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- Published: 12 Feb 2009
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- Author: InsideEA
Early in video game history, game designers were lead programmer and often the only programmers for a game, and this remained true as the video game industry expanded in the 1970s. This person also sometimes comprised the entire art team. This is the case of such noted designers as Sid Meier, John Romero, Chris Sawyer and Will Wright. A notable exception to this policy was Coleco, which from its very start separated the function of design and programming.
As games became more complex and computers and consoles became more powerful, the job of the game designer became separate from the lead programmer. Soon game complexity demanded team members focused solely on game design. Many early veterans chose the game design path eschewing programming and delegating those tasks to others.
Today, it is rare to find a video or computer game where the principal programmer is also the principal designer, except in the case of casual games, such as Bejeweled. With very complex games, such as MMORPGs, or a big budget action or sports title, designers may number in the dozens. In these cases, there are generally one or two principal designers and many junior designers who specify subsets or subsystems of the game. In larger companies like Electronic Arts, each aspect of the game (control, level design) may have a separate producer, lead designer and several general designers.
Many decisions are made during the course of a game's development about the game's design; it is the responsibility of the designer to decide which elements will be implemented, based on, for example, consistency with the game's vision, budget or hardware limitations. Design changes may have a significant positive or negative impact on required resources.
The designer may use scripting languages to implement and preview design ideas without necessarily modifying the game's codebase.
A game designer often plays video games and demos to follow the game market development.
It is common for the game designer's name to misleadingly be given an undue amount of association to the game, neglecting the rest of the development team.
Funding game publishers must be taken into account, who may have specific expectations from a game as most video games are market-driven — developed to sell for profit. However, if financial issues do not influence designer's decisions, the game becomes design- or designer-driven; few games are designed this way because of lack of funding. Alternatively, a game may be technology-driven, such as Quake (1996), to show off a particular hardware achievement or to market the game engine. mainly to show off impressive visuals designed by artists. Many designers start their career in testing department, where mistakes by others can be seen first-hand.
Lead designer coordinates the work of other designers and is the main visionary of the game. Lead designer ensures team communication, makes large design decisions, and presents design outside of the team. Often the lead designer is technically and artistically astute. Keeping well-presented documentation also falls within the lead designer responsibilities. Lead designer may be the founder of a game development company or may be sent by the publisher, if the game's concept is provided by the publisher.
Writer is a person often employed part-time to conceive game's narrative, dialogue, commentary, cutscene narrative, journals, video game packaging content, hint system, etc. It is responsibility of the writer to collaborate with primary designers to seamlessly place this content into the game, creating immersion, avoiding repetition, providing feedback, etc. Writing for games involves a different set of skills from those for traditional works, such as novels or screenplays, as the writer must collaborate with the other designers during the writing process.
The typical "textbook" approach is to start with a concept or a previously completed game and from there create a game design document. This document is intended to map out the complete game design and acts as a central resource for the development team. This document should ideally be updated as the game evolves throughout the production process.
Designers are frequently expected to adapt to multiple roles of widely varying nature: For example, concept prototyping can be assisted with the use of pre-existing engines and tools like Game Maker. Level designs might be done first on paper and again for the game engine using a 3D modelling tool. Scripting languages are used for many elements—AI, cutscenes, GUI, environmental processes, and many other behaviours and effects—that designers would want to tune without a programmer's assistance. Setting, story and character concepts require a research and writing process. Designers may oversee focus testing, write up art and audio asset lists, and write game documentation. In addition to the skillset, designers are ideally clear communicators with attention to detail and ability to delegate responsibilities appropriately.
Design approval in the commercial setting is a continuous process from the earliest stages until the game ships:
When a new project is being discussed (either internally, or as a result of dialogue with potential publishers), the designer may be asked to write a sell-sheet of short concepts, followed by a one or two-page pitch of specific features, audience, platform, and other details. Designers will first meet with leads in other departments to establish agreement on the feasibility of the game given the available time, scope, and budget. If the pitch is approved, early milestones focus on the creation of a fleshed-out design document. Some developers advocate a prototyping phase before the design document is written to experiment with new ideas before they become part of the design.
As production progresses, designers are asked to make frequent decisions about elements missing from the design. The consequences of these decisions are hard to predict and often can only be determined after creating the full implementation. These are referred to as the unknowns of the design, and the faster they are uncovered, the less risk the team faces later in the production process. Outside factors such as budget cuts or changes in milestone expectations also result in cuts to the design, and while overly large cuts can take the heart out of a project, cuts can also result in a streamlined design with only the essential features, polished well.
Towards the end of production, designers take the brunt of responsibility for ensuring that the gameplay remains at a uniform standard throughout the game, even in very long games. This task is made more difficult under "crunch" conditions, as the entire team may begin to lose sight of the core gameplay once pressured to hit a date for a finished and bug-free game.
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