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Game Design School - WORKING AS A GAME DESIGNER

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WORKING AS A GAME DESIGNER

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After this page:
  • You understand what designer's work is

WHY DID I WANT TO BE A GAME DESIGNER?

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  • You get to create new worlds, characters, stories, features, games
  • Lots of innovation
  • It's fun!
  • You meet a lot of cool, talented and innovative people
  • Combines my creativity and organisational qualities
  • I get paid to play and to do games!

LEADERSHIP AND VISION HOLDER

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As the game designer you need leadership skills - you are after all responsible for the game. If you can\'t get others behind your idea, you will have difficult times.
You also need to hold the vision - as you might be the only one in the team who has complete vision for the game / product in addition to the producer and stakeholders.

GAME DESIGNER LINKS

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Here's some useful links about video game designers
Wikipedia Game Design
How to Become a Pro Video Game Designer
So, You Wanna Be a Game Designer?
What does a video game designer do?
Game Design Jog Description
Reddit Game Design

Game Design education in Finland
Aalto and Xamk

GAME CORE LOOP EXAMPLE<h3><img src='img/xp_star7.png' style='width:40px;'> +1</h3>

GAME CORE LOOP EXAMPLE

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This storyboard describes how the camera works in the game. It might feel and seem like a no-brainer but it was a bit tricky!

STORYBOARD SAMPLE<h3><img src='img/xp_star7.png' style='width:40px;'> +1</h3>

STORYBOARD SAMPLE

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We were making this game in Poland and I was talking with them in Skype and the conversation started to be pages, so I thought I need to do a picture (feels funny now but sometimes it goes like this). This picture explained it in no-time :D
What was happening that in this game the car was going fast and the screen scrolling from right to left and it didn't feel intensive.
I realised we should move the particles more front. We did this and the game felt much much more intensive and fun and cool and everyone was asking what did you do :D

STORYLINE<h3><img src='img/xp_star7.png' style='width:40px;'> +1</h3>

STORYLINE

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Yes, you will have to design games that might not that much for you but for a different target group...

GAME DESIGNER'S PIPELINE

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You will back from one phase to previous often to iterate.
1) Idea & Concept
2) Documentation & Prototyping
3) Presenting to others (vision)
4) Feedback and modification
5) Production and communication
6) Feedback and modification
7) Testing and redesigning

POOR DESIGNER...

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Designer needs to answer to lot of people. That's why handling pressure, communication skills and strong vision are super important.

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designer_work_environment.jpg

MUSIC AND SOUND FX

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  • Sound design is done separately
  • I often provide a list of effects needed and then a short description like "sharp ka-tsing"
  • Sound effects create atmosphere as does music
  • Danger of player getting bored
  • Prefer short to long
  • Prefer ambient to music and have music loop
  • Tac tac, nac nac, tsii tsii get boring quickly…

PRACTICE NAMING

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Some tips from the Mobile World

  • Be descriptive
  • Name explains the game
  • Raises curiosity
  • Gets your attention: what is that?
  • Distinct the game from the others
  • Certain words are more hot like: Diamond, Match
  • Hints about the amount of content
- Island vs Islands
- 99 Tracks
  • But you can also create the name and the hype if you have the cash
- Spore
  • Synonyms, Idioms
- http://www.thefreedictionary.com/
- Google
  • Similar names and pronunciation tricks
- Air Wars <-> Star Wars
- Max Payne <-> Maximum pain?
  • Remember copyrights
- “Tower Bloxx” vs “Tower Blocks”
  • Value pack naming
. - 99 tracks
  • Evolutions of names
- ”Game” -> ”Game 2” -> ”Game 2008” -> ”Game: Version name”
  • How old is version 2 when there 5?
- Why would I buy 2004 version?
  • The name can already tell you what to do
- Cut The Rope
  • You can use it to create atmosphere
- "Fighter Pilot", "Open Air", "Air Warrior's Day", "Treason in High Air"