Game design is the game development process of designing the content and
rules of a game in the pre-production stage and design of gameplay,
environment, storyline, and characters during production stage. Game
design requires artistic and technical competence as well as writing
skills.
History
Overview
Game design starts with an idea,
often a modification on an existing concept. The game idea may fall
within one or several genres. Designers often experiment with mixing
genres. The game designer usually produces an initial game proposal
document containing the concept, gameplay, feature list, setting and
story, target audience, requirements and schedule, staff and budget
estimates.
Many decisions are made during the course of a game's
development about the game's design; it is the responsibility of the
designer to decide which elements will be implemented, based on, for
example, consistency with the game's vision, budget or hardware
limitations. Design changes may have a significant positive or negative
impact on required resources.
The designer may use scripting
languages to implement and preview design ideas without necessarily
modifying the game's codebase.
A game designer often plays video games and demos to follow the game market development.
It
is common for the game designer's name to misleadingly be given an
undue amount of association to the game, neglecting the rest of the
development team.
Funding game publishers must be taken into account,
who may have specific expectations from a game as most video games are
market-driven — developed to sell for profit. However, if financial
issues do not influence designer's decisions, the game becomes design-
or designer-driven; few games are designed this way because of lack of
funding. Alternatively, a game may be technology-driven, such as Quake
(1996), to show off a particular hardware achievement or to market the
game engine. Finally, rarely a game may be art-driven, such as Myst
(1993), mainly to show off impressive visuals designed by artists.
Game designer
A
game designer is a person who designs gameplay, conceiving and
designing the rules and structure of a game. Many designers start their
career in testing departments, where mistakes by others can be seen
first-hand.
Lead designer coordinates the work of other designers and
is the main visionary of the game. Lead designer ensures team
communication, makes large design decisions, and presents design outside
of the team. Often the lead designer is technically and artistically
astute. Keeping well-presented documentation also falls within the lead
designer responsibilities. Lead designer may be the founder of a game
development company or may be sent by the publisher, if the game's
concept is provided by the publisher.
Game mechanics designer or systems designer designs and balances the game's rules.
Level
designer or environment designer is a position becoming prominent in
the recent years. Level designer is the person responsible for creating
game environment, levels, and missions.
Writer is a person often
employed part-time to conceive game's narrative, dialogue, commentary,
cutscene narrative, journals, video game packaging content, hint system,
etc. It is the responsibility of the writer to collaborate with primary
designers to seamlessly place this content into the game, creating
immersion, avoiding repetition, providing feedback, etc. Writing for
games involves a different set of skills from those for traditional
works, such as novels or screenplays, as the writer must collaborate
with the other designers during the writing process.
Compensation
In
2010, a game designer with more than six years of experience earned an
average of US$65,000, $54,000 with three to six years of experience and
$44,000 with less than 3 years of experience. Lead designers earned
$75,000 with three to six years of experience and $95,000 with more than
six years of experience.
Disciplines
World design
World design is the creation of a backstory, setting, and theme for the game; often done by a lead designer.
System design
System design is the creation of game rules and underlying mathematical patterns.
Content design
Content design is the creation of characters, items, puzzles, and missions.
Game writing
Game writing involves writing dialogue, text, and story.
Level design
Level design is the construction of world levels and its features.
User interface design
User interface designer constructs the user interactions and feedback interface, like menus or heads-up displays.
Audio design
Audio
design involves the process of creating or incorporating all of the
sounds that are in the game, like sound effects or voice acting.
Game elements
Narrative
Numerous
games have narrative elements which give a context to an event in a
game, make the activity of playing it less abstract and enhance its
entertainment value, although narrative elements are not always clearly
present or present at all. The original version of Tetris is an example
of a game apparently without narrative. It should be noted that some
narratologists claim that all games have a narrative element. Some go
further and claim that games are essentially a form of narrative.
Narrative in practice can be the starting point for the development of a
game, or can be added to a design that started as a set of game
mechanics.
Gameplay
Gameplay is the interactive aspects of video
game design. Gameplay involves player interaction with the game, usually
for the purpose of entertainment, education or training.
Design process
The design process varies from designer to designer and companies have different formal procedures and philosophies.
The
typical "textbook" approach is to start with a concept or a previously
completed game and from there create a game design document. This
document is intended to map out the complete game design and acts as a
central resource for the development team. This document should ideally
be updated as the game evolves throughout the production process.
Designers
are frequently expected to adapt to multiple roles of widely varying
nature: For example, concept prototyping can be assisted with the use of
pre-existing engines and tools like Game Maker. Level designs might be
done first on paper and again for the game engine using a 3D modelling
tool. Scripting languages are used for many elements—AI, cutscenes, GUI,
environmental processes, and many other behaviours and effects—that
designers would want to tune without a programmer's assistance. Setting,
story and character concepts require a research and writing process.
Designers may oversee focus testing, write up art and audio asset lists,
and write game documentation. In addition to the skillset, designers
are ideally clear communicators with attention to detail and ability to
delegate responsibilities appropriately.
Design approval in the commercial setting is a continuous process from the earliest stages until the game ships:
When
a new project is being discussed (either internally, or as a result of
dialogue with potential publishers), the designer may be asked to write a
sell-sheet of short concepts, followed by a one or two-page pitch of
specific features, audience, platform, and other details. Designers will
first meet with leads in other departments to establish agreement on
the feasibility of the game given the available time, scope, and budget.
If the pitch is approved, early milestones focus on the creation of a
fleshed-out design document. Some developers advocate a prototyping
phase before the design document is written to experiment with new ideas
before they become part of the design.
As production progresses,
designers are asked to make frequent decisions about elements missing
from the design. The consequences of these decisions are hard to predict
and often can only be determined after creating the full
implementation. These are referred to as the unknowns of the design, and
the faster they are uncovered, the less risk the team faces later in
the production process. Outside factors such as budget cuts or changes
in milestone expectations also result in cuts to the design, and while
overly large cuts can take the heart out of a project, cuts can also
result in a streamlined design with only the essential features,
polished well.
Towards the end of production, designers take the
brunt of responsibility for ensuring that the gameplay remains at a
uniform standard throughout the game, even in very long games. This task
is made more difficult under "crunch" conditions, as the entire team
may begin to lose sight of the core gameplay once pressured to hit a
date for a finished and bug-free game.
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