How To Make A Game Design?

    From the game designer or the game designer, as from the director of a movie or theatrical production, it entirely depends on which direction the process of developing a computer game will go and what product the user will receive in the final.

    The responsibilities of a game designer include: 

    * Creating or choosing an idea for a future game. 

    * Drawing up a document that reflects the idea – a concept document. 

    * Drawing up a document in which the whole game is painted, as well as the order of its production – a design document. 

    * Approval of the design document with a publishing company, without whose approval it is usually impossible to start production (such companies sponsor and present computer games).

    * Release a demo or demo version of a game – an incomplete, working version used for advertising. 

    * Actively participating in beta and final product testing. 

    * Managing the game’s release to the market – release and bug fixes, the release of updates – support for the game.

    What skills does a game designer need

    * Deep knowledge of everything related to computer games, rich gaming experience. 

    * Knowledge in programming, mathematics, physics, design. 

    * Developed spatial thinking, imagination, and artistic taste. 

    * Ability to maintain documentation. 

    * Organizational skills. 

    * Communication skills and ability to work in a team. 

    * Analytic skills. 

    * Broad outlook.

     

    Exploring more on Game Design

    A design document describes the body and soul of the entire project, all the details, and methods by which each of them will be implemented, these details. For some reason, most novice developers, and even more so ordinary gamers, for some reason constantly forget to pay attention to game design. Perhaps this is due to the situation when people buy a game in a minimum package, install it immediately, play it for a couple of days, and then erase it. You can learn more about it here – game design portfolio.

    For the most part, a design document is a statement of finished concepts. It comes with your sketches, technology demos, interface drawings, ready-made music tracks, and so on. The idea is the first stage, and the design is the second.

    No matter how much you want to cause envy with your game, following the fashion is the surest way to attract attention. Let your quest have the furious riddles and charming atmosphere, but quests are not in fashion now. And you can’t argue with that. Also, you should research the demand in the market. Constantly follow the most popular games and analyze why they became famous? Understand the concept, idea, plot, define the genre.

    After these stages, you can already approve several things: the genre (or symbiosis of genres) of the game, the platform, the target audience, the place of distribution. Do not think that all this is simple and can be solved in two seconds.

    The tools will determine the quality level of the game elements. It is clear that having only a Paintbrush, you can not even stutter about “realistic textures.” Stock up on a bunch of top-notch editors for graphics, music, 3D, and more. Another important point: use all the latest. In a year or a half (which is the average development time for an average game), all your tools will still be outdated, including computers.

    The plot is compiled by a separate writer’s work, based on the genre of the game. It can be built into the gameplay (RPG, quests, shooters), or it can only be formally supported by the accomplishment/failure of a mission (strategy, simulators). In any case, a game without a plot is simply indecent to release. Units, NPCs, monsters, armored vehicles, planes, helicopters, submarines – the player or the computer can control everything. Each participant must have a concept (drawing: full face and profile), description, characteristics, race, whom he likes, whom he does not like, how to manage it, etc.

    With a pile of papers with descriptions, it is necessary to draw up a sensible document, which even reputable businessmen will not be ashamed to show. Any document contains several parts: an introduction, a description, and appendices.

    The introduction is the quintessence of the whole idea. Usually, it is distributed in press releases, overviews, posted on websites, and written on the back of the game box. You can see a classic example of an introduction in any of the articles in the Under Development section. Of course, it is taking the amendments to the reviewer’s statements into account. According to the introduction, it is easiest to evaluate the idea to catch the essence generally.

    We have just dealt with the direct description. This part is intended mainly for developers. Of course, some pieces then become part of the accompanying documentation. For example, unit descriptions can often be found in Help. The history of the world gets into the manuals for boxed games, less often – on the CD itself.

    Applications include boring at first glance (but essential on the second) calculations of money and time, required software, technical tasks, work schedules – in general, bureaucracy. 

    All this is ultimately divided into paragraphs, subparagraphs, drawn up with pictures, hyperlinks, typed, and printed. After that, the original lies on the table of the chief designer, and copies are distributed to all project participants. If you need a game development company, we can recommend you the one – Kevuru.



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