There are many different forms of communcation during a production: documentation, WIPs, feedback, raising issues, discussing solutions, pitching and syncs are some examples.
Each one of them has a purpose and a context. They are used in different ways, even in different formats. Understanding them is key in being a great team player.
Creating documentation is an essential task for any designer. Keeping an updated, high-quality documentation takes effort but I believe it’s a powerful tool.
I differenciate between 2 types of documentation: for developers and for the rest of the company.
- Specific craft-oriented details.
- Dives into implementation details and how-to.
- Reasons the design and why the decisions are made.
- Focuses on answering the “what?” and “why?”
- Explains the feature and its importance to the game.
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Most of the documentation, however, will have both as parts of it.
I don't think there's a clear separation. For example, a GDD could be mostly oriented for developers, but it should also be useful for directors.
It must provide all the context and reasonings on why decisions are being made.
What's most important is that the documentation is clear, easy to navigate and answers the questions that other may have.