| Game designer is arguably one of the most | | | | crafting the player's experience. To take from an |
| attractive jobs available in the field of game | | | | example above, if the game is supposed to make |
| development. When people think of a video game | | | | the player feel like a vampire, then the game |
| designer developing games, they often imagine an | | | | designer's job is to find what systems, what look, |
| idea man, the one who imagines and describes | | | | what sound and feel will actually help the player |
| the virtual worlds that we explore. Many believe | | | | transform into a vampire in their mind. This |
| that this is all the game designer does: sit around | | | | involves designing game play, driving the concept |
| and think of ideas. | | | | art and level development, and making sure that |
| But what is a game designer, really? What are | | | | everything that goes into the game is moving |
| their duties, their tasks, and their responsibilities? | | | | towards that desired player experience. |
| What skills do they bring to the table, and what | | | | The second most important job of a designer is |
| do the contribute to their team? First, being a | | | | communication. This is less rigidly defined than |
| game designer is about implementing an idea | | | | other disciplines, such as concept artist or |
| through to the end. Anyone can think of an idea, | | | | engineer, and it may sound cliche, but it is |
| much less a vague idea of what a video game | | | | absolutely vital. Being able to communicate a |
| should be. "It should be like Super Mario, except | | | | design idea to the rest of the team and speak to |
| that you play as a vampire." "It's a first person | | | | them about why it is beneficial is absolutely key. |
| shooter where you and your friends are trying to | | | | A good video game designer developing games |
| break in to a bank." "It's a golf game where you | | | | with other disciplines such as engineers will be able |
| can play in sci-fi environments, like the moon or | | | | to address them and say, "This is how I was |
| on a rocket ship." | | | | thinking we should implement this part of the |
| The truth is that being a designer requires getting | | | | game. It will be beneficial because..." and then go |
| into much, MUCH more detail than the simple | | | | on to explain how it will contribute to the player's |
| phrases described above. After the conception of | | | | experience. |
| the game is solidified, then that's when the real | | | | A poor designer is one who just comes up with |
| design work begins. Video game designer | | | | ideas yet is not eloquent in communicating them. |
| developing games for the professional industry | | | | "Do it like this. Because I said so." This is a failure |
| may come up with the original idea, but they are | | | | in leadership. A good designer is one who can not |
| also involved in implementation up until the game | | | | only lead the team, but empower and excite |
| ships. They decide how many points you lose | | | | them about the vision they are working towards |
| when you are hit by an enemy, what movement | | | | together. Crafting the player's experience through |
| the AI should take, and what actions the player | | | | implementation, and communicating those ideas to |
| should have at any given moment. All of these | | | | the team. These are the marks of a real video |
| decisions are made by the game designer. | | | | game designer developing games like a pro. |
| More specifically, the designer is in charge of | | | | |