Video game design is the process of designing the rules and content of
video game
A video game or computer game is an electronic game that involves interaction with a user interface or input device (such as a joystick, game controller, controller, computer keyboard, keyboard, or motion sensing device) to generate visual fe ...
s in the
pre-production stage and designing the gameplay, environment, storyline and characters in the
production stage. Some common video game design subdisciplines are world design, level design, system design, content design, and user interface design. Within the
video game industry
The video game industry is the tertiary industry, tertiary and quaternary industry, quaternary sectors of the entertainment industry that specialize in the video game development, development, marketing, distribution (marketing), distribution, ...
, video game design is usually just referred to as "
game design
Game design is the process of creating and shaping the mechanics, systems, rules, and gameplay of a game. Game design processes apply to board games, card games, dice games, casino games, role-playing games, sports, Wargame (video games), war ga ...
", which is a more general term elsewhere.
The video game designer is like the director of a film; the designer is the visionary of the game and controls the artistic and technical elements of the game in fulfillment of their vision. However, with complex games, such as
MMORPGs or a big budget action or sports title, designers may number in the dozens. In these cases, there are generally one or two principal designers and multiple junior designers who specify subsets or subsystems of the game. As the industry has aged and embraced alternative production methodologies such as
agile, the role of a principal game designer has begun to separate - some studios emphasizing the
auteur
An (; , ) is an artist with a distinctive approach, usually a film director whose filmmaking control is so unbounded and personal that the director is likened to the "author" of the film, thus manifesting the director's unique style or thematic ...
model while others emphasizing a more team oriented model. In larger companies like
Electronic Arts
Electronic Arts Inc. (EA) is an American video game company headquartered in Redwood City, California. Founded in May 1982 by former Apple Inc., Apple employee Trip Hawkins, the company was a pioneer of the early home computer game industry ...
, each aspect of the game (control, level design) may have a separate producer, lead designer and several general designers.
Video game design requires artistic and technical competence as well as sometimes including writing skills. Historically, video game programmers have sometimes comprised the entire design team. This is the case of such noted designers as
Sid Meier,
John Romero
Alfonso John Romero (born October 28, 1967) is an American video game developer. He co-founded id Software and designed their early games, including ''Wolfenstein 3D'' (1992), ''Doom (1993 video game), Doom'' (1993), ''Doom II'' (1994), ''Hexen ...
,
Chris Sawyer and
Will Wright. A notable exception to this policy was
Coleco
Coleco Industries, Inc. ( ) was an American company founded in 1932 by Maurice Greenberg as The Connecticut Leather Company. The name "COLECO" is an abbreviation derived from the company's original name which combines the first two letters of "C ...
, which from its very start separated the function of design and programming. As video games became more complex,
computers
A computer is a machine that can be programmed to automatically carry out sequences of arithmetic or logical operations ('' computation''). Modern digital electronic computers can perform generic sets of operations known as ''programs'', ...
and
consoles became more powerful, the job of the game designer became separate from the lead programmer. Soon, game complexity demanded team members focused on game design. A number of early veterans chose the game design path eschewing programming and delegating those tasks to others.
Overview
Video game design starts with an idea,
[ Bates 2004, p. 3] often a variation or modification on an existing concept.
The game idea will fall within one or several
genres
Genre () is any style or form of communication in any mode (written, spoken, digital, artistic, etc.) with socially agreed-upon conventions developed over time. In popular usage, it normally describes a category of literature, music, or other form ...
and designers will often experiment with mixing genres. The game designer usually produces an initial game proposal document containing the concept, gameplay, feature list, setting and story, target audience, requirements and schedule, staff and budget estimates.
Multiple design decisions are made during the course of a game's development; it is the responsibility of the designer to decide which elements should be implemented. For example, consistency with the game's vision, budget or hardware limitations. Design changes will have a significant impact on required resources.
The designer may use
scripting language
In computing, a script is a relatively short and simple set of instructions that typically automation, automate an otherwise manual process. The act of writing a script is called scripting. A scripting language or script language is a programming ...
s to implement and preview design ideas without necessarily modifying the game's
codebase
In software development, a codebase (or code base) is a collection of source code used to build a particular software system, application, or software component. Typically, a codebase includes only human-written source code system files; thu ...
. A game designer often plays video games and demos to follow the markets' development.
Over time, it has become common for a game designer's name to misleadingly be given an undue amount of association to the game, neglecting the rest of the development team.
[ Bates 2004, p. 162] This is in stark contrast to the industries' origins, when creators were often given little to no recognition. Coincidentally, this lack of credit lead
Warren Robinett
Joseph Warren Robinett Jr. (born December 25, 1951) In the A. Merrill interview, Robinett says he was 26 in November 1977. is an American video game designer. He is most notable as the developer of the Atari 2600's ''Adventure'' and as a founder ...
to create the first
Easter egg
Easter eggs, also called Paschal eggs, are eggs that are decorated for the Christian holiday of Easter, which celebrates the resurrection of Jesus. As such, Easter eggs are commonly used during the season of Eastertide (Easter season). The ...
in a video game.
Funding, traditionally provided by
game publishers, who may have specific expectations from a game, must be taken into account, as most video games are ''market-driven'' — developed to sell for profit. However, if financial issues do not influence designer's decisions, the game can become ''design-'' or ''designer-driven''; but few games are designed this way, with it becoming more common among
indie game
An indie video game or indie game (short for independent video game) is a video game created by individuals or smaller development teams without the financial and technical support of a large game publisher, in contrast to most "AAA" (triple-A ...
developers, alongside alternative sources of funding, like
Early Access
Early access, also known as alpha access, alpha founding, paid alpha, or game preview, is a funding model in the video game industry by which consumers can purchase and play a game in the various pre-release Software release life cycle, developm ...
or
Crowdfunding
Crowdfunding is the practice of funding a project or venture by raising money from a large number of people, typically via the internet. Crowdfunding is a form of crowdsourcing and Alternative Finance, alternative finance, to fund projects "withou ...
. Alternatively, a game may be ''technology-driven'', such as
Quake (1996),
[ Adams, Rollings 2003, p. 51] to show off a particular hardware achievement or to market the
game engine
A game engine is a software framework primarily designed for the development of video games which generally includes relevant libraries and support programs such as a level editor. The "engine" terminology is akin to the term " software engine" u ...
.
Finally, a game may be ''art-driven'', such as ''
Myst
''Myst'' is a 1993 adventure video game developed by Cyan and published by Broderbund for Mac OS. In the game, the player travels via a special book to a mysterious island called Myst. The player interacts with objects and traverses the ...
'' (1993) and
Journey (2012),
[ Adams, Rollings 2003, p. 52] mainly to show off impressive visuals designed by artists.
In
''Rules of Play'' (2004),
Katie Salen and
Eric Zimmermann write:
Game designer
A game designer is a person who designs
gameplay
Gameplay is the specific way in which players interact with a game. The term applies to both video games and Tabletop game, tabletop games. Gameplay is the connection between the player and the game, the player's overcoming of challenges, and t ...
, conceiving and designing the rules and structure of a
game
A game is a structured type of play usually undertaken for entertainment or fun, and sometimes used as an educational tool. Many games are also considered to be work (such as professional players of spectator sports or video games) or art ...
. Multiple designers start their career in testing departments, other roles in game development or in classroom conditions, where mistakes by others can be seen first-hand.
* A lead designer coordinates the work of other designers and is the main visionary of the game.
[ Bethke 2003, p. 40] The lead designer ensures team communication, makes large design decisions and presents design outside of the team. Often the lead designer is technically and artistically astute. Keeping well-presented documentation also falls within lead designer responsibilities. A lead designer may be the founder of a game development company or a promoted employee.
* A
game mechanics In tabletop games and video games, game mechanics define how a game works for players. Game mechanics are the rules or ludemes that govern and guide player actions, as well as the game's response to them. A rule is an instruction on how to play, whi ...
designer or
systems design
The basic study of system design is the understanding of component parts and their subsequent interaction with one another.
Systems design has appeared in a variety of fields, including sustainability, computer/software architecture, and sociolog ...
er designs and
balances the game's rules.
* A
level designer or environment designer is a position becoming prominent in recent years.
A level designer is a person responsible for creating the game environment,
levels and missions.
[ Moore, Novak 2010, p. 76][ Shahrani 2006, part I][ Oxland 2004, pp. 296-297]
* Planner is a term used in the
Japanese video game industry where game designers are typically credited as planners.
Compensation
In 2010, a game designer with more than six years of experience earned an average of
US$
The United States dollar (Currency symbol, symbol: Dollar sign, $; ISO 4217, currency code: USD) is the official currency of the United States and International use of the U.S. dollar, several other countries. The Coinage Act of 1792 introdu ...
65,000 ( sterling), () with three to six years of experience and $44,000 () with less than 3 years of experience. Lead designers earned $75,000 () with three to six years of experience and $95,000 () with more than six years of experience. In 2013, a game designer with less than 3 years of experience earned, on average, $55,000 (). A game designer with more than 6 years of experience made, on average, $105,000 (). 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 () As of January 17, 2020, the average annual pay for a game designer in the United States is $130,000 a year.
Disciplines
World design

World design is the creation of a backstory, setting and theme for the game; often done by a lead designer.
[ Brathwaite, Schreiber 2009, p. 5] 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. World design shapes the direction the game goes towards.
System design
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 designed. A complex system with depth leads to a more unpredictable strand of events to immerse the player into the video game.
Content design
Content design is the creation of characters, items, puzzles, missions,
or any aspect of the game that is not required for it to function properly and meet the
minimum viable product
A minimum viable product (MVP) is a version of a product with just enough features to be usable by early customers who can then provide feedback for future product development.
A focus on releasing an MVP means that developers potentially avoid ...
standard. In essence, content is the complexity added to a minimum viable product to increase its value.
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 a number of 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.
Level design
Level design is the construction of world levels and its features.
Level design makes use of a range of different fields to create a game world. Lighting, space, framing, color and contrast are used to draw a player's attention. A designer can then use these elements to guide or direct the player in a specific direction through the game world or mislead them.
User interface design
User interface
In the industrial design field of human–computer interaction, a user interface (UI) is the space where interactions between humans and machines occur. The goal of this interaction is to allow effective operation and control of the machine fro ...
(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.
Audio design
Audio design involves the process of creating or incorporating all of the sounds that are in the game, like music,
sound effects
A sound effect (or audio effect) is an artificially created or enhanced sound, or sound process used to emphasize artistic or other content of films, television shows, live performance, animation, video games, music, or other media.
In m ...
or
voice acting
Voice acting is the art of performing a character or providing information to an audience with one's voice. Performers are often called voice actors/actresses in addition to other names. Examples of voice work include animated, off-stage, off-sc ...
. This includes the theme song and jingles used in title screens and menus.
User experience design
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.
Game elements
Narrative
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
''Tetris'' () is a puzzle video game created in 1985 by Alexey Pajitnov, a Soviet software engineer. In ''Tetris'', falling tetromino shapes must be neatly sorted into a pile; once a horizontal line of the game board is filled in, it disa ...
'' is an example of a game apparently without narrative. Some
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.
Gameplay
Gameplay is the interactive aspects of video game design. Gameplay involves player interaction with the game, usually for the purpose of gameplay is entertainment, education or training.
Design process
Conceptualization
The design process varies from designer to designer and companies have different formal procedures and philosophies.
The typical "textbook" approach is to start with a concept or a previously completed game and from there create a
game design document
A game design document (often abbreviated GDD) is a highly descriptive living software design document of the design for a video game. Oxland 2004, p. 240 Brathwaite, Schreiber 2009, p. 14 A GDD is created and edited by the development team and ...
. This document is intended to map out the complete game design and acts as a central resource for the development team. This document should ideally be updated as the game evolves throughout the production process.
Role Adaptation
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
GameMaker (originally Animo, Game Maker (until 2011) and GameMaker Studio) is a series of cross-platform game engines created by Mark Overmars in 1999 and developed by YoYo Games since 2007. The latest iteration of ''GameMaker'' was released ...
,
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 multiple elements—AI, cutscenes, GUI, environmental processes, and a number of 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.
Design Approval
Design approval 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.
Production and Decision-Making
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.
Finalization and Quality Assurance
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.
Game design tools
Traditionally, game designers used simple tools like Word, Excel or just plain pen and paper. As the field has evolved and player agency and localization started to play a bigger role in game development, the need for professional tools has emerged for this particular field.
Examples of software for narrative design and storytelling includ
articy:draft 3an
Twine Tools like these often help to inform the earliest stages of the design and development process, before visual content and software development is started in earnest.
There are various kinds of free 3D design software available to the public, from the mainly graphically focussed, such as
Blender
A blender (sometimes called a mixer (from Latin ''mixus, the PPP of miscere eng. to Mix)'' or liquidiser in British English) is a kitchen and laboratory appliance used to mix, crush, purée or emulsify food and other substances. A stationary ...
, to game engines and software development toolkits, such as
Unreal Engine
Unreal Engine (UE) is a 3D computer graphics game engine developed by Epic Games, first showcased in the 1998 first-person shooter video game '' Unreal''. Initially developed for PC first-person shooters, it has since been used in a variety of ...
and
Unity, that promote communities that self-educate as well as market 3D models and tutorials for beginners.
See also
*
Game art design
Game art design is a subset of game development involving the process of creating the artistic aspects of video games. Video game art design begins in the pre-production phase of creating a video game. Video game artists are visual artists invo ...
*
List of video game designers
*
List of video gaming topics
*
List of books about video games
*
First playable demo
*
Educational game design
*
Narrative Designer
References
Sources
*
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External links
* Game design vetera
Tom Sloper's game biz advice including lessons on game design
ACM Queue article "Game Development: Harder Than You Think"by Jonathan Blow
The Art of Computer Game Designby
Chris Crawford
Example Game Design Documentby Chris Taylor
"So You Wanna Be a Game Designer"at ''
GameSpot
''GameSpot'' is an American video gaming website that provides news, reviews, previews, downloads, and other information on video games. The site was launched on May 1, 1996, created by Pete Deemer, Vince Broady, and Jon Epstein. In addition ...
''
* at
Eurocom
Eurocom Entertainment Software was a British video game developer founded in October 1988 by Mat Sneap, Chris Shrigley, Hugh Binns, Tim Rogers and Neil Baldwin, to develop games for the Nintendo Entertainment System. Eurocom expanded to Handh ...
The Philosophy of Game Design (part 1) at
The Escapist
GDP2: Game Designs and Game Design Patterns collection hosted b
Interactive InstituteThe Chemistry Of Game Designat
Gamasutra
''Game Developer'' (known as ''Gamasutra'' until 2021) is a website created in 1997 that focuses on aspects of video game development. It is owned and operated by Informa TechTarget and acted as the online sister publication to the print maga ...
- by Daniel Cook
Daniel Cook: Game Design Theory I Wish I had Known When I Startedvideo from
YouTube
YouTube is an American social media and online video sharing platform owned by Google. YouTube was founded on February 14, 2005, by Steve Chen, Chad Hurley, and Jawed Karim who were three former employees of PayPal. Headquartered in ...
Hunger games (January 2015). "A new wave of videogames offers lessons in powerlessness, scarcity and inevitable failure. What makes them so compelling?" Will Wiles, ''
Aeon
The word aeon , also spelled eon (in American and Australian English), originally meant "life", "vital force" or "being", "generation" or "a period of time", though it tended to be translated as "age" in the sense of "ages", "forever", "timele ...
''
Investigating the Polish School of Video Gaming
{{DEFAULTSORT:Game Design
Video game development