Sabtu, 23 Juni 2018

Sponsored Links

Pictures of Game Design - video game design
src: newsroom.ucr.edu

Video game design is the process of designing video game content and rules in the pre-production stage and designing game paths, environments, storylines, and characters in the production stage. The designer of a game is very similar to a movie director; the designer is the visionary of the game and controls the artistic and technical elements of the game in fulfilling their vision. Video game design requires artistic and technical competence as well as writing skills. Because industry has long and embraced alternative production methodologies such as agile, the role of a major game designer has begun to separate - some studios emphasize the auteur model while others emphasize a more team-oriented model. In the video game industry, video game design is usually simply referred to as "game design", which is a more general term elsewhere.

Video game programmers also sometimes consist of the entire design team. This is the case of famous designers such as Sid Meier, John Romero, Chris Sawyer and Will Wright. An important exception to this policy is Coleco, who from the outset separated the design and programming functions.

As the game becomes more complex and computers and consoles get stronger, the game designer's work becomes separate from the main programmer. Soon the complexity of the game requires team members to focus on game design. Many veterans first choose the game design path that avoids programming and delegates those tasks to others.

With very complicated games, such as MMORPGs, or big-budget action or sports titles, the designers can amount to dozens. In this case, there are usually one or two major designers and many junior designers who determine the subsets or game subsystems. In large companies like Electronic Arts, every aspect of the game (control, level design) may have separate manufacturers, major designers and some general designers. They can also create plots for the game.


Video Video game design



Ikhtisar

The video game design begins with an idea, often a modification to an existing concept. Game ideas may be included in one or more genres. Designers often experiment with mixing genres. The game designers usually produce early game proposal documents that contain concepts, games, feature lists, settings and stories, target audiences, requirements and schedules, staff estimates and budgets.

Many decisions are made during game development about game design; it is the designer's responsibility to decide which element will be implemented, based on, for example, consistency with the vision, budget or limitation of game hardware. Design changes may have a significant positive or negative impact on the resources required.

The designer can use a scripting language to implement and view design ideas without having to modify the game codebase.

A game designer often plays video games and demos to keep up with the game market.

It is common for the name of the game designer to mislead the number of undue associations to the game, ignoring other development teams.

Game game publishers must be taken into account, which may have special expectations of a game as most market-driven video games - developed for sale for profit. However, if financial issues do not affect the designer's decision, the game becomes design-driven or driven by the designer ; some games are designed in this way due to lack of funds. Or, games may be powered by technology , such as Quake (1996), to show off a particular hardware achievement or market a game engine. Finally, a game may be art-driven , such as Myst (1993), especially to showcase the impressive visuals designed by artists.

In Rules of Play (2004), Katie Salen and Eric Zimmermann wrote:

Maps Video game design



Game designer

The game designer is the person who designs the games, understands and designs the rules and games structure. Many designers begin their careers in the testing department, another role in game development or in classroom conditions, where faults by others can be seen immediately.

  • Primary designers coordinate the work of other designers and are the game's main visionary. The lead designer ensures team communication, makes great design decisions, and presents designs outside the team. Often the main designers are technically and artistically ingenious. Maintaining well-presented documentation also includes the primary designer's responsibility. The lead designer can be the founder of a game development company or a promoted employee.
  • Gaming mechanics designers or system designers design and balance game rules.
  • Designer level or an environmental designer is a position that has stood out in recent years. The level designer is the person responsible for creating game environments, levels, and missions.

Compensation

In 2010, game designers with more than six years of experience earned an average of US $ 65,000 (GBP GBÃ, £ 44,761.22 ), $ 54,000 (GBP Ã, Â £ 37,186.24) with three to six years of experience and $ 44,000 (GBP Ã, Â £ 30.299.90) with less than 3 years experience. The main designer earns $ 75,000 (GBP Ã, Â £ 51,647.56) with three to six years of experience and $ 95,000 (GBP Ã, Â £ 65.420.24) with over six years of experience. In 2013, a game designer with less than 3 years experience, on average, $ 55,000 (GBP Ã, Â £ 37.874.88). A game designer with an experience of more than 6 years, on average, $ 105,000 (GBP Ã, Â £ 72.306,58). The average salary of these designers varies depending on their region. By 2015, the salaries of experienced workers have shifted to around $ 87,000 USD (GBP Ã, Â £ 59,911.17)

Video Game Design & Development | Software & Resources | Autodesk
src: www.autodesk.com


Discipline

World design

The design of the world is the creation of backstory, setting, and theme for the game; often done by mainstream designers. The design of the world can also be the creation of the universe or the map, as well as topics or areas that tend to be pursued by players. This is a reference map for making everything because it shows where it is and allows for the most logistical design in every given game.

System design

System design is the creation of game rules and the underlying mathematical patterns.

Content design

Content design is the creation of characters, items, puzzles, and missions.

The secondary definition of Content design is the creation of any aspect of the game that is not required for the game to function properly and meet the minimum minimum product standards. In essence, the content is the complexity that is added to the minimum product it deserves to increase its value. An example of this is a list of items from Final Fantasy. None of the items required for the game works, but they add value and complexity to the game as a whole.

Game writing

Game writing involves written dialogue, texts, and stories.

Writing in the game also includes the elements in which literature is presented. Voice acting, text, and music are all elements of game writing.

Design level

Level design is a world-class construction and its features.

Level designs utilize various fields to create a game world. Lighting, space, framing, color and contrast are used to attract the attention of players. A designer can then use these elements to guide or direct the player in a certain direction through the gaming world, or mislead them

Design user interface

User interface design (UI) deals with user interaction constructs and feedback interfaces, such as menu or head view.

The user interface also incorporates a game mechanical design. Decide how much information to give to players and in what way allows designers to tell players about the world, or maybe let them get no information. Another aspect to consider is the method of entering the game to be used and deciding the extent to which players can interact with the game with this input. This choice has an in-depth effect on the mood of the game, as it directly affects the player in a visible and smooth manner.

The user interface design in the video game has a unique purpose. A conscious decision must be made regarding the amount of information to be forwarded to the player. However, the in-game UI does not have to be really efficient. Players expect challenges and are willing to accept them as long as the experience is worthwhile. In the same way, navigating or interacting with a game UI can be satisfying without needing to be easy.

Audio design

Audio design involves the process of creating or merging all existing sounds in a game, such as sound effects or voice acting.

Game feel

The disciplines listed above all combine to shape the nuances of the game.

Declaration of Video Game Design Courses in High School ...
src: www.declarationproject.org


Game elements

Narration

Many games have a narrative element that gives context to an event in a game, making its play less abstract activity and increasing its entertainment value, although the narrative element is not always obviously present or present at all. The original version of Tetris is an example of a game that seems to be without narration. Some narratologists claim that all games have narrative elements. Some go further and claim that the game is essentially a narrative form. Narrative in practice can be a starting point for game development, or it can be added to a design that begins as a set of game mechanics.

Gameplay

Gameplay is an interactive aspect of video game design. Gameplay involves player interaction with the game, usually for entertainment, education or training purposes.

15 Interesting Facts about Video Games
src: www.technotification.com


Design process

The design process varies from designer to designer and the company has different formal and philosophical procedures.

A typical "textbook" approach is to start with a concept or game that has been completed before and from there create a game design document. This document is intended to map the full game design and act as a key resource for the development team. This document should ideally be updated as the game progresses throughout the production process.

Designers are often expected to adapt to a variety of highly variable roles: For example, the prototype concept can be helped by the use of pre-existing machines and tools such as Game Maker, Unity, Godot, or Construct. Level design may be done first on paper and again for game engines using 3D modeling tools. Scripting languages ​​are used for many elements - AI, cutscenes, GUI, environment processes, and many other behaviors and effects - which designers want to set without the help of programmers. Arrangements, stories and character concepts require research and writing process. Designers can monitor focus testing, write a list of art and audio assets, and write game documentation. In addition to skillset, the designer is ideally a clear communicator with attention to detail and the ability to delegate responsibilities appropriately.

Design approval in commercial settings is an ongoing process from an early stage to game boats.

When a new project is being discussed (either internally, or as a result of a dialog with a potential publisher), the designer may be asked to write shortsheet short concepts, followed by pitching one or two pages of certain features, audiences, platforms and other details. Designers will first meet with leads in other departments to make agreements on game worthiness given the time, scope, and budget available. If the pitch is approved, the initial milestones focus on the creation of an enhanced design document. Some developers advocate a prototyping stage before design documents are written to experiment with new ideas before they become part of the design.

As production progresses, the designer is asked to make frequent decisions about missing elements of the design. The consequences of this decision are difficult to predict and often can only be determined after making full implementation. These are referred to as unknown of the design, and the sooner they are revealed, the less risk the team faces later in the production process. External factors such as budget cuts or changes in forecasting milestones also result in cuts for design, and while too large cuts can take the heart off the project, cuts can also produce sleek designs with only important features, which are well-polished.

Source of the article : Wikipedia

Comments
0 Comments