User:Nrea21/Video game design

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 GameMaker Studio, Unity, Godot or Construct.

---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 GameMaker Studio, Unity, Godot or Construct.

World design is the creation of a backstory, setting and theme for the game; often done by a lead designer. World design can also be the creation of a universe or a map, as well as topics or areas that are likely to be pursued by the player. It is a map referenced for creation of everything as it shows where it is and allows for the most logistical design in any given game.[citation needed] World design shapes the direction the game goes towards.

---World design is the creation of a backstory, setting and theme for the game; often done by a lead designer. World design can also be the creation of a universe or a map, as well as topics or areas that are likely to be pursued by the player. It is a map referenced for creation of everything as it shows where it is and allows for the most logistical design in any given game.[citation needed] "Deleted bolded sentence above."


 * Planner is a term referring to a game designer in the Japanese video game industry, where game designers are typically credited as planners.


 * ---Planner is a term game designers are typically credited as in the Japanese video game industry. "Rephrased sentence."

A secondary definition of Content design is the creation of any aspect of the game that is not required for the game to function properly and meet the minimum viable product standard. In essence, content is the complexity added to a minimum viable product to increase its value. An example of this is the item list from Final Fantasy. None of the items are necessary for the game to function, but they add value and complexity to the game as a whole.

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.[original research?]

Twine: Twine is an open-source tool for telling interactive, nonlinear stories. This tool is free and largely used by students to design simple stories. Games created in twine can be exported to HTML5.

There are several free 3D design software available to the public, including Unreal Engine and Blender, that promote communities that self-educate as well as market 3D models and tutorials for beginners.

Design changes have a significant positive or negative impact on required resources.

---Design changes have a significant impact on required sources.

Finally, a game may be art-driven, such as Myst (1993) and Journey (2012), mainly to show off impressive visuals designed by artists.

---Finally, a game may be art-driven, such as Myst (1993) and Journey (2012), mainly to experiment with new artistic visuals designed by artists.


 * Level designer or environment designer is a position becoming prominent in the recent years. Level designer is the person responsible for creating game environment, levels and missions.
 * Level designer or environment designer is a position responsible for creating game environments, levels and missions.

In 2010, a game designer with more than six years of experience earned an average of US$65,000 (GBP GB£44,761.22), $54,000 (GBP £37,186.24) with three to six years of experience and $44,000 (GBP £30,299.90) with less than 3 years of experience. Lead designers earned $75,000 (GBP £51,647.56) with three to six years of experience and $95,000(GBP £65,420.24) with more than six years of experience. In 2013, a game designer with less than 3 years of experience earned, on average, $55,000 (GBP £37,874.88). A game designer with more than 6 years of experience made, on average, $105,000 (GBP £72,306.58). The average salary of these designers varies depending on their region. As of 2015 the salary of experienced workers has shifted to approximately US$87,000 (GBP £59,911.17)  As of January 17, 2020, the average annual pay for a Game Designer in the United States is $130,000 a year as measured by ZipRecruiter.

System design[edit]
System design is the creation of game rules and underlying mathematical patterns. System Design is the enacted simulation of a game designed to interact or react with the player. The "experience" a player has with a game is attributed to how the game's system is deigned. A complex system with depth leads to a more unpredictable strand of events to immerse the player into the video game.

Content design[edit]
Content design is the creation of characters, items, puzzles and missions.

A secondary definition of Content design is the creation of any aspect of the game that is not required for the game to function properly and meet the minimum viable product standard. In essence, content is the complexity added to a minimum viable product to increase its value. An example of this is the item list from Final Fantasy. None of the items are necessary for the game to function, but they add value and complexity to the game as a whole. (Needs Work)

Game writing[edit]
Main article: Video game writing

Game writing involves writing dialogue, text and story.

This is one of the first steps that go into making a video game. This encompasses many different elements of the process. Writing in video games also includes the elements in which the literature is presented. Voice acting, text, picture editing and music are all elements of game writing. (Reword)

User interface design[edit]
User interface (UI) design deals with the construction the user interactions and feedback interface, like menus or heads-up displays.

The user interface also incorporates game mechanics design. Deciding how much information to give the player and in what way allows the designer to inform the player about the world, or perhaps leave them uninformed. Another aspect to consider is the method of input a game will use and deciding to what degree a player can interact with a game with these inputs. These choices have a profound effect on the mood of the game, as it directly affects the player in both noticeable and subtle ways.

User interface design in video games has unique goals. A conscious decision has to be made regarding the amount of information to relay to the player. However, the UI in games do not have to be absolutely streamlined. Players expect challenges and are willing to accept them as long as the experience is sufficiently rewarding. By the same token, navigating or interaction with a game's UI can be satisfying without the need to be effortless. (Rewrite)

Audio design[edit]
Audio design involves the process of creating or incorporating all of the sounds that are in the game, like music, sound effects or voice acting. This includes the theme song and jingles used in title screens and menus. (Reword)

User experience design[edit]
The disciplines listed above all combine to form the discipline of game feel. It ensures that the flow of the game and the user interaction with the game elements are functioning smoothly. (uh???)

Narrative[edit]
Further information: Narrative designer

Numerous games have narrative elements which give a context to an event in a game, making the activity of playing it less abstract and enhance its entertainment value, although narrative elements are not always clearly present or present at all. The original version of Tetris is an example of a game apparently without narrative. Some[who?] narratologists claim that all games have a narrative element. Some go further and claim that games are essentially a form of narrative. Narrative in practice can be the starting point for the development of a game or can be added to a design that started as a set of game mechanics. (Reword)

Design process[edit]
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 GameMaker Studio, Unity, Godot or Construct. Level designs might be done first on paper and again for the game engine using a 3D modeling tool. Scripting languages are used for many elements—AI, cutscenes, GUI, environmental processes, and many other behaviors 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.[citation needed]

Design approval[clarification needed] 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.[original research?]

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.[original research?]

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.[original research?]