As you may have noticed, game design is an incredibly broad field. Those of us who are professional designers sometimes have trouble explaining what we do. Part of the reason for this is that we do so many things. Here are some analogies in Industry, when trying to explain what it is like to be a game designer:
- Game designers are artists. The term “art” is just as difficult to define as the word “game”… but if games can be a form of art , then designers would be artists.
- Game designers are architects. Architects do not build physical structures; they create blueprints. Video game designers also create “blueprints” which are referred to as “design docs.” Board game designers create “blueprints” as well — in the form of prototypes — which are then mass-produced by publishers.
- Game designers are party hosts. As designers, we invite players into our space and try our best to show them a good time.
- Game designers are research scientists. As I will touch on later today, we create games in a manner that is very close to the scientific method.
- Game designers are gods. We create worlds, and we create the physical rules that govern those worlds.
- Game designers are lawyers. We create a set of rules that others must follow.
- Game designers are educators. As we will see later when we start reading Theory of Fun,entertainment and education are strongly linked, and games are (at least sometimes) fun because they involve learning new skills.
In simple terms game designer's main task is to brief the game concept in form of GDD or game concept doc. A game-concept document expresses the core idea of the game. It's a one- to two-page document that's necessarily brief and simple in order to encourage a flow of ideas. The target audience for the game concept is all those to whom you want to describe your game, but particularly those responsible for advancing the idea to the next step: a formal game proposal.
No comments:
Post a Comment