| DESIGNERS |
| Guidance and Advice |
| OVERVIEW Design is one of the most exciting and dynamic sectors of the game development industry. Exciting because it places you at the very heart of the game experience, creating each moment and manipulating the players' emotions whilst driving their reflexes to breaking point. Dynamic because the nature of game design is changing all the time, with generational leaps in hardware and the constantly shifting demands of the gaming public. It is also incredibly demanding and requires a particular sort of person to take on the role. Much of this is down to the creative aspects of the job – you essentially need to be able to create new worlds for the player to experience. However, the role also requires a fairly high degree of technical nous in order to cope with toolsets that can be very complicated. Most complex of all will be the players' responses to the situations with which they will be faced. A game designer needs to be able to predict and cater for a baffling range of outcomes from every situation – yet keep the game consistently entertaining and enthralling. If you're not scared off yet, then hopefully the rest of this section
should help unravel some of the mysteries surrounding game design as a
career. |
| JOB ROLES Careful and skilled use of the available gameplay options will have an enormous impact on the quality of the final game. This is where you will learn a huge amount about the art of game design. You will discover how to pace the gameplay to keep the experience varied and exciting. It is also a very technical job. As a Level Editor you will be ultimately responsible for the "script" that runs the level, the triggers and rules that cope with the actions of the player and the responses of AI entities in their vicinity. This requires a very clear and logical brain, coupled with the creative, imaginative mindset that puts the fun and excitement into the gameplay. Back to Job Roles
The Level Designer is usually responsible for defining the actual content of the level. So that might include where the big fights occur or the puzzles that must be solved. Clear objectives and understandable geography are a vital part of level design. If the player gets too many objectives, or doesn't know what to do next, then it is usually down to the designer to rectify that problem; sometimes this will entail changes to the layout of the level. Of course, all this has to be achieved within the technical constraints of the game engine. No game engine is infinitely powerful, no matter what claims the creators may make, so the designer must ensure that only relevant areas are visible or active at any given time. The Level Designer will need to have an in-depth knowledge of these constraints and have a suite of solutions on hand to deal with them. There is one more skill that a good Level Designer will need – level editing. Most designers will also edit their own levels. In a typical game development, a designer will design and build several levels, handing some of them over to Level Editors to complete, but retaining edit control over a few. Back to Job Roles
However, a good game designer needs much more than just raw creativity and imagination. The role requires enormous discipline and the ability to understand the needs and demands of your entire audience. You need to strike the balance between creating a game that you want to play versus the game that the audience want. It's a difficult task, constantly hitting you with contradictory demands. Game design actually covers two different strands – development design and initial concept design. Of the two, the initial concept design is the one that most people expect to be doing: actually coming up with ideas for brand new games, but in truth that is only a small part of the designer’s life. You will spend much more time working on the "development design" where you will go into enormous detail on every action, ability and mechanic of the game. In many respects, the term "Game Designer" is not so much a specific job performed by a given person, but more a general task that is performed by the senior members of the design team (Level Designers and Design Manager). So an excellent attitude to teamwork is vital for this role. Back to Job Roles
Design management is only partially a creative role; the actual management side is crucial to the team and the game itself. As well as being responsible for the schedule of the designers on the team, the DM will be in constant communication with the art and technical leads, ensuring the requirements of the game are understood, approved and enacted by all departments. Furthermore, the DM will be a principal point of contact with the publisher and will have to balance the desires of the development team with the requests of the producer (who will usually work for a completely different company – normally the company actually paying for the game to be developed). So some pretty good diplomatic skills are required for this role, as well as a deep understanding of the art and science of gameplay itself. Back to Job Roles |
| GUIDANCE & ADVICE Best Tip Back to Guidance &
Advice Best Tip Back to Guidance &
Advice Skills Required Best Tip Back to Guidance &
Advice Skills Required Best Tip |
| SUBMISSION GUIDELINES
Professional work can be provided as screenshots and
supporting material (with obvious respect to legal and confidentiality
issues.) This support material could be documentation, maps and plan drawings
or actual models. Practical examples could be your homemade levels for published games. Ideally work of this kind will include the playable level (obviously you'll need to hope that the actual game is available to the person reviewing the application), as well as some brief documentation illustrating the key design features and decisions behind the level. For example, the original concept and how it changed and evolved during its creation, what things you discovered didn't work and what actions you undertook to rectify those problems. Sample models and artwork are not expected to be of the quality required by an Artist applicant, but examples of your level modelling could be extremely useful. These could be presented as actual model files (for example Max or Maya) or via a good series of still images and screenshots that illustrate the layout and views within the level. Initial maps and diagrams can help us judge how well you plan and present your work. Sample documentation can take many forms; below you can find a few examples. The most important thing to remember is that quality, not quantity, is the most important factor. Keep each sample document short – 3-4 pages at most, and be selective with your work. Just a few of your best items will show your abilities in the best light.
Do not send a full game design document. It is very unlikely to be read in its entirety and it can be extremely difficult to find the crucial information that the employer will be looking for. Therefore it is likely to be ignored. Finally, be a designer! If you are particularly keen on storytelling, then consider creating a specific game narrative work sample of 2 or 3 pages. Explain how the narrative will relate to the gameplay and theme of the design. Unless you are applying for a specific scriptwriting role, remember to ensure that your full application achieves a balance of game design and narrative design. Good luck! |