Video game design: Difference between revisions
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{{Short description|Design of the content and rules of video games}} |
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{{Dablink|This article is about [[video game]] design, and does not deal with the design of other forms of [[game]], such as [[board game]]s and [[card game]]s.}} |
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{{Video game industry}}{{About|video game design|the entire process of design, programming, art, audio, user interface, and writing|video game development}} |
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{{Refimprove|date=March 2010}} |
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{{VG Industry}} |
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'''Game design''' is the [[game development]] process of designing the content and rules of a [[game]] in the [[Game development#Pre-production|pre-production stage]]<ref>[[#BrSch|Brathwaite, Schreiber 2009]], p. 2</ref> and design of gameplay, environment, storyline, and characters during [[Game development#Production|production stage]]. Game design requires artistic and technical competence as well as writing skills.<ref>[[#AdRol|Adams, Rollings 2003]], pp. 20, 22-25</ref> |
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'''Video game design''' is the process of designing the rules and content of [[video game]]s in the [[Video game development#Pre-production|pre-production stage]]<ref>[[#BrSch|Brathwaite, Schreiber 2009]], p. 2</ref> and designing the gameplay, environment, storyline and characters in the [[Video game development#Production|production stage]]. Some common video game design subdisciplines are world design, level design, system design, content design, and user interface design. Within the [[video game industry]], video game design is usually just referred to as "[[game design]]", which is a more general term elsewhere. |
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== History == |
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{{Further2|[[Game development#History|Game development history]] and [[History of video games]]}} |
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The '''video game designer''' is very much like the director of a film; the designer is the visionary of the game and controls the artistic and technical elements of the game in fulfillment of their vision.<ref>[http://www.siam.org/news/news.php?id=1699 The Making of a Great Modern Game Designer] Glassner, Andrew. ''Society for Industrial and Applied Mathematics''.</ref> However, with very complex games, such as [[Massively multiplayer online role-playing game|MMORPGs]] or a big budget action or sports title, designers may number in the dozens. In these cases, there are generally one or two principal designers and many junior designers who specify subsets or subsystems of the game. As the industry has aged and embraced alternative production methodologies such as [[Agile software development|agile]], the role of a principal game designer has begun to separate - some studios emphasizing the [[auteur]] model while others emphasizing a more team oriented model. In larger companies like [[Electronic Arts]], each aspect of the game (control, level design) may have a separate producer, lead designer and several general designers. |
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Early in video game history, game designers were [[lead programmer]]s and often the only [[game programmer|programmers for a game]], and this remained true as the video game industry expanded in the 1970s. This person also sometimes comprised the entire art team. This is the case of such noted designers as [[Sid Meier]], [[John Romero]], [[Chris Sawyer]] and [[Will Wright (game designer)|Will Wright]]. A notable exception to this policy was [[Coleco]], which from its very start separated the function of design and programming.{{Citation needed|date=March 2010}} |
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As games became more complex |
Video game design requires artistic and technical competence as well as sometimes including writing skills.<ref>[[#AdRol|Adams, Rollings 2003]], pp. 20, 22-25</ref> Historically, video game programmers have sometimes comprised the entire design team. This is the case of such noted designers as [[Sid Meier]], [[John Romero]], [[Chris Sawyer]] and [[Will Wright (game designer)|Will Wright]]. A notable exception to this policy was [[Coleco]], which from its very start separated the function of design and programming. As video games became more complex, [[Home computer|computers]] and [[video game console|consoles]] became more powerful, the job of the game designer became separate from the lead programmer. Soon, game complexity demanded team members focused on game design. Many early veterans chose the game design path eschewing programming and delegating those tasks to others. |
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With very complex games, such as [[MMORPG]]s, or a big budget action or sports title, designers may number in the dozens. In these cases, there are generally one or two principal designers and many junior designers who specify subsets or subsystems of the game. In larger companies like [[Electronic Arts]], each aspect of the game (control, level design) may have a separate producer, lead designer and several general designers.{{Citation needed|date=March 2010}} |
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== Overview == |
== Overview == |
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{{See also|Game design}} |
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<!-- THIS PARAGRAPH IS USED in Game Development article as well, be sure to update. --> |
<!-- THIS PARAGRAPH IS USED in Game Development article as well, be sure to update. -->Video game design starts with an idea,<ref name="Bates3">[[#Bates|Bates 2004]], p. 3</ref><ref>[[#AdRol|Adams, Rollings 2003]], pp. 29-30</ref><ref>[[#Bethke|Bethke 2003]], p. 75</ref><ref>[[#Chand|Chandler 2009]], p. 3</ref> often a variation or modification on an existing concept.<ref name="Bates3" /><ref>[[#AdRol|Adams, Rollings 2003]], pp. 31-33</ref> The game idea will fall within one or several [[Game genre|genres]] and designers will often experiment with mixing genres.<ref>[[#Bates|Bates 2004]], p. 6</ref><ref>[[#Oxland|Oxland 2004]], p. 25</ref> 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.<ref>[[#Bates|Bates 2004]], pp. 14-16</ref> |
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Many decisions are made during the course of a game's development |
Many design decisions are made during the course of a game's development; it is the responsibility of the designer to decide which elements should be implemented. For example, consistency with the game's vision, budget or hardware limitations.<ref>[[#Bates|Bates 2004]], p. 160</ref> Design changes will have a significant impact on required resources.<ref>[[#Bates|Bates 2004]], pp. 160-161</ref> |
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The designer may use [[scripting language]]s to implement and preview design ideas without necessarily modifying the game's [[codebase]].<ref>[[#Bates|Bates 2004]], p. 161</ref><ref>[[#Oxland|Oxland 2004]], pp. 297-298</ref> |
The designer may use [[scripting language]]s to implement and preview design ideas without necessarily modifying the game's [[codebase]].<ref>[[#Bates|Bates 2004]], p. 161</ref><ref>[[#Oxland|Oxland 2004]], pp. 297-298</ref> A game designer often plays video games and demos to follow the markets' development.<ref>[[#Bates|Bates 2004]], pp. 161-162</ref> |
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Over time, it has become common for a game designer's name to misleadingly be given an undue amount of association to the game, neglecting the rest of the development team.<ref name="Bates 2004, p. 162">[[#Bates|Bates 2004]], p. 162</ref> This is in stark contrast to the industries' origins, when creators were often given little to no recognition.<ref>{{cite web |author1=Fatsquatch |title=Of Dragons and Easter Eggs: A Chat With Warren Robinett |url=https://tjg.joeysit.com/of-dragons-and-easter-eggs-a-chat-with-warren-robinett/ |website=The Jaded Gamer |access-date=3 February 2021 |date=20 May 2003}}</ref> Coincidentally, this lack of credit lead [[Warren Robinett]] to create the first [[Easter egg (media)#Origin|Easter egg]] in a video game. |
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A game designer often plays video games and demos to follow the game market development.<ref>[[#Bates|Bates 2004]], pp. 161-162</ref> |
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Funding, traditionally provided by [[Video game publisher|game publishers]], who may have specific expectations from a game,<ref>[[#Bates|Bates 2004]], p. 12</ref> must be taken into account, as most video games are ''market-driven'' — developed to sell for profit.<ref>[[#AdRol|Adams, Rollings 2003]], pp. 47-48</ref> However, if financial issues do not influence designer's decisions, the game can become ''design-'' or ''designer-driven''; but few games are designed this way,<ref>[[#AdRol|Adams, Rollings 2003]], pp. 48-49</ref> with it becoming more common among [[indie game]] developers, alongside alternative sources of funding, like [[Early access|Early Access]] or [[Crowdfunding in video games|Crowdfunding]]. Alternatively, a game may be ''technology-driven'', such as [[Quake (video game)|Quake]] (1996),<ref name="AdRol51">[[#AdRol|Adams, Rollings 2003]], p. 51</ref> to show off a particular hardware achievement or to market the [[game engine]].<ref name="AdRol51" /> Finally, a game may be ''art-driven'', such as ''[[Myst]]'' (1993) and [[Journey (2012 video game)|Journey]] (2012),<ref name="AdRol52">[[#AdRol|Adams, Rollings 2003]], p. 52</ref> mainly to show off impressive visuals designed by artists.<ref name="AdRol52" /> |
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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.<ref name="Bates 2004, p. 162">[[#Bates|Bates 2004]], p. 162</ref> |
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In [[Rules of Play (2004)|''Rules of Play'' (2004)]], [[Katie Salen]] and [[Eric Zimmerman]]n write: |
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Funding game publishers must be taken into account, who may have specific expectations from a game<ref>[[#Bates|Bates 2004]], p. 12</ref> as most video games are ''market-driven'' — developed to sell for profit.<ref>[[#AdRol|Adams, Rollings 2003]], pp. 47-48</ref> 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.<ref>[[#AdRol|Adams, Rollings 2003]], pp. 48-49</ref> Alternatively, a game may be ''technology-driven'', such as [[Quake (video game)|Quake]] (1996),<ref name="AdRol51">[[#AdRol|Adams, Rollings 2003]], p. 51</ref> to show off a particular hardware achievement or to market the [[game engine]].<ref name="AdRol51"/> Finally, rarely a game may be ''art-driven'', such as ''[[Myst]]'' (1993),<ref name="AdRol52">[[#AdRol|Adams, Rollings 2003]], p. 52</ref> mainly to show off impressive visuals designed by artists.<ref name="AdRol52"/> |
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{{cquote|A game designer is a particular kind of designer, much like a graphic designer, industrial designer or architect. A game designer is not necessarily a programmer, visual designer or project manager, although sometimes he or she can also play these roles in the creation of a game. A game designer might work alone or as part of a larger team. A game designer might create card games, social games, video games or any other kind of game. The focus of a game designer is designing game play, conceiving and designing rules and structures that result in an experience for players. |
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Thus game design, as a discipline, requires a focus on games in and of themselves. Rather than placing games in the service of another field such as sociology, literary criticism, or computer science, our aim is to study games within their own disciplinary space. Because game design is an emerging discipline, we often borrow from other areas of knowledge — from mathematics and cognitive science; from semiotics and cultural studies. We may not borrow in the most orthodox manner, but we do so in the service of helping to establish a field of game design proper. |
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In ''The Study of Games'', Brian Sutton-Smith writes: |
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}} |
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{{cquote|Each person defines games in his own way — the anthropologists and folklorists in terms of historical origins; the military men, businessmen,and educators in terms of usages; the social scientists in terms of psychological and social functions. There is overwhelming evidence in all this that the meaning of games is, in part, a function of the ideas of those who think about them. ... |
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... A game designer is a particular kind of designer, much like a graphic designer, industrial designer, or architect. A game designer is not necessarily a programmer, visual designer, or project manager, although sometimes he or she can also play these roles in the creation of a game. A game designer might work alone or as part of a larger team. A game designer might create card games, social games, video games, or any other kind of game. The focus of a game designer is designing game play, conceiving and designing rules and structures that result in an experience for players. |
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Thus game design, as a discipline, requires a focus on games in and of themselves. Rather than placing games in the service of another field such as sociology, literary criticism, or computer science, our aim is to study games within their own disciplinary space. Because game design is an emerging discipline, we often borrow from other areas of knowledge — from mathematics and cognitive science; from semiotics and cultural studies. We may not borrow in the most orthodox manner, but we do so in the service of helping to establish a field of game design proper.}} |
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== Game designer == |
== Game designer == |
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A game designer is a person who designs [[gameplay]], conceiving and designing the rules and structure of a [[game]].<ref>[[#SalZim|Salem, Zimmerman 2003]]</ref><ref>[[#Oxland|Oxland 2004]], p. 292</ref><ref>[[#MoNov|Moore, Novak 2010]], p. 74</ref> Many designers start their career in testing departments, where mistakes by others can be seen first-hand.<ref>[[#Bates|Bates 2004]], p. 179</ref> |
A game designer is a person who designs [[gameplay]], conceiving and designing the rules and structure of a [[game]].<ref>[[#SalZim|Salem, Zimmerman 2003]]</ref><ref>[[#Oxland|Oxland 2004]], p. 292</ref><ref>[[#MoNov|Moore, Novak 2010]], p. 74</ref> Many designers start their career in testing departments, other roles in game development or in classroom conditions,<ref>{{cite web|url=http://www.nyfa.edu/game-design-school/|title=Game Design School in New York & Los Angeles - NYFA|website=www.nyfa.edu}}</ref> where mistakes by others can be seen first-hand.<ref>[[#Bates|Bates 2004]], p. 179</ref> |
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* '''Lead designer''' coordinates the work of other designers and is the main visionary of the game.<ref>[[#Oxland|Oxland 2004]], pp. 292-296</ref><ref name="Bethke40">[[#Bethke|Bethke 2003]], p. 40</ref> Lead designer ensures team communication, makes large design decisions, and presents design outside of the team.<ref>[[#Oxland|Oxland 2004]], pp. 293-294</ref> Often the lead designer is technically and artistically astute.<ref>[[#Oxland|Oxland 2004]], pp. 294, 295</ref> Keeping well-presented documentation also falls within the lead designer responsibilities.<ref>[[#Oxland|Oxland 2004]], pp. 295-296</ref> 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.<ref name="Bethke40"/> |
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* '''[[Game mechanics]] designer'''<!--as named in ref--> or '''systems designer''' designs and [[game balance|balances]] the game's rules.<ref name="Bethke40"/> |
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* '''[[Level designer]]''' or '''environment designer''' is a position becoming prominent in the recent years.<ref name="Bates 2004, p. 162"/> Level designer is the person responsible for creating game environment, [[level (video gaming)|levels]], and missions.<ref name="MoNov76">[[#MoNov|Moore, Novak 2010]], p. 76</ref><ref name="ShahArt1">[[#ShahArt|Shahrani 2006]], part I</ref><ref name="Oxland296297">[[#Oxland|Oxland 2004]], pp. 296-297</ref><ref>[[#Bethke|Bethke 2003]], pp. 40-41</ref> |
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* '''Lead designer''' coordinates the work of other designers and is the main visionary of the game.<ref>[[#Oxland|Oxland 2004]], pp. 292-296</ref><ref name="Bethke40">[[#Bethke|Bethke 2003]], p. 40</ref> Lead designer ensures team communication, makes large design decisions and presents design outside of the team.<ref>[[#Oxland|Oxland 2004]], pp. 293-294</ref> Often the lead designer is technically and artistically astute.<ref>[[#Oxland|Oxland 2004]], pp. 294, 295</ref> Keeping well-presented documentation also falls within the lead designer responsibilities.<ref>[[#Oxland|Oxland 2004]], pp. 295-296</ref> Lead designer may be the founder of a game development company or a promoted employee. |
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* '''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.<ref>[[#Bates|Bates 2004]], p. 163</ref><ref>[[#BrSch|Brathwaite, Schreiber 2009]], p. 171</ref><ref>[[#MoNov|Moore, Novak 2010]], p. 94</ref><ref name="Bethke41">[[#Bethke|Bethke 2003]], p. 41</ref> It is the responsibility of the writer to collaborate with primary designers<ref name="Bethke41"/><ref>[[#Bates|Bates 2004]], p. 164</ref> to seamlessly place this content into the game, creating immersion, avoiding repetition, providing feedback, etc.<ref>[[#Bates|Bates 2004]], pp. 164-165</ref> 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.<ref name="Bethke41"/> |
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* '''[[Game mechanics]] designer'''<!--as named in ref--> or '''[[systems design]]er''' designs and [[game balance|balances]] the game's rules.<ref name="Bethke40" /> |
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* '''[[Level designer]]''' or '''environment designer''' is a position becoming prominent in recent years.<ref name="Bates 2004, p. 162" /> Level designer is the person responsible for creating game environment, [[level (video gaming)|levels]] and missions.<ref name="MoNov76">[[#MoNov|Moore, Novak 2010]], p. 76</ref><ref name="ShahArt1">[[#ShahArt|Shahrani 2006]], part I</ref><ref name="Oxland296297">[[#Oxland|Oxland 2004]], pp. 296-297</ref><ref>[[#Bethke|Bethke 2003]], pp. 40-41</ref> |
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* '''Planner''' is a term referring to a game designer in the [[Japanese video game]] industry, where game designers are typically credited as planners.<ref>{{cite news |last1=Barnett |first1=JC |title=Working In Japanese Game Development: The Other Side Of The Rainbow |url=https://www.gamasutra.com/view/feature/1620/working_in_japanese_game_.php?print=1 |access-date=17 October 2021 |work=[[Gamasutra]] |date=August 20, 2007}}</ref> |
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=== Compensation === |
=== Compensation === |
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{{Globalize|section|North America|date=January 2011}} |
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In 2010, a game designer with more than six years of experience earned an average of [[United States dollar|US$]]65,000 ({{GBP|44,761.22}} sterling), {{USD|54,000}} ({{GBP|37,186.24}}) with three to six years of experience and $44,000 ({{GBP|30,299.90}}) with less than 3 years of experience. Lead designers earned $75,000 ({{GBP|51,647.56}}) with three to six years of experience and $95,000 ({{GBP|65,420.24}}) with more than six years of experience.<ref>{{cite journal|last = Fleming|first = Jeffrey|date=April 2008|title = 9th Annual Salary Survey|journal = [[Game Developer (magazine)|Game Developer]]|volume = 17|issue = 4|page = 8|publisher = [[United Business Media]]}}</ref> In 2013, a game designer with less than 3 years of experience earned, on average, $55,000 ({{GBP|37,874.88}}). A game designer with more than 6 years of experience made, on average, $105,000 ({{GBP|72,306.58}}). The average salary of these designers varies depending on their region.<ref>"[http://www.bigfishgames.com/blog/video-gaming-industry-numbers-by-region/ Top Gaming Studios, Schools & Salaries]". [http://www.bigfishgames.com/ Big Fish Games].</ref> As of 2015 the salary of experienced workers has shifted to approximately US$87,000 ({{GBP|59,911.17}})<ref>{{cite web|url=http://www.indeed.com/salary/Game-Designer.html|title=Game Designer Salaries in the United States - Indeed.com|website=www.indeed.com}}</ref> As of January 17, 2020, the average annual pay for a game designer in the United States is $130,000 a year.<ref>{{Cite web|url=https://www.ziprecruiter.com/Salaries/Game-Designer-Salary|title=GAME Designer Salary ($104,779 - Mar 2023) ZipRecruiter}}</ref> |
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In 2010, a game designer with more than six years of experience earned an average of [[United States dollar|US$]]65,000, $54,000 with three to six years of experience and $44,000 with less than 3 years of experience. |
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Lead designers earned $75,000 with three to six years of experience and $95,000 with more than six years of experience.<ref>{{cite journal| last = Fleming| first = Jeffrey| year = 2008| month = April| title = 9th Annual Salary Survey| journal = [[Game Developer (magazine)|Game Developer]]| volume = 17| issue = 4| page = 8| publisher = [[United Business Media]]}}</ref> |
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== Disciplines == |
== Disciplines == |
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{{Expand section|date=April 2010}}<!-- brathwaite, schreiber 5; later chapters have more --> |
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<!-- There's an alternate original classification by design approach style at http://www.lostgarden.com/2009/03/what-is-your-game-design-style.html --> |
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=== World design === |
=== World design === |
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{{Further|Worldbuilding}} |
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World design is the creation of a backstory, setting, and theme for the game; often done by a lead designer.<ref name="BrSch5">[[#BrSch|Brathwaite, Schreiber 2009]], p. 5</ref> |
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[[File:UnrealCharacter.png|thumb|Unreal Engine character creator]] |
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World design is the creation of a backstory, setting and theme for the game; often done by a lead designer.<ref name="BrSch5">[[#BrSch|Brathwaite, Schreiber 2009]], p. 5</ref> World design can also be the creation of a universe or a map, as well as topics or areas that are likely to be pursued by the player. It is a map referenced for creation of everything as it shows where it is and allows for the most logistical design in any given game.{{citation needed|date=February 2017}} World design shapes the direction the game goes towards. |
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=== System design === |
=== System design === |
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System design is the creation of game rules and underlying mathematical patterns.<ref name="BrSch5"/> System design is the enacted simulation of a game designed to interact or react with the player. The "experience" a player has with a game is attributed to how the game's system is designed. A complex system with depth leads to a more unpredictable strand of events to immerse the player into the video game.<ref>{{Cite web |last=Polack |first=Trent |date=2018-01-04 |title=A Guide to Systems-Based Game Development |url=https://www.gamedeveloper.com/design/a-guide-to-systems-based-game-development |access-date=2022-04-24 |website=Game Developer |language=en}}</ref> |
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System design is the creation of game rules and underlying mathematical patterns.<ref name="BrSch5"/> |
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=== Content design === |
=== Content design === |
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Content design is the creation of characters, items, puzzles, |
Content design is the creation of characters, items, puzzles, missions,<ref name="BrSch5"/> or any aspect of the game that is not required for it to function properly and meet the [[minimum viable product]] standard. In essence, content is the complexity added to a minimum viable product to increase its value. |
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=== Game writing === |
=== Game writing === |
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Game writing involves writing dialogue, text |
{{Main|Video game writing}} |
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Game writing involves writing dialogue, text and story.<ref name="BrSch5"/> |
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This is one of the first steps that go into making a video game. This encompasses many different elements of the process. Writing in video games also includes the elements in which the literature is presented. Voice acting, text, picture editing and music are all elements of game writing. |
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=== Level design === |
=== Level design === |
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[[File:Edge (video game) level layout.png|thumb|Level design]] |
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{{Main|Level design}} |
{{Main|Level design}} |
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Level design is the construction of world levels and its features.<ref name="MoNov76" /><ref name="ShahArt1" /><ref name="Oxland296297" /><ref name="BrSch5" /> |
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Level design makes use of many different fields to create a game world. Lighting, space, framing, color and contrast are used to draw a player's attention. A designer can then use these elements to guide or direct the player in a specific direction through the game world or mislead them. |
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Level design is the construction of world levels and its features.<ref name="MoNov76"/><ref name="ShahArt1"/><ref name="Oxland296297"/><ref name="BrSch5"/> |
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=== User interface design === |
=== User interface design === |
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User interface |
[[User interface]] (UI) design deals with the construction the user interactions and feedback interface, like [[menu (computing)|menus]] or [[HUD (video gaming)|heads-up displays]].<ref name="BrSch5" /> |
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The user interface also incorporates game mechanics design. Deciding how much information to give the player and in what way allows the designer to inform the player about the world, or perhaps leave them uninformed. Another aspect to consider is the method of input a game will use and deciding to what degree a player can interact with a game with these inputs. These choices have a profound effect on the mood of the game, as it directly affects the player in both noticeable and subtle ways. |
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User interface design in video games has unique goals. A conscious decision has to be made regarding the amount of information to relay to the player. However, the UI in games do not have to be absolutely streamlined. Players expect challenges and are willing to accept them as long as the experience is sufficiently rewarding. By the same token, navigating or interaction with a game's UI can be satisfying without the need to be effortless.<ref>{{Cite web|url=https://medium.com/@ludwidium/design-principles-face-off-ux-versus-game-design-526e99ad41ab|title=Design principles face-off: UX versus Game Design|last=G|first=Luis Miguel Bello|date=2017-09-25|website=Luis Miguel Bello G.|access-date=2017-12-04}}</ref>{{Self-published inline|date=January 2024|certain=y}} |
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=== Audio design === |
=== Audio design === |
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Audio design involves the process of creating or incorporating all of the sounds that are |
Audio design involves the process of creating or incorporating all of the sounds that are in the game, like music, [[sound effects]] or [[voice acting]].<ref>{{Cite web|date=2017-03-11|title=Video Game Sound Design {{!}} Beginner's Guide|url=https://www.gamedesigning.org/learn/video-game-sound/|access-date=2021-04-25|website=The Ultimate Resource for Video Game Design|language=en-US}}</ref> This includes the theme song and jingles used in title screens and menus. |
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=== User experience design === |
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The disciplines listed above all combine to form the discipline of [[game feel]].<ref>{{Cite web|title=Game Feel: The Secret Ingredient|url=https://www.gamasutra.com/view/feature/130734/game_feel_the_secret_ingredient.php|access-date=2021-04-25|website=www.gamasutra.com|date=23 November 2007|language=en}}</ref> It ensures that the flow of the game and the user interaction with the game elements are functioning smoothly.<ref>{{Cite web|last=Research|first=Player|date=2017-11-28|title=What Is Games 'User Experience' (UX) and How Does It Help?|url=https://playerresearch.medium.com/what-is-games-user-experience-ux-and-how-does-it-help-ea35ceaa9f05|access-date=2021-04-25|website=Medium|language=en}}</ref> |
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== Game elements == |
== Game elements == |
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=== Narrative === |
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=== Narrative ===<!-- Is this basically writing? Most likely, move this to game writing above --> |
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{{Further|Narrative designer}} |
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Numerous games have narrative elements which give a context to an event in a game, |
Numerous games have narrative elements which give a context to an event in a game, making 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. Some{{Who|date=March 2010}} [[narratology|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.<ref>{{Cite web|last=Maggs|first=Brooke|date=2020-09-16|title=The Art of Video Game Narrative Design 101|url=https://medium.com/@brooke.maggs/the-art-of-video-game-narrative-design-101-c7a5f119d77|access-date=2021-04-25|website=Medium|language=en}}</ref> |
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=== Gameplay === |
=== Gameplay === |
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{{ |
{{Further|Gameplay}} |
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Gameplay is the interactive aspects of video game design. Gameplay involves player interaction with the game, usually for the purpose of gameplay is entertainment, education or training.<ref>{{Cite web|title=What is Gameplay? - Definition from Techopedia|url=http://www.techopedia.com/definition/1911/gameplay|access-date=2021-04-25|website=Techopedia.com|language=en}}</ref> |
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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. |
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== Design process == |
== Design process == |
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=== Conceptualization === |
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The design process varies from designer to designer and companies have different formal procedures and philosophies.<ref>[[#Bates|Bates 2004]], p. 151</ref> |
The design process varies from designer to designer and companies have different formal procedures and philosophies.<ref>[[#Bates|Bates 2004]], p. 151</ref> |
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The typical "textbook" approach is to start with a concept or a previously completed game and from there create a [[game design document]].{{ |
The typical "textbook" approach is to start with a concept or a previously completed game and from there create a [[game design document]].<ref>{{Cite web|date=2017-08-25|title=How to Create a Game Design Document {{!}} In-Depth Guide|url=https://www.gamedesigning.org/learn/game-design-document/|access-date=2021-04-25|website=The Ultimate Resource for Video Game Design|language=en-US}}</ref> 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.{{Citation needed|date=January 2021}}[[File:Video Game Design on Paper at Game Jam.jpg|thumb|Conceptual art for video game]] |
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=== Role Adaptation === |
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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.{{Citation needed|date=March 2010}} |
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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 [[GameMaker Studio]], [[Unity (game engine)|Unity]], [[Godot (game engine)|Godot]] or [[Construct (game engine)|Construct]]. Level designs might be done first on paper and again for the game engine using a 3D modeling tool. Scripting languages are used for many elements—AI, cutscenes, GUI, environmental processes, and many other behaviors 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.{{Citation needed|date=March 2010}} |
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=== Design Approval === |
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Design approval{{Clarify|date=March 2010|reason=first mention}} in the commercial setting is a continuous process from the earliest stages until the game ships: |
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Design approval{{Clarify|date=March 2010|reason=first mention}} in the commercial setting is a continuous process from the earliest stages until the game ships.<ref>{{Cite web|date=2017-03-11|title=Video Game Designer Education Requirements {{!}} 2021 Guide|url=https://www.gamedesigning.org/learn/requirements/|access-date=2021-04-25|website=The Ultimate Resource for Video Game Design|language=en-US}}</ref> |
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When a new project is being discussed (either internally |
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.<ref>{{Cite web |date=2018-01-24 |title=Applying Design Thinking Prototyping to Improve the Application Development Process |url=https://techmonitor.ai/technology/hardware/design-thinking-prototyping-application-development |access-date=2022-04-24 |website=Tech Monitor |language=en-US}}</ref> |
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=== Production and Decision-Making === |
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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.{{Or|date=March 2010}} |
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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.{{Original research inline|date=March 2010}} |
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=== Finalization and Quality Assurance === |
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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.{{Or|date=March 2010}} |
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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 (video games)|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.{{Original research inline|date=March 2010}} |
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== |
==Game design tools== |
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Traditionally, game designers used simple tools like Word, Excel or just plain pen and paper. As the field has evolved and player agency and localization started to play a bigger role in game development, the need for professional tools has emerged for this particular field.<ref>{{Cite web|date=2020-08-03|title=Tools and Software Used for Designing and Developing Video Games {{!}} NEIT|url=https://www.neit.edu/blog/game-development-software-tools|access-date=2021-04-25|website=www.neit.edu|language=en-US}}</ref> |
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Examples of software for narrative design and storytelling include [https://www.articy.com/en/ articy:draft 3] and [https://twinery.org/ Twine]. Tools like these often help to inform the earliest stages of the design and development process, before visual content and software development is started in earnest. |
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There are various kinds of free 3D design software available to the public, from the mainly graphically focussed, such as [[Blender (software)|Blender]], to game engines and software development toolkits, such as [[Unreal Engine]] and [[Unity (game engine)|Unity]], that promote communities that self-educate<ref>{{Cite web |title=Learn How to Use Unreal Engine - A Powerful Real-Time 3D Creation Platform |url=https://www.unrealengine.com/en-US/learn |access-date=2022-04-24 |website=Unreal Engine |language=en-US}}</ref> as well as market 3D models and tutorials for beginners.<ref>{{Cite web |title=Blender Guru |url=https://www.blenderguru.com/ |access-date=2022-04-24 |website=Blender Guru |language=en-US}}</ref> |
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== See also == |
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{{Portal|Video games}} |
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* [[Game art design]] |
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* [[List of video game designers]] |
* [[List of video game designers]] |
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* [[List of video gaming topics]] |
* [[List of video gaming topics]] |
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* [[List of books about video games]] |
* [[List of books about video games]] |
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* [[First playable demo]] |
* [[First playable demo]] |
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* [[Educational video game#Design|Educational game design]] |
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* [[Narrative Designer]] |
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== References == |
== References == |
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{{Reflist| |
{{Reflist|30em}} |
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{{more footnotes|date=May 2011}} |
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=== Sources === |
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* {{Cite book |title=Andrew Rollings and Ernest Adams on game design | last1=Adams | first1=Ernest | last2=Rollings | first2=Andrew | year=2003 | publisher=New Riders Publishing | isbn=1-59273-001-9 | ref=AdRol }} |
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* {{Cite book |
* {{Cite book|title=Andrew Rollings and Ernest Adams on game design|last1=Adams|first1=Ernest|last2=Rollings|first2=Andrew|year=2003|publisher=New Riders Publishing|isbn=1-59273-001-9|ref=AdRol}} |
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* {{Cite book |
* {{Cite book|title=Game Design|last=Bates|first=Bob|year=2004|edition=2nd|publisher=Thomson Course Technology|isbn=1-59200-493-8|ref=Bates}} |
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* {{Cite book |
* {{Cite book|title=Game development and production|first=Erik|last=Bethke|publisher=Wordware Publishing, Inc.|year=2003|location=Texas|isbn=1-55622-951-8|ref=Bethke}} |
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* {{Cite book |
* {{Cite book|title=Challenges for Game Designers|last1=Brathwaite|first1=Brenda|last2=Schreiber|first2=Ian|year=2009|publisher=Charles River Media|isbn=978-1-58450-580-8|ref=BrSch}} |
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* {{Cite book |
* {{Cite book|title=Game Industry Career Guide|last1=Moore|first1=Michael E.|last2=Novak|first2=Jeannie|year=2010|publisher=Cengage Learning|location=Delmar|isbn=978-1-4283-7647-2|ref=MoNov}} |
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* {{Cite book|title=Gameplay and design|last=Oxland|first=Kevin|year=2004|publisher=Addison Wesley|isbn=0-321-20467-0|ref=Oxland}} |
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* {{Cite book | title=[[Rules of Play]]: Game Design Fundamentals | isbn=0-262-24045-9 | last=Salen | first=Katie | authorlink=Katie Salen | last2=Zimmerman | first2=Eric | authorlink2=Eric Zimmerman | year=2003 | publisher=MIT Press | ref=SalZim }} |
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* {{Cite book|title=[[Rules of Play]]: Game Design Fundamentals|isbn=0-262-24045-9|last1=Salen|first1=Katie|author-link=Katie Salen|last2=Zimmerman|first2=Eric|author-link2=Eric Zimmerman|year=2003|publisher=MIT Press|ref=SalZim}} |
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* {{cite web |url=http://www.gamasutra.com/features/20060425/shahrani_01.shtml |archiveurl=http://web.archive.org/web/20090422170131/http://gamasutra.com/features/20060425/shahrani_01.shtml |archivedate=2009-04-22 |title=Educational Feature: A History and Analysis of Level Design in 3D Computer Games |first=Sam |last=Shahrani |date=April 25, 2006 |accessdate=29 March 2010 |ref=ShahArt}} |
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* {{cite web|url=http://www.gamasutra.com/features/20060425/shahrani_01.shtml|archive-url=https://web.archive.org/web/20090422170131/http://gamasutra.com/features/20060425/shahrani_01.shtml|archive-date=2009-04-22|title=Educational Feature: A History and Analysis of Level Design in 3D Computer Games|first=Sam|last=Shahrani|date=April 25, 2006|access-date=29 March 2010|ref=ShahArt}} |
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* ''[[Rules of Play]]'', a book on game design by [[Eric Zimmerman]] and [[Katie Salen]] |
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<!--* ''[[Rules of Play]]'', a book on game design by [[Eric Zimmerman]] and [[Katie Salen]] |
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* ''[http://books.google.com/books?id=GslPb621eXQC&dq=swords+%26+circuitry+a+designer%27s+guide+to+computer+%22role+playing%22+games&pg=PP1&ots=_ByMUY5JAw&sig=hDJ4LiepLcvHX-OwpqMXdjSIAXM&prev=http://www.google.com/search%3Fclient%3Dfirefox-a%26rls%3Dorg.mozilla%253Aen-US%253Aofficial%26channel%3Ds%26hl%3Den%26q%3DSwords%2B%2526%2BCircuitry%253A%2BA%2BDesigner%27s%2BGuide%2Bto%2BComputer%2BRole-Playing%2BGames%26btnG%3DGoogle%2BSearch&sa=X&oi=print&ct=title&cad=one-book-with-thumbnail Swords & Circuitry: A Designer's Guide to Computer Role-Playing Games]'' by Neal Hallford and Jana Hallford |
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* ''The Game Design Reader'', about game design and criticism by [[Eric Zimmerman]] and [[Katie Salen]] |
* ''The Game Design Reader'', about game design and criticism by [[Eric Zimmerman]] and [[Katie Salen]] |
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* "MDA: A Formal Approach to Game Design and Game Research". [[Robin Hunicke]], [[Marc LeBlanc]] and Robert Zubek. Proceedings of the AAAI Workshop on Challenges in Game AI. 2004.--> |
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== External links == |
== External links == |
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{{external links|section=yes|date=August 2019}} |
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* {{wikiversity|School:Game design}} |
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{{Wikiversity|School:Game design}} |
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* Game design veteran [http://www.sloperama.com/advice.html Tom Sloper's game biz advice], including lessons on game design |
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* Game design veteran [https://web.archive.org/web/20071107062944/http://www.eurocom.co.uk/content/view/102/81/ Tom Sloper's game biz advice], including lessons on game design |
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* [http://queue.acm.org/detail.cfm?id=971590 ACM Queue article "Game Development: Harder Than You Think"] by Jonathan Blow |
* [http://queue.acm.org/detail.cfm?id=971590 ACM Queue article "Game Development: Harder Than You Think"] by Jonathan Blow |
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* [ |
* [https://www.amazon.com/dp/B0052QA5WU The Art of Computer Game Design] by [[Chris Crawford (game designer)|Chris Crawford]] |
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* [https://web.archive.org/web/20071107062944/http://www.eurocom.co.uk/content/view/102/81/ Example Game Design Document] by Chris Taylor |
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* {{dmoz|Games/Video_Games/Game_Design|Game design}} |
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* [http://www.runawaystudios.com/articles/chris_taylor_gdd.asp Example Game Design Document] by Chris Taylor |
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* [http://www.gamespot.com/features/so-you-wanna-be-a-game-designer-6129276/ "So You Wanna Be a Game Designer"] at ''[[GameSpot]]'' |
* [http://www.gamespot.com/features/so-you-wanna-be-a-game-designer-6129276/ "So You Wanna Be a Game Designer"] at ''[[GameSpot]]'' |
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* |
*{{webarchive|url=https://web.archive.org/web/20080107182604/http://www.eurocom.co.uk/content/view/102/81/|date=January 7, 2008|title=The Designer}} at [[Eurocom]] |
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* [http://www.escapistmagazine.com/articles/view/issues/issue_273/8159-The-Philosophy-of-Game-Design-part-1 The Philosophy of Game Design (part 1)] {{Webarchive|url=https://web.archive.org/web/20131105191536/http://www.escapistmagazine.com/articles/view/issues/issue_273/8159-The-Philosophy-of-Game-Design-part-1 |date=2013-11-05 }} at [[The Escapist (magazine)|The Escapist]] |
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* [http://gdp2.tii.se/index.php/Category:Patterns GDP2: Game Designs and Game Design Patterns collection] {{Webarchive|url=https://web.archive.org/web/20161021080029/http://gdp2.tii.se/index.php/Category:Patterns |date=2016-10-21 }} hosted by [http://www.tii.se/ Interactive Institute] |
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=== Newsgroups === |
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* [http://www.gamasutra.com/view/feature/129948/the_chemistry_of_game_design.php?print=1 The Chemistry Of Game Design] at [[Gamasutra]] - by Daniel Cook |
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* [http://groups.google.com/groups/dir?hl=en&lr=&ie=UTF-8&q=comp.games.development.design comp.games.development.design] via [[Google Groups]] |
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* [https://www.youtube.com/watch?v=qwPe3OHR04c Daniel Cook: Game Design Theory I Wish I had Known When I Started] video from [[YouTube]] |
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* [http://groups.google.com/groups/dir?hl=en&lr=&ie=UTF-8&q=rec.games.design rec.games.design] via [[Google Groups]] |
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*[http://aeon.co/magazine/culture/welcome-to-the-scarcity-games/ Hunger games] {{Webarchive|url=https://web.archive.org/web/20150511231800/http://aeon.co/magazine/culture/welcome-to-the-scarcity-games/ |date=2015-05-11 }} (January 2015). "A new wave of videogames offers lessons in powerlessness, scarcity and inevitable failure. What makes them so compelling?" Will Wiles, ''[[Aeon (digital magazine)|Aeon]]'' |
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* [https://culture.pl/en/article/investigating-the-polish-school-of-video-gaming Investigating the Polish School of Video Gaming] |
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[[Category:Video game development]] |
[[Category:Video game development]] |
Latest revision as of 17:04, 3 December 2024
Part of a series on the |
Video game industry |
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Video game design is the process of designing the rules and content of video games in the pre-production stage[1] and designing the gameplay, environment, storyline and characters in the production stage. Some common video game design subdisciplines are world design, level design, system design, content design, and user interface design. Within the video game industry, video game design is usually just referred to as "game design", which is a more general term elsewhere.
The video game designer is very much like the director of a film; the designer is the visionary of the game and controls the artistic and technical elements of the game in fulfillment of their vision.[2] However, with very complex games, such as MMORPGs or a big budget action or sports title, designers may number in the dozens. In these cases, there are generally one or two principal designers and many junior designers who specify subsets or subsystems of the game. As the industry has aged and embraced alternative production methodologies such as agile, the role of a principal game designer has begun to separate - some studios emphasizing the auteur model while others emphasizing a more team oriented model. In larger companies like Electronic Arts, each aspect of the game (control, level design) may have a separate producer, lead designer and several general designers.
Video game design requires artistic and technical competence as well as sometimes including writing skills.[3] Historically, video game programmers have sometimes comprised the entire design team. This is the case of such noted designers as Sid Meier, John Romero, Chris Sawyer and Will Wright. A notable exception to this policy was Coleco, which from its very start separated the function of design and programming. As video games became more complex, computers and consoles became more powerful, the job of the game designer became separate from the lead programmer. Soon, game complexity demanded team members focused on game design. Many early veterans chose the game design path eschewing programming and delegating those tasks to others.
Overview
[edit]Video game design starts with an idea,[4][5][6][7] often a variation or modification on an existing concept.[4][8] The game idea will fall within one or several genres and designers will often experiment with mixing genres.[9][10] 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.[11]
Many design decisions are made during the course of a game's development; it is the responsibility of the designer to decide which elements should be implemented. For example, consistency with the game's vision, budget or hardware limitations.[12] Design changes will have a significant impact on required resources.[13]
The designer may use scripting languages to implement and preview design ideas without necessarily modifying the game's codebase.[14][15] A game designer often plays video games and demos to follow the markets' development.[16]
Over time, it has become common for a game designer's name to misleadingly be given an undue amount of association to the game, neglecting the rest of the development team.[17] This is in stark contrast to the industries' origins, when creators were often given little to no recognition.[18] Coincidentally, this lack of credit lead Warren Robinett to create the first Easter egg in a video game.
Funding, traditionally provided by game publishers, who may have specific expectations from a game,[19] must be taken into account, as most video games are market-driven — developed to sell for profit.[20] However, if financial issues do not influence designer's decisions, the game can become design- or designer-driven; but few games are designed this way,[21] with it becoming more common among indie game developers, alongside alternative sources of funding, like Early Access or Crowdfunding. Alternatively, a game may be technology-driven, such as Quake (1996),[22] to show off a particular hardware achievement or to market the game engine.[22] Finally, a game may be art-driven, such as Myst (1993) and Journey (2012),[23] mainly to show off impressive visuals designed by artists.[23]
In Rules of Play (2004), Katie Salen and Eric Zimmermann write:
A game designer is a particular kind of designer, much like a graphic designer, industrial designer or architect. A game designer is not necessarily a programmer, visual designer or project manager, although sometimes he or she can also play these roles in the creation of a game. A game designer might work alone or as part of a larger team. A game designer might create card games, social games, video games or any other kind of game. The focus of a game designer is designing game play, conceiving and designing rules and structures that result in an experience for players. Thus game design, as a discipline, requires a focus on games in and of themselves. Rather than placing games in the service of another field such as sociology, literary criticism, or computer science, our aim is to study games within their own disciplinary space. Because game design is an emerging discipline, we often borrow from other areas of knowledge — from mathematics and cognitive science; from semiotics and cultural studies. We may not borrow in the most orthodox manner, but we do so in the service of helping to establish a field of game design proper.
Game designer
[edit]A game designer is a person who designs gameplay, conceiving and designing the rules and structure of a game.[24][25][26] Many designers start their career in testing departments, other roles in game development or in classroom conditions,[27] where mistakes by others can be seen first-hand.[28]
- Lead designer coordinates the work of other designers and is the main visionary of the game.[29][30] Lead designer ensures team communication, makes large design decisions and presents design outside of the team.[31] Often the lead designer is technically and artistically astute.[32] Keeping well-presented documentation also falls within the lead designer responsibilities.[33] Lead designer may be the founder of a game development company or a promoted employee.
- Game mechanics designer or systems designer designs and balances the game's rules.[30]
- Level designer or environment designer is a position becoming prominent in recent years.[17] Level designer is the person responsible for creating game environment, levels and missions.[34][35][36][37]
- Planner is a term referring to a game designer in the Japanese video game industry, where game designers are typically credited as planners.[38]
Compensation
[edit]In 2010, a game designer with more than six years of experience earned an average of US$65,000 (£44,761.22 sterling), US$54,000 (£37,186.24) with three to six years of experience and $44,000 (£30,299.90) with less than 3 years of experience. Lead designers earned $75,000 (£51,647.56) with three to six years of experience and $95,000 (£65,420.24) with more than six years of experience.[39] In 2013, a game designer with less than 3 years of experience earned, on average, $55,000 (£37,874.88). A game designer with more than 6 years of experience made, on average, $105,000 (£72,306.58). The average salary of these designers varies depending on their region.[40] As of 2015 the salary of experienced workers has shifted to approximately US$87,000 (£59,911.17)[41] As of January 17, 2020, the average annual pay for a game designer in the United States is $130,000 a year.[42]
Disciplines
[edit]World design
[edit]World design is the creation of a backstory, setting and theme for the game; often done by a lead designer.[43] World design can also be the creation of a universe or a map, as well as topics or areas that are likely to be pursued by the player. It is a map referenced for creation of everything as it shows where it is and allows for the most logistical design in any given game.[citation needed] World design shapes the direction the game goes towards.
System design
[edit]System design is the creation of game rules and underlying mathematical patterns.[43] System design is the enacted simulation of a game designed to interact or react with the player. The "experience" a player has with a game is attributed to how the game's system is designed. A complex system with depth leads to a more unpredictable strand of events to immerse the player into the video game.[44]
Content design
[edit]Content design is the creation of characters, items, puzzles, missions,[43] or any aspect of the game that is not required for it to function properly and meet the minimum viable product standard. In essence, content is the complexity added to a minimum viable product to increase its value.
Game writing
[edit]Game writing involves writing dialogue, text and story.[43]
This is one of the first steps that go into making a video game. This encompasses many different elements of the process. Writing in video games also includes the elements in which the literature is presented. Voice acting, text, picture editing and music are all elements of game writing.
Level design
[edit]Level design is the construction of world levels and its features.[34][35][36][43]
Level design makes use of many different fields to create a game world. Lighting, space, framing, color and contrast are used to draw a player's attention. A designer can then use these elements to guide or direct the player in a specific direction through the game world or mislead them.
User interface design
[edit]User interface (UI) design deals with the construction the user interactions and feedback interface, like menus or heads-up displays.[43]
The user interface also incorporates game mechanics design. Deciding how much information to give the player and in what way allows the designer to inform the player about the world, or perhaps leave them uninformed. Another aspect to consider is the method of input a game will use and deciding to what degree a player can interact with a game with these inputs. These choices have a profound effect on the mood of the game, as it directly affects the player in both noticeable and subtle ways.
User interface design in video games has unique goals. A conscious decision has to be made regarding the amount of information to relay to the player. However, the UI in games do not have to be absolutely streamlined. Players expect challenges and are willing to accept them as long as the experience is sufficiently rewarding. By the same token, navigating or interaction with a game's UI can be satisfying without the need to be effortless.[45][self-published source]
Audio design
[edit]Audio design involves the process of creating or incorporating all of the sounds that are in the game, like music, sound effects or voice acting.[46] This includes the theme song and jingles used in title screens and menus.
User experience design
[edit]The disciplines listed above all combine to form the discipline of game feel.[47] It ensures that the flow of the game and the user interaction with the game elements are functioning smoothly.[48]
Game elements
[edit]Narrative
[edit]Numerous games have narrative elements which give a context to an event in a game, making 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. Some[who?] 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.[49]
Gameplay
[edit]Gameplay is the interactive aspects of video game design. Gameplay involves player interaction with the game, usually for the purpose of gameplay is entertainment, education or training.[50]
Design process
[edit]Conceptualization
[edit]The design process varies from designer to designer and companies have different formal procedures and philosophies.[51]
The typical "textbook" approach is to start with a concept or a previously completed game and from there create a game design document.[52] 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.[citation needed]
Role Adaptation
[edit]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 GameMaker Studio, Unity, Godot or Construct. Level designs might be done first on paper and again for the game engine using a 3D modeling tool. Scripting languages are used for many elements—AI, cutscenes, GUI, environmental processes, and many other behaviors 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.[citation needed]
Design Approval
[edit]Design approval[clarification needed] in the commercial setting is a continuous process from the earliest stages until the game ships.[53]
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.[54]
Production and Decision-Making
[edit]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.[original research?]
Finalization and Quality Assurance
[edit]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.[original research?]
Game design tools
[edit]Traditionally, game designers used simple tools like Word, Excel or just plain pen and paper. As the field has evolved and player agency and localization started to play a bigger role in game development, the need for professional tools has emerged for this particular field.[55]
Examples of software for narrative design and storytelling include articy:draft 3 and Twine. Tools like these often help to inform the earliest stages of the design and development process, before visual content and software development is started in earnest.
There are various kinds of free 3D design software available to the public, from the mainly graphically focussed, such as Blender, to game engines and software development toolkits, such as Unreal Engine and Unity, that promote communities that self-educate[56] as well as market 3D models and tutorials for beginners.[57]
See also
[edit]- Game art design
- List of video game designers
- List of video gaming topics
- List of books about video games
- First playable demo
- Educational game design
- Narrative Designer
References
[edit]- ^ Brathwaite, Schreiber 2009, p. 2
- ^ The Making of a Great Modern Game Designer Glassner, Andrew. Society for Industrial and Applied Mathematics.
- ^ Adams, Rollings 2003, pp. 20, 22-25
- ^ a b Bates 2004, p. 3
- ^ Adams, Rollings 2003, pp. 29-30
- ^ Bethke 2003, p. 75
- ^ Chandler 2009, p. 3
- ^ Adams, Rollings 2003, pp. 31-33
- ^ Bates 2004, p. 6
- ^ Oxland 2004, p. 25
- ^ Bates 2004, pp. 14-16
- ^ Bates 2004, p. 160
- ^ Bates 2004, pp. 160-161
- ^ Bates 2004, p. 161
- ^ Oxland 2004, pp. 297-298
- ^ Bates 2004, pp. 161-162
- ^ a b Bates 2004, p. 162
- ^ Fatsquatch (20 May 2003). "Of Dragons and Easter Eggs: A Chat With Warren Robinett". The Jaded Gamer. Retrieved 3 February 2021.
- ^ Bates 2004, p. 12
- ^ Adams, Rollings 2003, pp. 47-48
- ^ Adams, Rollings 2003, pp. 48-49
- ^ a b Adams, Rollings 2003, p. 51
- ^ a b Adams, Rollings 2003, p. 52
- ^ Salem, Zimmerman 2003
- ^ Oxland 2004, p. 292
- ^ Moore, Novak 2010, p. 74
- ^ "Game Design School in New York & Los Angeles - NYFA". www.nyfa.edu.
- ^ Bates 2004, p. 179
- ^ Oxland 2004, pp. 292-296
- ^ a b Bethke 2003, p. 40
- ^ Oxland 2004, pp. 293-294
- ^ Oxland 2004, pp. 294, 295
- ^ Oxland 2004, pp. 295-296
- ^ a b Moore, Novak 2010, p. 76
- ^ a b Shahrani 2006, part I
- ^ a b Oxland 2004, pp. 296-297
- ^ Bethke 2003, pp. 40-41
- ^ Barnett, JC (August 20, 2007). "Working In Japanese Game Development: The Other Side Of The Rainbow". Gamasutra. Retrieved 17 October 2021.
- ^ Fleming, Jeffrey (April 2008). "9th Annual Salary Survey". Game Developer. 17 (4). United Business Media: 8.
- ^ "Top Gaming Studios, Schools & Salaries". Big Fish Games.
- ^ "Game Designer Salaries in the United States - Indeed.com". www.indeed.com.
- ^ "GAME Designer Salary ($104,779 - Mar 2023) ZipRecruiter".
- ^ a b c d e f Brathwaite, Schreiber 2009, p. 5
- ^ Polack, Trent (2018-01-04). "A Guide to Systems-Based Game Development". Game Developer. Retrieved 2022-04-24.
- ^ G, Luis Miguel Bello (2017-09-25). "Design principles face-off: UX versus Game Design". Luis Miguel Bello G. Retrieved 2017-12-04.
- ^ "Video Game Sound Design | Beginner's Guide". The Ultimate Resource for Video Game Design. 2017-03-11. Retrieved 2021-04-25.
- ^ "Game Feel: The Secret Ingredient". www.gamasutra.com. 23 November 2007. Retrieved 2021-04-25.
- ^ Research, Player (2017-11-28). "What Is Games 'User Experience' (UX) and How Does It Help?". Medium. Retrieved 2021-04-25.
- ^ Maggs, Brooke (2020-09-16). "The Art of Video Game Narrative Design 101". Medium. Retrieved 2021-04-25.
- ^ "What is Gameplay? - Definition from Techopedia". Techopedia.com. Retrieved 2021-04-25.
- ^ Bates 2004, p. 151
- ^ "How to Create a Game Design Document | In-Depth Guide". The Ultimate Resource for Video Game Design. 2017-08-25. Retrieved 2021-04-25.
- ^ "Video Game Designer Education Requirements | 2021 Guide". The Ultimate Resource for Video Game Design. 2017-03-11. Retrieved 2021-04-25.
- ^ "Applying Design Thinking Prototyping to Improve the Application Development Process". Tech Monitor. 2018-01-24. Retrieved 2022-04-24.
- ^ "Tools and Software Used for Designing and Developing Video Games | NEIT". www.neit.edu. 2020-08-03. Retrieved 2021-04-25.
- ^ "Learn How to Use Unreal Engine - A Powerful Real-Time 3D Creation Platform". Unreal Engine. Retrieved 2022-04-24.
- ^ "Blender Guru". Blender Guru. Retrieved 2022-04-24.
Sources
[edit]- Adams, Ernest; Rollings, Andrew (2003). Andrew Rollings and Ernest Adams on game design. New Riders Publishing. ISBN 1-59273-001-9.
- Bates, Bob (2004). Game Design (2nd ed.). Thomson Course Technology. ISBN 1-59200-493-8.
- Bethke, Erik (2003). Game development and production. Texas: Wordware Publishing, Inc. ISBN 1-55622-951-8.
- Brathwaite, Brenda; Schreiber, Ian (2009). Challenges for Game Designers. Charles River Media. ISBN 978-1-58450-580-8.
- Moore, Michael E.; Novak, Jeannie (2010). Game Industry Career Guide. Delmar: Cengage Learning. ISBN 978-1-4283-7647-2.
- Oxland, Kevin (2004). Gameplay and design. Addison Wesley. ISBN 0-321-20467-0.
- Salen, Katie; Zimmerman, Eric (2003). Rules of Play: Game Design Fundamentals. MIT Press. ISBN 0-262-24045-9.
- Shahrani, Sam (April 25, 2006). "Educational Feature: A History and Analysis of Level Design in 3D Computer Games". Archived from the original on 2009-04-22. Retrieved 29 March 2010.
External links
[edit]This article's use of external links may not follow Wikipedia's policies or guidelines. (August 2019) |
- Game design veteran Tom Sloper's game biz advice, including lessons on game design
- ACM Queue article "Game Development: Harder Than You Think" by Jonathan Blow
- The Art of Computer Game Design by Chris Crawford
- Example Game Design Document by Chris Taylor
- "So You Wanna Be a Game Designer" at GameSpot
- The Designer at the Wayback Machine (archived January 7, 2008) at Eurocom
- The Philosophy of Game Design (part 1) Archived 2013-11-05 at the Wayback Machine at The Escapist
- GDP2: Game Designs and Game Design Patterns collection Archived 2016-10-21 at the Wayback Machine hosted by Interactive Institute
- The Chemistry Of Game Design at Gamasutra - by Daniel Cook
- Daniel Cook: Game Design Theory I Wish I had Known When I Started video from YouTube
- Hunger games Archived 2015-05-11 at the Wayback Machine (January 2015). "A new wave of videogames offers lessons in powerlessness, scarcity and inevitable failure. What makes them so compelling?" Will Wiles, Aeon
- Investigating the Polish School of Video Gaming