Tuesday, November 8, 2011

Why did I become a Game Designer?

I ask myself this questions because from my experience so far everyone seems to be a 'game designer' of sorts. Of course all the artists you speak to are game designers, and don't forget the programmers and animators all throwing in their "two cents worth". If everyone knows design and can implement it on their own what is the needed for this overpaid, unskilled, subordinate of the team??

The problem lies in the mentality that everyone thinks they're a designer at heart. But when have you ever heard a level designer telling an animator to move the key frames because "it doesn't feel right". Or a programmer that his line of code becomes obsolete because the For loop negates the... well you get the picture. But when it comes to design everyone has a hundred different ways to solve your problem.

Designers are good at creating work (problems) for others. Designers are bad at providing the tools necessary for solving these problems.

And I couldn't agree more. We know how to create all the design documents and say what we want to happen, but when someone encounters a problem we're also the first to find an excuse. "Don't worry I'll design that part later" or "I'll fix it when we have a full game built". The reason we have this issue is because a lot of the game designers are actually bad designers. No matter how many times an artist does a concept (taking practice out of the equation) a bad drawing is a bad drawing. However when designing everything is 'theoretical' and if given a choice between design A and design B you just pick the better of the two. It doesn't necessarily mean its better, or indeed a good design. We shouldn't rely on other people to have to implement ideas, we should be there with a solution to that idea even before it arises. We should have the skill set so that when people come across inevitable problems, we have tools to fix them. After all Design and problem solving is why we got into this game, isn't it?

"Given enough time and resource a bad designer can make a good design."

So we've identified the problem, now where do we find the solution? Looking on the back of your hand won't help with this one. The sweat has washed away any chance you had a looking credible and now you have to rely on your design knowledge to fix it. I guess when it comes down to it, there is no definitive answer. As a designer we have nothing to measure or compare our work with. I can put in my 10,000hrs in and read as many books and articles as my brain can digest and know that I am a better designer for it. But how do other people see this or even measure the improvement? As you see an artist's portfolio expand you see their skills expanding immensely, you see their colour palette broaden and the light sources fill the scene with subtle highlights. A designer on the other hand has no visual aid to fight their corner or shout support in your time of desperation. You can argue of course that a beautifully crafted design document in Google Sketchup will do the trick, but who knows if it's actually any good?

There is a light on the horizon however, and with light comes excitement.

With games courses (including my own) ever expanding on the teaching and practice of games design. And with industry professionals joining hands with academia, we can work together to identify exactly what a game designers is and should do. In the industry we are not graced with the time to take a magnifying glass to the design closet pinpointing exactly what a games designer is and should be. But in this creative academic environment we are given the precious time to teach and evolve our skills and toolset ready for the industry. With these tools we gain from academia we can throw the students into the deep, ever expanding pond of talent and hopefully we can see a real change in how people view games designers. Not as an accessory to the team. Not as a person with all the ideas and no solutions. But as the true bond that holds the team together. Who has all the solutions before the ideas are dreamt. If a member of the team needs to know exactly how something works, we should be the ones to answer as we know the game inside out and back to front. We set the pace, we "achieve the most with the least". Nothing will be accidental and every item placement and chainsaw will run more like a finely tuned machine than an ever expanding snowball of unknowns.

I highly recommend reading this design article too which inspired the post.

Long time no post

Apologies all for the lack of content uploaded to this blog, I've been busy working on other projects and you can find all the information on my other 'blog' here


But I'd like to resurrect this blog as more of an opinion piece than a work in progress update. I think writing more about my trade will allow me to develop my skills and hopefully share some knowledge along the way.

Stay classy.