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#16: Pre Production / Planning / Plannifications -Brainstorming -> Culling -> Goals and Constraints -> Refining Production -If poorly structured initially, keeping it current will be too much work Post -Testing guides -Overviews for publishers or reviewers -Strategy guides
#20: + Simple and clear conveyance of ideas + Flow Charts: Type of diagram that is particularly suited to linear experiences, kismet - The simplicity/abstraction can be misleading; effecting factors are potentially not included
#21: + Essential if applicable to the type of level (obviously not as useful for a side-scroller!) + Great for multiplayer playtests - Like diagrams, can hide complexity (the strength is also potentially a weakness)
#22: + Great for thinking through asset costs of implementing ideas and/or features + Helps you get what you need a lot quicker - Things get missed, and that can leave you culpable for not thinking of it... always include a bit of slack, so that other disciplines can plan their resources accordingly
#23: Formatting can apply here as well, horrible colours notwithstanding
#24: + Allows different disciplines to quickly find the information relevant to them - Can give a daunting first impression... Strip out when feasible
#25: + Normally put last, good for narrative synergy Can bloat the document very quickly
#29: The least of your worries. They will understand your line of thinking quickly and can easily be engaged in discussion.
#30: -"Stakeholders , key people you need to sell on your ideas -This is where being concise will shine, as normally stakeholders don't have a lot of time to read lengthy documents... it's worth creating streamlined pitches -They need to know how the level will be something interesting from the player, yet not so far out their that the resources required will be astronomical. -Producers are empowered by stakeholders to see that the plan is carried out
#31: -Environment Art will always be the principle area of concern for Level Design. -They'll immediately want to know how many unique assets they'll need to create (quality is defined by the Art Direction rather than the map), but this is dependent on how your engine and therefore environment creation works. -Any gameplay affecting elements either in the environments or as entities will normally come under the focus of another department, so be ready to call these out separately as they require more interdisciplinary dancing.
#32: Ideally this is more of a Design concern than a Level Design concern, but it's possible that your level might require bespoke code. If this is the case, break down the mechanics as explicitly as possible.
#33: I've combined these two disciplines as their needs are quite similar; they will need to know about bespoke events or locations that will require asset creation.
#34: Depending on the nature of the game, this can be a huge concern. If it involves cinematic sequences within the gameplay space, meticulous planning can save you a ton of grief.