Extra Credits: So You Want To Be a Game Designer
Daniel Cook: Game Design Theory I Wish I had Known When I Started
30 Years in the Making: The Evolution of Video Game Design - Adam Sessler Interviews Mark Cerny
Jonathan Blow: Game design: the medium is the message
Design Club - Super Mario Bros: Level 1-1 - Game Analysis
Vlambeer: Sincere Game Design (DevGAMM Moscow 2014)
Good Game Design - Super Mario 64: The "Accomplishment" Principle
Day in the Life: Video Game Designer
Sid Meier on His Legacy, Game Design, & the Appeal of Turn-Based Strategy: BIG TALK w. Adam Sessler
Game Design with Will Wright
GDC 2010: Sid Meier Keynote - "Everything You Know is Wrong"
Game Design Fundamentals - MIT GAMBIT Game Lab
Midnight Star Documentary - Episode 05 - Game Design
Day[9]'s Musings - Game Design - Baseballs vs Frisbees
Extra Credits: So You Want To Be a Game Designer
Daniel Cook: Game Design Theory I Wish I had Known When I Started
30 Years in the Making: The Evolution of Video Game Design - Adam Sessler Interviews Mark Cerny
Jonathan Blow: Game design: the medium is the message
Design Club - Super Mario Bros: Level 1-1 - Game Analysis
Vlambeer: Sincere Game Design (DevGAMM Moscow 2014)
Good Game Design - Super Mario 64: The "Accomplishment" Principle
Day in the Life: Video Game Designer
Sid Meier on His Legacy, Game Design, & the Appeal of Turn-Based Strategy: BIG TALK w. Adam Sessler
Game Design with Will Wright
GDC 2010: Sid Meier Keynote - "Everything You Know is Wrong"
Game Design Fundamentals - MIT GAMBIT Game Lab
Midnight Star Documentary - Episode 05 - Game Design
Day[9]'s Musings - Game Design - Baseballs vs Frisbees
Game Design And Theory 01 - What Is A Game?
Merci Dorian - Le game design
Wacom Cintiq For Game Design at The Savannah College of Art and Design
GameCraft 2011 - Um bom game design começa no papel
This, Not That! Mobile Game Design Best Practices | Ray LONG
Functional Theory for Game Design (Keith Burgun)
Game Design - La differenza fra "progettare" e "creare"
Classroom Game Design: Paul Andersen at TEDxBozeman
EA Game Design Career Paths
Game design, a subset of game development, is the process of designing the content and rules of a game in the pre-production stage and design of gameplay, environment, storyline, and characters during production stage. The term is also used to describe both the game design embodied in a game as well as documentation that describes such a design.[citation needed] Game design requires artistic and technical competence as well as writing skills.
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.[citation needed]
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 on game design. Many early veterans chose the game design path eschewing programming and delegating those tasks to others.[citation needed]
Adam Donovan Sessler (born August 29, 1973) is a former co-host of X-Play with Morgan Webb and editor-in-chief of G4's game content for the network. He was the only remaining television personality from the G4's original incarnation until he and G4TV parted on April 25, 2012.
Sessler was born in Berkeley, California. He graduated from El Cerrito High School in 1991 and is a graduate of UCLA with a bachelor's degree in English literature. He was previously a credit analyst for a multinational Fortune 500 financial institution in San Francisco, and an actor on the San Francisco Public-access television show Chip Weigh Magnet Down, which he also helped to make. Adam admits that he is grateful to no longer work for Fortune 500 companies, saying in The X-Play Insider's Guide to Gaming that he was "very sad" about the job. Sessler currently lives in Los Angeles, California, having moved from the former TechTV headquarters, which was located in San Francisco, California. Sessler is married.
Some of Sessler's known favorite game series are: the Halo series for its first-person shooter qualities; the Japanese version of Rez for its Trance Vibrator feature; the Banjo-Kazooie, Rayman, Ratchet and Clank, and Sly Cooper series for their unique platform qualities; Resident Evil 4; and Call of Duty 4. He also stated during the broadcast of E3 2010 that Uncharted 2 was his favorite single player experience of all time.[citation needed]
Mark Cerny (born 1964) is a video game industry figure who has worked as a game designer, programmer, producer and business executive. As president of Cerny Games, which he founded in 1998, he now acts as a consultant in the video game industry. In 2004, he was the recipient of the Lifetime Achievement Award from the International Game Developers Association.
Cerny, a fan of computer programming and arcade games, started in the game industry at the age of 17 when he joined Atari in 1982. In those earlier days of professional game development, teams were small and each member was responsible for a wider range of roles than today.
Cerny's first major success is usually cited as Marble Madness in which he, at age 18, acted as the designer. For years he worked with Sega in Japan and the United States, where he worked on Sonic the Hedgehog 2. He was the vice president and then president of Universal Interactive Studios. He continues to work with Naughty Dog (where he has worked on Crash Bandicoot and later consulted on the Jak and Daxter series), Insomniac Games (Spyro the Dragon and Ratchet and Clank), and Sony.
Jonathan Blow is an independent video game developer. His game Braid won the "Game Design" award at the Independent Games Festival in 2006. He is currently developing The Witness, to be released in 2012.
For many years Blow wrote the Inner Product column for Game Developer Magazine. He is the primary host of the Experimental Gameplay Workshop each March at the Game Developers Conference, which has become a premier showcase for new ideas in video games. In addition, Blow is a regular participant in the Indie Game Jam.
In a speech at the Free Play conference in Australia in September 2007, Blow suggested games were approaching the level of societal influence of other forms of art, such as films and novels. One example that Blow cites is World of Warcraft, which he labels "unethical", stating that such games exploit players by using a simple reward-for-suffering scheme to keep them in front of their computer. In his view, developers need to think about what reinforcement the games are providing players when they reward them for performing certain actions. He emphasized the need for developers to design inspiring new games using "innovative, ethical and personal art."
Sidney K. "Sid" Meier (born February 24, 1954) is a Canadian-American programmer and designer of several popular strategy video games and simulation video games, most notably Civilization. Meier co-founded MicroProse in 1982 and is a Director of Creative Development for computer game developer Firaxis Games, which he co-founded with Jeff Briggs and Brian Reynolds in 1996. He has won several prestigious accolades for his contributions to the computer games industry.
Sid Meier was born in Sarnia, Ontario, Canada. He graduated from the University of Michigan.
Meier founded MicroProse together with Bill Stealey in 1982. MicroProse initially developed flight simulator video games, such as Silent Service and F-19 Stealth Fighter. In 1987, the company released Sid Meier's Pirates!, which also began a trend of placing Meier's name in the titles of his games. Meier later explained that the inclusion of his name was because of the dramatic departure in the design of Pirates! compared to the company's earlier games. Stealey decided that it would improve the company's branding, believing that it would make those who purchased the flight simulators more likely to play Pirates!. After the release of F-19 Stealth Fighter, Meier decided to focus on developing strategy games. He later said, "Everything I thought was cool about a flight simulator had gone into that game." Inspired by SimCity and Empire!, Meier created Railroad Tycoon and later the game series for which he is most widely recognized, Civilization, although he designed only the first installment. Meier eventually left MicroProse and in 1996 founded Firaxis Games along with veteran designer and gaming executive Jeff Briggs. Today Firaxis makes strategy games, many of which are follow-ups to Meier titles, such as Civilization V and Pirates!. In 1996 he was awarded US Patent 5,496,962 for a "System for Real-Time Music Composition and Synthesis" used in a product called "CPU Bach".
Sun, all our dreams are dreams of fun handing out the
watergun
shoot me and I'll drink you into the shade I'll shrink you
finally we're done and stare up into the
Sky, flat on our backs we lie in quicksand slowly my hand
flies up and away with the yellow bird driven by
Wind, I think I'll come to sin with all this heaty windy skin
around my neck and what glory the sand in my pants
reminds me of Doreen
Sand, we cannot fight getting tanned
all the limits banned into the nightflight's right no fight
there goes the sun into the the nightlife Yeah
Whang I sing while the others swing
like a beam of light through a bottle
Souzie swings her phoney rings
Time, bugs crawling up our spine and the memory is mine
I'm a grain of sand in your hand so hand me mine yeah
that would be fine
Heat, I kiss the blisters on your feet a lizard's eye I great
I'm afraid there's no aid 'til we get laid
into the nightlife time's right no flight
Whang I sing while the others swing
like a beam of light through a bottle
Souzie swings her phoney rings
I think I'll come to sin with all that heaty windy skin
around my neck and what glory the sand in my pants
reminds me of Doreen, mocking photography