| What Does a Game Designer Do? |
| A game designer is a person in charge of many aspects of
computer and video game creation. Typically, the game designer comes up with a design
treatment - which is a bare bones, basic idea for a computer game. It is proposed to
management/investors, where if it is deemed acceptable, will be greenlighted and the
design phase of the project will begin. Then, the designer writes up a fairly long thing
called a design document, which details every step imaginable of a game. Design documents
can be so long that they run for hundreds of pages. After the design document is complete,
work on the actual game begins, where the designer focuses on working with a team of
developers until the game is complete. The designer will do everything possible to make
sure the game works out. |
| Does a company ever "can" a game after the design
document is complete? |
| It happens quite a bit. Horror stories of game designs
that are shelved "indefinitely" raise quite often. Sometimes, a game doesn't
look profitable enough, so it never is created. Sometimes, the game asks too much, or too
little from the current standard of hardware. There are a plethora of reasons why games
don't get made. |
| Is it possible to create a game without a complicated design
document first? And what's 'Iterative Prototyping'? |
| There exists another, rather popular, development process
called 'iterative prototyping.' As most folks would readily admit, the creation of a game
is not an exact science. Sure, there are a few people who claim to have equations
describing play balance constraint for specific variants of age old genres, but they are
luckier than us poor sods that pursue originality. In general there is only one sure fire
method of knowing whether your idea contains that mysterious 'fun factor.' Play that
damned thing. Back in the years when developers were hippy wannabes,
iterative prototyping was the only game in town. With Zen haikus such as Pacman and
Asteroids, who needed to plan? The programmer sat down with a brainstorm, pumped out a few
pages of code and then tweaked the game till it was fun. With some early development
schedules on the order of weeks, chances were good that a playable version of the game was
available almost immediately. Once you have something to play, its pretty easy to notice
that "Oh, I die immediately because the enemy ships target my ship too quickly."
A few lines of code later, the next version is ready for play testing. Repeat the
'prototype, critique, make changes' cycle until the game is perfect. |
| What advice can you give when it comes to design, keeping
'Iterative Prototyping' in mind? |
| Balance design and prototyping. Both compliment each other
when used in moderation, and both result in weak games when used exclusively. Here
are some techniques that facilitate the merging of design and prototyping. Certain aspects
bleed slightly into project management, but for the most part they deal with the nitty
gritty creative decisions regarding what goes into the game.
- The Vision: Maintain a coherent vision throughout. Prototype driven games have an
amazing tendency to wander. Check out Quake. Originally it was, what? Something to do with
a fantasy world, a big hammer, and a liberal dose of adventure/action if my memory serves
me correctly. A couple years later, they end up with an imminently playable clone of their
previous game with a mangled plot, and confused atmosphere. The technology was great, and
all the control tweaking paid off, but in many ways the game could have been much better.
Many aspects of a game, including plot, setting, characters, and atmosphere can be
envisioned by a reasonably creative person rather early on in a project's history.
- Use concept sketches, mockups, and heck, even text to get a good feeling for the
game you are making. Then stick with it. A designer should be able to play the game in
their head, and they should have rough documentation to prove they aren't winging their
responses all the time.
- Set goals for the game, put them down in writing, and as the project evolves, keep
referring back to the original plan. Not only do you prevent wandering, but all of a
sudden some of those tough decisions become a lot easier to work your brain around. It is
a big secret, but one of the largest benefits of a written design when you are dealing
with incredibly creative people is something called 'focus.' As team members wander down
various dimly lit side paths (which they will if they are competent), the designer and his
documentation acts as the torch that helps everyone remember, "Hey! THIS is the way
we are going."
- The Crap Filter: To state that pure prototyping does not require 'design' is a bit
misleading. After all, there has to be someone, somewhere who makes the decisions about
which problems are important and what new solutions to try. If you ignore the relatively
modern emergence of the Design Document Creator, the traditional designer could also be
described as the team's Inspired Crap Filter. (The term is a liberal paraphrase of a
comment made by Paul Schuytema, Prey's lead designer, click Here to read.) This is the guy
who sifts through all the suggestions that come out of the team, runs them through his
internal vision, and spits out informed gameplay decisions. In this role, the designer
writes up occasional guidelines, holds lots of chats, and fleshes out the final solutions
during each phase of the project.
- Use Cases: Use cases driven prototyping. A standard software engineering
methodology involves identifying what the final product needs to accomplish and then
setting a rigorous version schedule to guide implementation. Key to the whole process is
the concept of 'use cases' A use case is an identified action or problem that the program
needs to solve. Note that a use case is *not* a specific implementation, but merely an
identification of a need that must be met. In the design of a modeling application, a use
case might describe the need for easy to use object rotation method. What exactly this
method involves isn't mentioned. Use cases are used to define the scope of a project.
Since they don't contain a huge amount of information, a use case document can be written
up relatively quickly that describes the final capabilities of a program, if not exactly
how the user accesses those capabilities. A rough schedule can be assembled from just a
list of use cases. A few educated guesses are made about each use case's implementation
and then they are divvied up among a series of versions. Version 0.1 might include the
first version of the 3D engine to satisfy the "Needs to be able to display 3D
objects" Larger sections are broken up into a main use case and lists of related use
cases that are additions or modifications to the original use case. Once the first few
versions are implemented, it should be easy to see how well the team managed completing
everything within time. If a use case is not going to be completed in time for a given
version milestone, it can be pushed off to later versions. Chances are good that if the
team pushes off use cases several versions in a row then the whole schedule should be
reworked to reflect their empirically validated performance rather than the previously
overly optimistic projections. It is rare that a team suddenly becomes drastically more
efficient, though you wouldn't know it talking to many game developers who have just
missed a major deadline. "We'll just work harder and 'catch up' *wink* I wonder where
those extra 80 hours a week going to come from. Use cases help guide the project while
still leaving room for revision after each prototype phase. After all, a use case merely
states the expected results, not what occurs. If you are aiming for intense cooperative
action between two players with battles that tend to last 10 minutes, you have a great
target to consider when testing your prototype. "Hey, this game play doesn't fit the
use case." Revisions are added to the use case list in the form of additional use
cases much as if you were simply dealing with a normal multiple use case section.
The Cycle:
1) Define use cases
2) Contemplate rough implementations for each use case.
3) Split use cases into versions that take an equivalent amount of effort.
4) Finish a version. If planned use cases don't make it into this implementation,
push them back into future versions.
5) Critique version using use cases as guidelines
6) Create new use case revisions based on critique
7) Adjust schedule (Including fudge factors. :-)
8) Continue on with next version, repeating steps 4 - 7 until project is complete.
Use cases aren't perfect. They tend to work best when the use case is easily
defined. With a tool such as a paint program or financial report generator, this isn't all
that hard since the features end up having 'useful' results. With a game, the usefulness
isn't nearly as apparent because you are dealing heavily with psychological factors.
Instead of talking about whether or not a feature returns a form correctly, you need to
consider whether a feature satisfies risk/reward constraints, learning curves, resource
balancing, and an innumerable other fuzzy factors. A good designer tends to mentally model
these rather abstract quantities so that a use case's implementation can be logically
judged. However, if you have no idea why a feature should add to the 'fun' of the game,
then you are going to have serious problems getting a grip on the whole use case process.
- Create technology resilient game designs: Not every design needs quad filtered NURB
interpolated lens flares to be enjoyable. New technology always takes longer than
expected, and the final implementation is often radically different than the original
intent. Deal with it through smart design. Assume that much of what your programmer gushes
about isn't going to work the first time. Create a design that works just as well in 2D as
3D (it is possible. ;-) Rely on the interactions of your game mechanics to produce an
enjoyable product, not artwork, sexy coder hacks, or next generation machinery. If you end
up losing your hotshot programmer, the game should be just as fun without that wup ass
lensflare. A couple of companies use this to philosophy to good effect. Peter Molyneaux
uses a primitive test bed to try out game ideas from the earliest possible moment. Sure,
the graphics are ugly 2D blobs, but he ensures that the core game, without the fluff, is
worth creating. The massive 3D engine programming and art production occur in parallel so
that there is no delay. Imagine a game that has been play tested during it's entire
development. If your design is tied into your technology you won't able to play the game
until the technology is finished. Trust me when I say this can lead to horrendous delays.
:-)
|
| How can I become a professional game designer? |
| Becoming a game designer is not very easy at all. Most
game designers get to their positions by working at other positions in the game industry
(programming, art, musicians, administration, testers) and climbing up the corporate
ladder until they are in a position where they can design games professionally. |
| What's the easiest way in, and what degree should I pursue? |
| Since the designer often also acts as either the project
manager or the 'vision' guy (or gal) for the project, he or she ends up interacting with
all aspects of the game, including graphics, scenario construction, plot, and of course
programming the actual game mechanics. In the past, programing was the natural route into
design since with one person teams if you weren't a programmer you didn't have a game. Many
greats such as Sid Meier and Peter Molyneux come from the designer/coder tradition.
However, times are changing. 3D engines are a dime a dozen, and with tools like Motivate
or UnrealEd, the 'how' of a game is often not nearly as important as the fuzzier question
'why?' Players expect fully realized worlds in addition to a bullet list of impressive
technical specs.
As word of caution, I've met very few pure programmers who have the background
necessary to convey visions of beautiful fantasy landscapes, intricate plots, or the
Machiavellian social dynamics of an online ecosystem. You need a good understanding of
programming. I wouldn't question that in the least. At the same time, it pays to know a
bit about art, music, and especially writing.
Oh, and it's not such a bad thing to be able to work with a team.
A designer without social skills is like a president with his pants on...not
*nearly* as desirable.
So what does this suggest for a school? Yep, you guessed it, the good old liberal
arts education. Concentrate on programming if you feel like it, but take that odd course
on figure drawing or biology. Take every creative writing course you can find, and in your
spare time start writing up a 10 page, then a 30 page, and finally a couple hundred page
design documents.
While you are at it, become mind bogglingly good at something other than writing,
with a nod given to dear old programming and art. Not only will this skill give you
something to fall back on in the first dozen years it takes to build up your reputation,
but you can also use it to supplement your design docs. A nice sketch or hacked together
demo of a game concept can do more to sell a treatment than any quantity of text alone. |
| I have no experience, but want to start designing now! What
should I do? |
| Who says you have to design games professionally? There
are quite a few people working right now in project teams designing games with no budgets
in their spare time. They have been dubbed "Virtual Companies", and they're
popping up all the time. You can always start up or join one of those - you'd be surprised
how much you can learn there. Also, having a game to show at an interview or with a resume
is a MUCH better asset than most people believe. |