3 minutes ago, Scouting Ninja said:This only works if you point it out to the team members and only if they take the time to read it. When ever a topic arises like a character you should work in your details into the conversation.
For example:
Artist: So for the underground city we make a huge steel door. (You like the steal door but want to remind them what the city atmosphere)
You: That is a good idea. But because the city is so deep underground(Pointing out where it is) and the magic mist (Pointing out a key design factor) you could work some rust into the metal from the moisture. What do you think?
Example 2:
Coder: So we make them walk on the map to this point, then what happens?
You: This is where they find the long path down to the labyrinth that is filled with magic mist. They will then have to navigate the hazy corridors.
Artist: What color is the haze?
You: Light green and as it dissipates it should reveal the blue glow if the city. Like in this image: (Link to image)
See the whole time you need to guide and remind your team of the atmosphere of the game. Also use any excuse to get extracts from your design documents. Just the paragraphs that is important to the moment.
Perfect. That is pretty much exactly how I have been doing my brainstorming sessions and they have been pretty productive thus far.
After I get this GDD revised I will definitely be referencing it much more.