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Ultimate Game Design : Building game worlds

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<strong>Building</strong> <strong>Game</strong> Worlds<br />

240<br />

U L T I M A T E G A M E D E S I G N<br />

always have opportunity of some kind open to them. It really is essential to try to become<br />

the best at something. You might get lucky! Smaller subsets of the <strong>game</strong> artists<br />

and designers I’ve known have experienced relatively constant work. In trying to<br />

help point you in the right direction, it’s best to be prepared for either case.<br />

One thing is sure: artists and <strong>game</strong> designers are always looking for opportunities.<br />

First and foremost, you want to build <strong>game</strong>s. Day and night, you want to build<br />

<strong>game</strong>s, but stay open to new kinds of <strong>game</strong> entertainment by type and by kind. Don’t<br />

limit yourself to a single genre or necessarily to a single platform. The more kinds of<br />

<strong>game</strong> production experiences you participate in, the more you will learn about the<br />

process of building <strong>game</strong>s. This is not to say that you shouldn’t try to get core experience<br />

on specific platforms; you should always try to do this as opportunity allows.<br />

If you’re not geographically located near the offices of some local <strong>game</strong> developers,<br />

you may have to relocate. Try to build a relationship with a “somewhat” local<br />

developer before making any moves. Don’t be overly aggressive, just follow the web<br />

postings and be consistent. You probably won’t be able to start in a design capacity<br />

until you can prove that you’ve had a hand in building commercially successful<br />

<strong>game</strong>s at some level. Don’t be too impatient. Like I’ve said, if you’re just starting out<br />

you’ll have to find your way into a <strong>game</strong> developer and then show them what you can<br />

do. Check out Appendix A as a starting point.<br />

Role Definition for <strong>Game</strong> <strong>Design</strong>ers<br />

Your contribution to a <strong>game</strong> developer as a <strong>game</strong> designer is largely dependent on<br />

your own skills, goals, background, aptitudes, and interests. Different <strong>game</strong> development<br />

studios (from the largest to the smallest) have dramatically different ideas<br />

about which kinds of skills are required to be a <strong>game</strong> design team member or a lead<br />

designer. Some choose to focus on art skills like traditional design, while others focus<br />

on scripting language ability. Still others focus on having art and scripting skills in<br />

abundance, while also being able to double as a character rigger or technical director<br />

(setting up character or prop models for animation).<br />

In terms of job descriptions, you have three common classifications: lead designer,<br />

<strong>game</strong> designer, and level designer. There is often plenty of overlap in these classifications.<br />

A lead designer is a senior position, although <strong>game</strong> and level designers can have<br />

senior positions as well. Seniority, no surprise, is based on experience and exposure.<br />

A lead designer is responsible for defining, creating, and supporting any and all<br />

overarching <strong>game</strong>play functionality details. They help to keep focus on building a<br />

<strong>game</strong> title that plays with fundamental fluidity and excitement. They make sure that<br />

a title is competitive from a <strong>game</strong>play and visual design standpoint.<br />

A <strong>game</strong> designer can also be the lead designer, and vice versa. <strong>Game</strong> designers are<br />

focused on defining and developing the big picture <strong>game</strong>play details for a <strong>game</strong> developed<br />

often from scratch using a variety of means. Many have sufficient art and

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