The Video and Computer Game Design Process
The game designer starts with a concept, which may be handed to them or may be one they created themself. They may start informally by discussing the game idea with others or may start writing immediately. Either way, one of the first tasks is to create an initial game design (or proposal, depending on the circumstances). The initial design needs to be approved and then full-scale production can begin.
However, just getting a game idea or design approved can be a tedious process. If the initial design is rejected, the designer has to try to figure out why it was rejected and make changes to appease stakeholders. The process of submitting a design, getting rejected, tweaking and resubmitting can take weeks, months or even years. Often, a game design never gets approved and the designer has to attempt a different idea altogether. But when a design finally gets the "green light," it isn't over.
When full-scale production begins, the initial game design gives the production team (programmers, artist and one or more producers) a "jumping off" point for development. Artists generate concept sketches and programmers will develop several prototypes to test out various game concepts. During this time, the game design will evolve, change and grow drastically, and it is the game designer's job to document it all.
But it doesn't end when the early production phase is over. During development many discoveries are made (for example, a way to render larger scenes) and shortcomings have to be dealt with (for example, the inability to calculate inverse kinematics). All these discoveries alter the game design and must be documented. The game design is a "living document" and the game designer is its heart and blood. Making and managing all the changes is difficult and can be cumbersome, so the designer must be adept at prioritizing and tracking changes. Additionally, since changes can be made in any place of the document, the designer must be vigilant in keeping the team informed of these changes and must be ready for any anger or criticism levied at them from the outcome—many hundreds of hours of work may be discarded from subtle changes to the game's direction.
By the end of development, the design document may grow from less than a dozen pages to several hundred. Samples of artwork and graphs make up some of the content, but most of the document is text which the designer must generate.
The game designer must also be diplomatic. During development, many members of the development team will offer suggestions or request changes (actually, a good game designer will solicit comments from the team). When many suggestions for one aspect of the game are made, the designer must choose which one is most desirable. They must be diplomatic in announcing their decision so as not to offend those who proffered the unused choices. Like in most endeavors, a coherent team is vital in game development and the designer can't afford to offend those who may play vital roles.
Diplomacy is also important when dealing with the client, who may be upper management, or, in the case of a third-party developer, the game publisher. If these stakeholders are not satisfied with aspects of the design, the designer must diplomatically resolve these issues, balancing satisfying the client with keeping in features that he or she wants. Upsetting any one of several possible stakeholders could lead to removal of the designer from the game.
If the designer is not the sole designer on a game, they must exercise diplomacy when discussing features with other designers. Conflicting ideas can easily escalate into violence when passionate personalities are involved.
Though it may go without saying, game designers must be creative individuals with broad backgrounds. Early in their career, designers may be required to design games based on licensed properties or IPss—some of which may have little game potential (for example, Cap'n Crunch cereal). In these cases, the designer must exercise great creativity and patience while forming a game that is fun and interesting. After several years of such design experience, a designer may be given the opportunity to work on a game in their preferred genre.
Notable Video and Computer Game Designers
- Sid Meier of Civilization and Railroad Tycoon fame
- Will Wright, designer of SimCity and The Sims
- Shigeru Miyamoto of Donkey Kong and The Legend of Zelda series
- Richard Garriott (Lord British), developer of the Ultima series of computer games
- Danielle Bunten Berry, of the seminal M.U.L.E and Seven Cities of Gold
- Hironobu Sakaguchi of the popular Final Fantasy series
- Yuji Horii of the popular Japanese Dragon Quest series
External Link
- Game design veteran Tom Sloper's game biz advice