Original post by Paul Cunningham quote:
What this to me shows is how important it is for the designer to know the positives and negatives of the computer medium or whatever medium they work on for that matter.
I think it is worth suggesting that technology and it''s attendant growing capacities and refined maturities of function are reducing at a rapid rate negative limitations. An example of this would be: about four years ago, a world class animator told me if I knew how hard it was just to model a tree. Over a year ago, a CD of premodeled Max trees became available, and a few months ago, an editor for the models was developed so you could make any kind of tree you wanted quicly and easily. Another example would be that now you can get a desktop P4 chip and a 128 Mb Radeon Graphics card in an alienware laptop.
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You can''t call yourself a game designer if you can''t make a simple card game from a pack of 52.
I didn''t realize there was a litmus test for game design. What if you are not a card player at all and still can design a FPS? If anything, the litmus test is the phrase uttered joyously from the mouth of a playtester, "That was fun!"
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A game designer these days must choose first how big they want to go. You can be a game designer on many scales of work its up to you to make the desicion of what will satisfy you.
Scale is usually the first choice in design brief specs. Sometimes a designer who really knows themself will understand the level they work best on, and go in at the size of project they know they excel and thrive in. Just because they chose not to start small and work their way up in no way suggests that the large scale design will be a bad design. Walking before you crawl belongs in the preceeding century, imho. There are thousands of robots to help you run fast metaphorically speaking, Stephen Hawking is a good example. I can walk into a design studio almos anywhere and say, "I want this and that and this" and not know how to make it myself, but somebody will gladly take the money to do it for me, and when I sit down and look at the finished product and am satisfied, is that not then how value is created? Value and satisfaction go hand in hand in perception land of the warm upright homonid.
quote:What is this design process he is talking about i would like to know.
It''s a formalized process I learned in architectural design. It begins with determining what you have to work with (the size of the parcel of land minus it''s legal setback percentages gives you the permissible workable land area; this is synonymous to the size of the gameworld that suits the setting that backdrops your game story) and then determining the environmental factors (going to the site and seeing how it is oriented to the sun, seasons, grade, elevation, topography, soiltype, drainage pattern, utility locations, and other associative basic functional and aesthetic preexisting factors). It''s got a lot to it, but it''s very powerful as a tool. It''s also very demanding of the output of the tool user.
Once you have a clear and detailed to scale and format drawing of your basic ''this is what we have to work with'' elements, then you begin to think about the occupant of the dwelling structure that does not exist in reality yet.
You tie together the best elements of the existing survey (such as: this is the best view from here and there and there, this is the best light from this direction at this time of day, this area indicates the largest square footage of level ground, this area is the strongest subsoil composition thus will make the best structure footing support) with the realistic life elements of the occupant (what time of day they get up, and would this view and this light from that direction suggest the best place for the breakfast room, how many kids do they have and what area would be best for the backyard playground) -- you get the idea - it''s about the ''use'' of the ''user/occupant''.
This is why the call it "land use" at the aesthetic level, and at the technical level it''s about how many kilowatts or flushing capacities a family of four generates per year average.
Both criteria are as important for the overall design, it''s just that the former is artistically compelling to create, and the latter is blandly looking up statistics in pre-existing building and land use standards archives.
Or, on the other side of the equation, this area gets very little light during the day, so all the windows on that side of a structure would be small (so as not to lose the thermal heat mass you want a comfortable interior environment to contain).
It''s very much an aesthetic synthesis of all available elements, including the occupant (synonymous with ''user'').
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Everyone has their limitations on what they can do today, these limitations WILL NOT make you a bad game designer. Its whether or not you are willing to accept your limits and those of your team and enjoy the fun that can be had making a game. Skills and improvement come from the effort!
I agree with this, but there is a part of design that has to do with personal limits that is what the learning challenge to grow into as a designer has that is of value.
A good designer who is competent in basic skills who gets hooked onto a massive project will be no less worse a designer than a great designer who has very little emotional investment in the project, as it may only represent a paycheck. Most money people buy people as well as ideas; and they protect the investment in the person by having expert liases available should they be needed for troubleshooting. Often, these liases are attorneys and engineers. Remarkably corrolary, don''t you think?
The great designer who is not onboard on other levels would be a bad investment, imo. I started in architecture on basic little things like foundation plans and plot plans, but three years later I was managing dozens of hotels under reconstruction simultaneously, and had entirely forgotten, nor did I need to remember, because a civil engineer had been retained, about how a foundation was designed. Today, though I can still not remember how to exactly draw a footing type, yet you can drive through Old Town San Diego, see my work and know the buildings are safe to sleep in.
quote: by adventuredesigner
The designer is responsible for the whole aesthetic, detailing and every design choice (unless delegated to a sub designer like a level designer or a graphic artist) in the entire game.
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Negative, on this basis i must doubt your experience and say you''ve just read a lot.
I have. But you cannot in every case generalize in specific circumstances. The particular game I choose to design has as it''s constituent gameworld components previously existing terrain that has been surveyed for decades to a very high degree of 3-D accuracy, and is retained in survey archive repositories in digital formats easily importable into a 3-D graphics program.
If I were designing a game that had no specific or relative identicism to the real world (say for example a space based game with different planets), then my land use experience would be only somewhat of use (but even then physical criteria for planetary and asteroid formation would be consistent in the physical materials and formation senses; this comes from the old school notion that nature is a pretty incredible designer as well as just the plain facts of physics).
But my gameworld is exactly like the real world in a strict topographical and survey sense; there is very little that I have to create or make up for my levels that doesn''t already exist in reality, with the exceptions of gameplay elements and interstitials/cutscenes and a few other things.
They are already in existance, and I just made the jobs of my modelers and animators a whole lot easier, quicker, and less costly to the overall budget in that budget category. I''d say that gives me a commercial advantage over competitors, though I subscribe to the notion of paying more attention to the customers than the competition generally.
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There is no way you could say this if you were working in a commercial game development house as a game designer.
Since I have plenty of preexisting things to design my world and levels with (in fact, you could almost say that for other than the interactive and story elements, the levels actually are in pre-existance digitally) why would I want to blunt the skills of my level designers by taking away their focus from designing interesting puzzles, traps, tricks, foos, challenges, NPC''s, bosses and subbosses, etc.) for simple topography arrangement?
That would be counterproductive. And, if you take a look at commercial game houses out there today, as an indie developer, why would I want to be involved with those organizations anyway, their market position notwithstanding?
I, and many other people in this business think they are the bane of the business, so why not do it myself If I can find a practical and affordable way that meets a competitive standard?
Most people who take on entreprenurial risk know that if you wait to have 100 % solid information, it''s already too late to begin because of time to market, besides other factors. They also know that if they have 80% solid data, they have the wit, flexibility and contingency funds to deal with the surprises in the other 20% as they come up.
I suggest reading a book called "Doing Business Boldly: the art of intelligent risk." It will surprise you about what you think you may know about risk in business and markets with new and untried brands or even established ones in trouble. The story about coca cola''s formula change is worth the cost alone, but the cleverness of genentech is also rich material.
Maybe I was not clear when I said every little detail, but the truth is, if you were to examine the specifics of my overall design production approach, you would see that I can design far more of the gameworld than an ordinary game designer would simply because of the choices I made from the get go, when I did my theme and aethetics comparisons and evaluations (I liken this to the old database designer''s axiom that you think about your data before ever creating a single table).
I did not mean to create a misimpression, but I think a level designer''s time and efforts are best spent thinking about how to challenge, motivate and cathartize a player through the avatar''s and interactive environment''s available actions; not plopping in a wall here and a puddle there (though I am in no way saying either that level design in a traditional sense does not have value). Just as music moves movies, environment and objective moves kinaesthetics.
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Why put the extra work load on your own shoulders?
Because now that I have illustrated how (relavity) easy it is for me to handle those parts of the design personally, or through others if the project management workload analysis indicates production timetables require the capacity of more than one person of a particular skillset, I can save money in the budget, a.
B, there is a complicated (highly structured and complex, not confusing-complicated) mystery story central to the gamestory that has it''s own contstruct demands, and I need the creative control over the level design to choose where, how and what exposition is revealed so the overarching theme of the solving of the mystery construct demands (which is fundatmental to winning the game) is done to the standard I set.
I''m not saying I can''t get somebody else as a level designer to be on the same page, and indeed they may improve things, and if I can get that budget funding, I would be smart to have that objective input, but for now, the money is not there, so a project manager says, "hmm, how can I set up my production methodology in such away that I can get the most amount of work completed with the least amount of resources spent while still meeting aesthetic production level standards?" This is called ''designing for design''.
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If you''re going to concern yourself with the "whole aesthetic''s and detailing" your artist are going to think you''re a nazi.
Or, the artists are educated enough in design (as a field of approaches, styles and techniques) to understand that if there is *not* a consistent, homgenous overarching theme that is the core structure of the design, and the aesthetic and creative choices that were selected as it''s primary supporting elements are not judiciously and consistently supported and revisited, then how good a design do you really have?
And, what are the chances of critical and financial success of such a design? I am not saying this would be true for all design, I am not the uberfather of design, but it is true for my particular design, which is uniquely unlike anything out there today.
The reason I chose this theme and approach is because not only did I choose wisely that I wanted it to be different from an artistic standpoint, but also that it played to a few of my best creative design strengths (outdoor adventure and mystery, for examples), and I felt as a businessperson it had the best chances of success.
It is a perfect example of alternative marketing. This is also known as the ''uncola'' strategy. Seven-up once commanded 13% of the entire cola market simply by presenting themselves as an alternative. The sugar and lemon-lime did the rest. I think the lack of caffiene was also a factor, but it was not a negative brand attribute in the minds of consumers so much way back then when the brand was introduced to it''s market category. This is the great marketing trap -- to not think category, but to think brand.
I think you have to be able to not only create a good design, but make the case this good design is a seller also.
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Allowing the team to contribute in these area''s is what they work for.
Perhaps, but I never had any engineer, painter, hod carrier, general contrator or political figure ever ask me why I chose a particular design function or form, they just knew intrinsically the second they looked at it whehter or not it blew up their skirt in an aesthetics appreciation sense; if that ever even came to their consciosness.
I will not say this is the case in game design, that would be a stupid comparison to advance (but maybe I already stupidly advanced it, lol; you tell me, I respect and value your opinion and experience), but most people want to know exactly what you want them to do on this job spec, not the big picture of why.
This in no way means I would cut myself off from the opportunity of taking advantage of the particular expertice of an artist, modeler, animator or programmer if they felt their idea was valid and would improve the quality of the project. But then, that person would have to have the motivation to advance it also. We all know about levels of motivation in humans generally, much less in a professional working design environment.
I always (always, always, always) tell the people who work with me on a project the why before the what. It''s not only a way to get the best out of them technically, and gives them a chance to emotionally enroll in the project so they care more about what they do and just don''t show up and do what they know how to do for the paycheck, it''s a sign of respect for their intelligence, creativity, and a good litmus test on how to tell the best and the brightest out of a pool of seemingly similarly qualified candidates.
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