Original Post
Question: "How do I, as a writer and game developer, create a thorough enough GDD without understanding the programming aspect of the game?"
I'd like to create story outlines and GDDs for the ideas I currently have, for use as either samples with my resume or for (ideally) potential projects down the line. The problem is that I do not program but would like to include game mechanics and other relevant etcetera in the document; it's my assumption that if I were able to gather the necessary team components to work on one of these games, that the information I have supplied will be sufficient to explain the general idea.
Now, my dilemma stems from the fact that I have no way of knowing whether or not a game mechanic is feasible for a programmer to accomplish, nor do I understand the difference between the different game engines and how these might affect the game in the grander scheme. It's not practical for me at this time to learn programming, or to learn the 'fundamentals' of these engines mostly due to time constraints and existing work I have. As a writer, however, I am capable of producing everything else outside of the programming aspects of the GDD. But is that enough?
So, why do I bring the programming aspects up? I've seen examples of GDDs and the majority of their content seemed to be technical -- and I want to know if a GDD without the technical specs is worth anything in the 'bigger picture'. I believe that, yes, it would, but I'd like to know more about composing these documents solo with what abilities I actually possess. I'm sure any foundation is useful in the creation of a game, especially one that is organized and laid out in easy-to-understand language. Yet again, I'm curious to know if I have the wrong impressions or if anyone else can shed any light on this topic.
I'd like to create story outlines and GDDs for the ideas I currently have, for use as either samples with my resume or for (ideally) potential projects down the line. The problem is that I do not program but would like to include game mechanics and other relevant etcetera in the document; it's my assumption that if I were able to gather the necessary team components to work on one of these games, that the information I have supplied will be sufficient to explain the general idea.
Now, my dilemma stems from the fact that I have no way of knowing whether or not a game mechanic is feasible for a programmer to accomplish, nor do I understand the difference between the different game engines and how these might affect the game in the grander scheme. It's not practical for me at this time to learn programming, or to learn the 'fundamentals' of these engines mostly due to time constraints and existing work I have. As a writer, however, I am capable of producing everything else outside of the programming aspects of the GDD. But is that enough?
So, why do I bring the programming aspects up? I've seen examples of GDDs and the majority of their content seemed to be technical -- and I want to know if a GDD without the technical specs is worth anything in the 'bigger picture'. I believe that, yes, it would, but I'd like to know more about composing these documents solo with what abilities I actually possess. I'm sure any foundation is useful in the creation of a game, especially one that is organized and laid out in easy-to-understand language. Yet again, I'm curious to know if I have the wrong impressions or if anyone else can shed any light on this topic.