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What is Game Design?

Started by April 05, 2010 12:10 AM
10 comments, last by Kylotan 14 years, 10 months ago
I want to know the job description of a professional Game Designer. I am 22 and a senior in electrical engineering. Consequently, I'm good at mathematics. I'm also good at creative writing, and I like to do it. Most importantly, I've been playing games for a long time now, like most everyone else here, and I have a pretty good idea of what makes games work, and what elements separate good ones from bad ones. Here's the problem: I don't like programming. I've taken a class on C++, and I just didn't like it, nor was I very good at it. I don't know if the professor just didn't explain it on my level, or if coding just isn't my thing, but the main point is that I don't want to do a lot of programming/coding if possible. So on to my question, what is game design, or more specifically, what does a game designer do on the job? What is the typical role of a game designer in a major project? Is it possible to develop game content and communicate it to the coders to be programmed, or must I suck it up and develop a professional understanding of C programming, myself? I will do what is necessary to design games as a career, but I would prefer to avoid the programming part of it, if at all possible.
Game designers should never have to touch C/C++ code.
At some companies they might have to do some "scripting" though, using an easier language like Lua, so having a basic understanding of programming may be helpful for you.
The role of a "Game designer" changes a lot from company to company. Could be anything from describing game mechanics in fine detail to mapping out level layouts (not level artwork).
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Tom Sloper's (I think that's his name) site is a good resource for anyone (at any level, but especially beginners). Search for his name, and the link should be in the signature. Hopefully he'll post here saving you the trouble.

I just read some of Tom's lessons, and I believe I've found what I was seeking. This guy's a genius. Thanks for the reference, I will certainly take this advice to heart.
Just from having taken a game design career certification program at Vancouver Film School I must say the following are probably the key points they attempted to learn me:

- presentations skills
- design documentation
- game mechanics && paper gaming
- theory behind play
- agile project management

There are a vast number of resources on all of these. As mentioned above programming is not considered a part of a game designers skill set. Some employers may even look down upon such knowledge. Seriously, a certain upper crust from Crystal Dynamics spent an hour presenting on how programing and science skills are counter productive to game designers..... I don't agree with this but there are a good many articles and interviews which present all sides clearly so... have fun finding your own opinions you will need them to be a good game designer(<=== also my opinion!) I would suggest popping into http://www.gamasutra.com/
-------------------------------------All my life all I ever wanted to be was, Gangsta!
Quote:
Original post by ButtacupAs mentioned above programming is not considered a part of a game designers skill set. Some employers may even look down upon such knowledge. Seriously, a certain upper crust from Crystal Dynamics spent an hour presenting on how programing and science skills are counter productive to game designers..... I don't agree with this but there are a good many articles and interviews which present all sides clearly.


Would you mind going into further detail on this? I come from a programming background, currently a programmer at a console company, and I recently talked to a company about a "technical designer" position. They said they really liked me, had a great handle on the analytical aspect of design, but wasn't quick enough with creative ideas. They said this was a fairly typical trait for designers with a technical background. I agreed with their assessment, but I'm wondering if this is a stigma that is widespread and will it make it difficult to find a design job later on?
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Quote:
Original post by RaydenUni
I'm wondering if (1) this is a stigma that is widespread and (2) will it make it difficult to find a design job later on?

1. No.
2. Nobody can foretell your future. Demonstrate that you have awesome design ability, and you shouldn't have to worry about people's preconceptions.

-- Tom Sloper -- sloperama.com

Sounds good. It just made me sad that my lack of experience in creative design prevented me from getting a job that was described to me as a job for someone with a tech background and no design experience.

Now to find companies who are looking for designers who want to design mechanics, not script encounters.
Quote:
Original post by RaydenUni
Now to find companies who are looking for designers who want to design mechanics, not script encounters.


You will probably never find those companies; that's almost never an entry level design position. Generally mechanic design is "Senior Systems Designer" or "Lead Designer" and it comes after 2-5 years as "Level Designer" where you build maps and script encounters.

-me
Quote:
Original post by Hodgman
Game designers should never have to touch C/C++ code.
At some companies they might have to do some "scripting" though, using an easier language like Lua, so having a basic understanding of programming may be helpful for you.
The role of a "Game designer" changes a lot from company to company. Could be anything from describing game mechanics in fine detail to mapping out level layouts (not level artwork).


I think the message that I got was "...be a game designer if you want to be a game designer. Don't come to (insert studio x) as a programmer trying to be a game designer!" It's all in how you present yourself. ;)
-------------------------------------All my life all I ever wanted to be was, Gangsta!

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