREAT GAME DESIGN DOCUMENT

(Continued from Part 1)

Who Decides What the Game Design Document Says?

Short Answer: The client.

Long Answer: The client company’s owner and higher ups, your company’s owners and higher ups, your boss, your team leader, and sometimes the Elder Lord Cthulu, if he deigns to take an interest in your project. (And pray that he doesn’t, for that never ends well.)

So, that’s a lot of cooks in the kitchen. How do you manage to figure out one straightforward plan of attack?

Icarus Studios Selects Live Gamer

Live Gamer Selected to Integrate Player-to-Player Trading Marketplace Within Icarus Studios’ Virtual World and MMO Game Platform

NEW YORK – Live Gamer (www.livegamer.com), the $24 million venture-backed developer of the world’s premiere publisher-supported virtual marketplace, today announced it has been selected by Icarus Studios (www.icarusstudios.com) to provide a marketplace for the Icarus virtual world and MMO game publishing platform.  The Live Gamer Exchange™ marketplace will be pre-integrated into the platform, enabling Icarus and its multitude of media/publishing partners to seamlessly and easily enable safe and secure real-money-trading (RMT) of characters, coin and items within their MMO games and virtual worlds' titles.  

Say It, Don't Spray It, Part 1

Writing a Great Game Design Document

Why Do You Even Need a Game Design Document?

Over the course of his or her career, a game designer will write thousands of pages of content. This content will be rewritten, resubmitted, used as alternatives to coasters or toilet paper, handed back with requests for even more revisions, and “lather, rinse, repeat” until a final draft is accepted. Some of these documents will include pitch ideas, request for information, concept documents, proposals, treatments, beat outlines of episodic content, industry white papers, sample scripts, mission write-ups, statements of work, templates for data entry, informal blog posts, and—here’s the big one—game design documents.