What exactly do game designers do?
This shouldn''t be too hard to answer. But to me a game designer is just a person who bosses ppl around, gets to use all of HIS ideas, and skips out on the tough parts like programming and the artwork. Someone plz get this image out of my head. What exactly does a game designer do?
A game designer is someone who has already worked on a field of game development and has helped to design some specs of a previously launched or made game.
This game designer only makes a game design doc which is fully detailed. He does not have the "Project Leader" title in most cases, but in some cases he doesnt even exist as just a game designer. That''s why many people say in this forum.
Ideas are free finished games MIGHT be sold.
So a game designer is just another part of the industry, but not the most important.
Get a programmer, a 2d artist and a sound engineer and you get a nice RPG or side scroller which could make more money than a Designer who bosses people around.
This game designer only makes a game design doc which is fully detailed. He does not have the "Project Leader" title in most cases, but in some cases he doesnt even exist as just a game designer. That''s why many people say in this forum.
Ideas are free finished games MIGHT be sold.
So a game designer is just another part of the industry, but not the most important.
Get a programmer, a 2d artist and a sound engineer and you get a nice RPG or side scroller which could make more money than a Designer who bosses people around.
Mecha Engineer (Making Real Humanoid Suits)
I think this has to do with how you think of the game itself- is it a product to be sold, or a form of art?
A designer isn''t a necessary part of a good game, but design is. If a dedicated game designer is extremely good at design and creative thinking, he/she can breathe life into a boring or cliched game, making him/her a valuable part of the team.
On the other hand, a drunk monkey could design crap like Deer Hunter that sells by the truckload. That''s good marketing and a lot of luck, not good design.
A designer isn''t a necessary part of a good game, but design is. If a dedicated game designer is extremely good at design and creative thinking, he/she can breathe life into a boring or cliched game, making him/her a valuable part of the team.
On the other hand, a drunk monkey could design crap like Deer Hunter that sells by the truckload. That''s good marketing and a lot of luck, not good design.
>On the other hand, a drunk monkey could design crap like Deer Hunter that sells by the truckload. That''s good
marketing and a lot of luck, not good design.
or, it was unexpected segmentation gold, which occassionally happens in markets nobody has totally figured out or heard everything before it.
A game designer''s primary focus is the gameworld and the gameplay that occurs within it, and the successful communication of that vision to the programming and art and animation teams. The game designer also may negotiate with the publisher for the contract that pays the salaries of the programmers, artists and animators.
marketing and a lot of luck, not good design.
or, it was unexpected segmentation gold, which occassionally happens in markets nobody has totally figured out or heard everything before it.
A game designer''s primary focus is the gameworld and the gameplay that occurs within it, and the successful communication of that vision to the programming and art and animation teams. The game designer also may negotiate with the publisher for the contract that pays the salaries of the programmers, artists and animators.
Always without desire we must be found, If its deep mystery we would sound; But if desire always within us be, Its outer fringe is all that we shall see. - The Tao
Ok. There are, of course, subdivision within the game design process, where a "Game Designer" might spend all their time. But some instances:
Creating the design document.
Tracking any gameplay changes due to programming constraints, time constraints, budget constraints, or anything else.
Gameplay and game flow setup and testing.
Head up parties to make sure the team doesn't go crazy.
Play balance.
Working with testers to find probable problems and offer the programmers good solutions.
Working with the programmers to make sure ideas get implemented correctly.
Working with cilents to make sure the game you're making is the game they want (Most designers get TOLD what to make).
Creating the story and locations.
Level design.
Monster design.
Engine reqirements.
Working with marketing so they know what your game is and how to sell it.
Outlining/documenting how the AI Works (because who knows better what the computer should be doing than the guy with the game in his head)
Working with the testers and artists to create the instruction manual.
Working with artists to come up with box art, and insets.
Work with webmaster to maintain the webpage.
Get interviewed in magizines/online to talk about how "the unique mix of dark atmosphere, intense gameplay, realistically learning AI, and the high tech 'speech therapy' engine is going to redefine the way we look at platformers."
Making the best use of franchises.
Bake cookies and give everyone a hug.
Being approachable enough so that if some memeber of the team thinks something about the design/balance sucks, they'll bring it up with you instead of changing it on their own.
Planning for future patches, content releases, expansion packs, and other add-ins.
Discussing with Lead Artist and programmers various forms of modelling (both in game and out) to discover which is the most benificial.
Watching for feature creep.
Making sure that the game is fun.
Watching the ESRB ratings.
Working with PR to watch the news looking for any possible bad reactions to your game, and come upw with statements.
Tell everyone how mcuh you apprecieate their hard work.
Make sure each memeber of the team feels their voice is heard.
And, yes, some of those are jokes. But basically, a game designer creates the initial idea for the game, documents it, is in charge of any and all modifications to that idea, records any modifications, and works with anyone at any time who could use some information about what the game is, or how it works. And that goes into EVERYTHING.
[edited by - ThoughtBubble on August 23, 2002 5:51:07 AM]
Creating the design document.
Tracking any gameplay changes due to programming constraints, time constraints, budget constraints, or anything else.
Gameplay and game flow setup and testing.
Head up parties to make sure the team doesn't go crazy.
Play balance.
Working with testers to find probable problems and offer the programmers good solutions.
Working with the programmers to make sure ideas get implemented correctly.
Working with cilents to make sure the game you're making is the game they want (Most designers get TOLD what to make).
Creating the story and locations.
Level design.
Monster design.
Engine reqirements.
Working with marketing so they know what your game is and how to sell it.
Outlining/documenting how the AI Works (because who knows better what the computer should be doing than the guy with the game in his head)
Working with the testers and artists to create the instruction manual.
Working with artists to come up with box art, and insets.
Work with webmaster to maintain the webpage.
Get interviewed in magizines/online to talk about how "the unique mix of dark atmosphere, intense gameplay, realistically learning AI, and the high tech 'speech therapy' engine is going to redefine the way we look at platformers."
Making the best use of franchises.
Bake cookies and give everyone a hug.
Being approachable enough so that if some memeber of the team thinks something about the design/balance sucks, they'll bring it up with you instead of changing it on their own.
Planning for future patches, content releases, expansion packs, and other add-ins.
Discussing with Lead Artist and programmers various forms of modelling (both in game and out) to discover which is the most benificial.
Watching for feature creep.
Making sure that the game is fun.
Watching the ESRB ratings.
Working with PR to watch the news looking for any possible bad reactions to your game, and come upw with statements.
Tell everyone how mcuh you apprecieate their hard work.
Make sure each memeber of the team feels their voice is heard.
And, yes, some of those are jokes. But basically, a game designer creates the initial idea for the game, documents it, is in charge of any and all modifications to that idea, records any modifications, and works with anyone at any time who could use some information about what the game is, or how it works. And that goes into EVERYTHING.
[edited by - ThoughtBubble on August 23, 2002 5:51:07 AM]
quote: Original post by ThoughtBubble
But some instances: [...]
Basically most of those and some more. Only thing I haven´t done is make parties, bake cookies and give interviews.
quote: Original post by Hase
Basically most of those and some more. Only thing I haven´t done is make parties, bake cookies and give interviews.
Well, what''s wrong with you man! Get off your lazy butt and do your job! :D
http://corp.ubisoft.com/jo_descrip.htm and click on game designer
A game designer should be able to work with the programming and art specialists. He/she is someone who does most of the work since he/she is the connection between all parts of the project.
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I rule, you drool!
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"If the whole world was out to get you... they would have gotten you by now."
A game designer should be able to work with the programming and art specialists. He/she is someone who does most of the work since he/she is the connection between all parts of the project.
----------
I rule, you drool!
----------
"If the whole world was out to get you... they would have gotten you by now."
ok thanks alot, ESPECIALLY to Thoughtbubble. So all I do is eat cookies and watch the stripper that I hired for the party?
Just kidding.
Since I wanted to be a designer in the first place, I was wondering what exactly should I learn? I''m learning C++ now but should I learn a bit about EVERYTHING like artwork, publishing, engineering, etc.? You might be thinking "Oh of course" but I was looking at Blizzard Entertainment''s Job section the other day(dreaming, of course) and I saw under "Designer" that having programming or artwork experience was a plus! How do you become a real good designer besides talent? Do you need to know how to program and all that other stuff?
Just kidding.
Since I wanted to be a designer in the first place, I was wondering what exactly should I learn? I''m learning C++ now but should I learn a bit about EVERYTHING like artwork, publishing, engineering, etc.? You might be thinking "Oh of course" but I was looking at Blizzard Entertainment''s Job section the other day(dreaming, of course) and I saw under "Designer" that having programming or artwork experience was a plus! How do you become a real good designer besides talent? Do you need to know how to program and all that other stuff?
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