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Game designer
A game designer is a person who designs games. The term normally refers to a
person who designs video or computer games, but it can also refer to one who
designs traditional games, such as board games.
Video and Computer Game Designer
A video or computer game designer develops the layout, concept and gameplay:
the game design of a video or computer game. They work for a video game
publisher or developer. This person usually has a lot of writing experience
and may even have a degree in writing or a related field (such as English).
This person's primary job function is writing, so the more experience they
have with the activity, the better. Some art and programming skills are also
helpful for this job, but are not strictly necessary.
In the video game industry, the job of game designer is one of the hardest
to obtain. It is not easy, though many people (especially teenage boys)
think they "have what it takes" to perform this job. Almost everyone in the
game industry has what they believe is a "killer game" concept and is
waiting for the opportunity to develop the game. As a game designer, they
may get the opportunity to develop that game concept, so competition is
usually very high.
Since a video game publisher may invest millions of dollars towards a game's
develop, it's easy to understand why they choose game designers
carefully—one or two ill game concepts could end up costing them
millions of dollars of revenue and could even risk bankrupting the company
(as in the case of Sir-Tech). For this reason, game publishers usually
choose game designers who have a proven track record with several hit games
under their belts. Less seasoned designers may be assigned to low profile
games that have budgets in the low thousands.
History
Early in the history of video games, game designers were often the lead
programmer or the only programmer for a game. This is the case of such noted
designer s as Sid Meier and Will Wright. This person also sometimes
comprised the entire art team! As games became more complex and computers
and consoles became more powerful (allowing more features), the job of game
designer became a separate job function, with the lead programmer splitting
his time between the two functions, transitioning from one role to the other.
Later, game complexity escalated to the point where it required one who
concentrated solely on game design. Many early veterans chose the game
design path eschewing programming and relegating those tasks to others.
Today, it is rare to find a video or computer game where the principle
programmer is also the principle designer, except in the case of relatively
simple games, such as Tetris or Bejewelled. With very complex games, such as
MMORPGs, designers may number in the dozens! In these cases, there are
generally one or two principle designers and many junior designers who
specify subsets or subsystems of the game.
The Video and Computer Game Design Process
The game designer starts with a concept, which may be handed to them or may
be one they created themself. They may start informally by discussing the
game idea with others or may start writing immediately. Either way, one of
the first tasks is to create an initial game design (or proposal, depending
on the circumstances). The initial design needs to be approved and then
full-scale production can begin.
However, just getting a game idea or design approved can be a tedious
process. If the initial design is rejected, the designer has to try to
figure out why it was rejected and make changes to appease stakeholders. The
process of submitting a design, getting rejected, tweaking and resubmitting
can take weeks, months or even years. Often, a game design never gets
approved and the designer has to attempt a different idea altogether. But
when a design finally gets the "green light," it isn't over.
When full-scale production begins, the initial game design gives the
production team (programmers, artist and one or more producers) a "jumping
off" point for development. Artists generate concept sketches and
programmers will develop several prototypes to test out various game
concepts. During this time, the game design will evolve, change and grow
drastically, and it is the game designer's job to document it all.
But it doesn't end when the early production phase is over. During
development many discoveries are made (for example, a way to render larger
scenes) and shortcomings have to be dealt with (for example, the inability
to calculate inverse kinematics). All these discoveries alter the game
design and must be documented. The game design is a "living document" and
the game designer is its heart and blood. Making and managing all the
changes is difficult and can be cumbersome, so the designer must be adept at
prioritizing and tracking changes. Additionally, since changes can be made
in any place of the document, the designer must be vigilant in keeping the
team informed of these changes and must be ready for any anger or criticism
levied at them from the outcome—many hundreds of hours of work may be
discarded from subtle changes to the game's direction.
By the end of development, the design document may grow from less than a
dozen pages to several hundred. Samples of artwork and graphs make up some
of the content, but most of the document is text which the designer must generate.
The game designer must also be diplomatic. During development, many members
of the development team will offer suggestions or request changes (actually,
a good game designer will solicit comments from the team). When many
suggestions for one aspect of the game are made, the designer must choose
which one is most desirable. They must be diplomatic in announcing their
decision so as not to offend those who proffered the unused choices. Like in
most endeavors, a coherent team is vital in game development and the
designer can't afford to offend those who may play vital roles.
Diplomacy is also important when dealing with the client, who may be upper
management, or, in the case of a third-party developer, the game publisher.
If these stakeholders are not satisfied with aspects of the design, the
designer must diplomatically resolve these issues, balancing satisfying the
client with keeping in features that he or she wants. Upsetting any one of
several possible stakeholders could lead to removal of the designer from the
game.
If the designer is not the sole designer on a game, they must exercise
diplomacy when discussing features with other designers. Conflicting ideas
can easily escalate into violence when passionate personalities are
involved.
Though it may go without saying, game designers must be creative individuals
with broad backgrounds. Early in their career, designers may be required to
design games based on licensed properties or IPs—some of which may
have little game potential (for example, Cap'n Crunch cereal). In these
cases, the designer must exercise great creativity and patience while
forming a game that is fun and interesting. After several years of such
design experience, a designer may be given the opportunity to work on a game
in their preferred genre.
Notable Video and Computer Game Designers
* Sid Meier of Civilization and Railroad Tycoon fame
* Will Wright, designer of SimCity and The Sims
* Shigeru Miyamoto of Donkey Kong and The Legend of Zelda series
* Richard Garriott (Lord British), developer of the Ultima series of
computer games
* Danielle Bunten Berry, of the seminal M.U.L.E. and Seven Cities of Gold
* Hironobu Sakaguchi of the popular Final Fantasy series
This content from Wikipedia is licensed under the GNU Free Documentation License.
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