Use UML to help you build a map help you navigate your game design. UML is often taught using a disciplined approach, and it might seem boring, but it is important that you learn how to use it correctly. Many companies use UML for architectural approach to design since UML allows people other than the developers to get an idea of what is going during the design process. Some of these companies will have their own UML guidance, so make sure you understand how to use the correct symbols and so forth.
On the other hand, UML is boring for designers, other people would disagree and they are likely not the designer group. UML to me is boring when I have to follow someone else’s rules, so when I am doing my own work, I use my own rules. When other’s start to work with me, I pay for it since I have to explain my schematic approach, on the other hand I have documentation to explain.
There is an old saying: “Change lives on paper”, or in the modern world, it lives in Visio, and MS Project. It is harder to change a project that is poorly documented than it is to change one that is well documented. That means for the fun of “slamming down code” initially, later the project becomes boring because now you have to do documentation instead of growing your documentation in parallel with your game project.
Another thing: People don’t like to invest in companies with poor documentation, after all investors have learned a few lessons over the past few years. Documentation means things like corporate minutes, accounting accurately for costs, project management, sales figures/forecasts and design documentation.
I am only worried about design documentation in this blog, but overtime we will see how to tie all of this together.
Please play the video, download Visio if you attending a school that has MSDNAA (and MSDNAA is a good reason to go back to school).
This video is needed to understand how to create Finite State Machines.