In the world of game Devu there are many different game designers. Each of them focuses on a different aspect of the game. Today we will find out who is doing what…
A general term for any or all of the designer's specializations used in any size of company. Most companies use it as a job name, and the specializations do not occur as something formal. The larger the studio, the more likely it is that specialized positions will appear in the company.
In general, designers deal with the rules of the game game, how the player can interact with the game, including how the mechanics and history provide adequate experience with the player.
Younger designers usually have less experience and less creative control. They can spend more time working under the guidance of a designer or Senior designer. This is often the entry position for new employees outside the industry (such as students) or temporary for employees within a single company. such as artist > Designer.
A high-level position in the design department. Someone who could fill the "master" position. It usually deals with large systems in the game, such as combat mechanics or levels, or delegates to this work other by the way mentorując them. They can be the main person to be referenced by programmers and artists to lead the game from idea to working product.
Translates the visions of creative directors to the project team. They share the whole game on elements to create, give the direction of work of designers, make decisions about the game mechanics.
The top pyramid development game, which corresponds directly to the company owner or publisher financing the game. They have a "vision" of the game.
Levels & Missions
Level designer is responsible for architecture and gameplay in a piece of physical space-level. They deal with how the player traverses the level, as he defeats puzzles, enemies or other obstacles he encounters. They work closely with: level Atristami to get the right style of space, gameplay developers to get the right features they might need, writers and creative director to make sure that the level corresponds to the overall vision of the game .
Where can I hide my intelligence? Where's the next target? How will a player get from A to B – elevator or ladder? Which enemies would attack the player in this room? Where is the cover? What kinds of puzzles exist in the game? What elements of history do I have to communicate to the player and when?
Multiplayer Level Designer
They have the same basic responsibilities as other level designers, but they focus on the aspects of the multiplayer game. They focus on the design of the levels, which will include a game based on competition or collaboration, and arrange elements specific to the game mode (flags, milestones, waves of enemies).
How long is it to be a racetrack and is it wide enough to accommodate all players? Where are the checkpoints that players need to take over? How far apart are the flags in Capture the flag? Where do players respawn and how can you prevent spawn camping? How many players must be in this arena to defeat the boss? What architectural features must have a level to match different classes of players such as sniper, Mele, Krótkodystansowiec, etc.
World builders are a kind of level designer. Much of what they do coincide with what the ordinary level designers do. This role usually occurs when working on more open games, such as MMOs, which do not have individual levels, so they focus on the space the player is traversing. As such, these spaces usually have many purposes and contain different things (history-related quests, quests and side activities, mini, hubs).
Does this area have large urban buildings, roads, shops, mountains, rivers, or flats? How does this area fit into your neighborhood? What monuments make this area unique? What types of enemies, architecture, plants or other things fill this level? How does the player move after him? What are the most important players ' paths and places to avoid?
Sometimes the mission designer and level designer are unambiguous, but in the cases of MMO games, the game designer creates quests in space that already usually exist or exist to meet different goals. Mission designers focus on what the player is doing during the game – the pace of gameplay, goals, battles, dialogue implementations. They also ensure that the history elements are transferred to the player.
What is the current goal of the player-is it interesting? How does this mission fit into the whole story story? Where will the player succeed after completing the mission? What result will you get at the end? Are there any new features introduced in this mission? What type of fights, puzzles, or other obstacles does the player encounter? Are there any events in the mission to give it meaning in the game?
It has a very similar role to Mission designer (sometimes convertible). Quests are usually a secondary thing. Usually they use the same mechanic that encounters in missions or in the main part of the game. You can find the designer Quest in the studio for creating RPG and MMORPG games.
Is this task part of the quest chain? What is the final outcome of this task? What is the type of this quest-explore, bring, fight, or something else? Which opponents are involved? Where did the player go to perform and complete the quest? What area of the world does this task cover? When will the player receive the quest? What is the story to tell and how does it fit into the overall concept of the game?
General concept defining different systems designers. It refers to the general rules or things that a player encounters through the whole game, not just in a fleeting mission, task, or in specific areas or levels. They do not focus on specific moments in the game, or rather refer to the broader scale of what is happening in the game. To better clarify: the system can be something like "fighting", and the mechanics can be "throwing grenades". They spend a lot of time in Excel sheets and organizing information.
In what kind of sockets can a player equip armor or clothing? How does a player earn levels and at what pace? How often does a player get a new weapon? What are all the mechanics of puzzles and what frequencies are presented to the player? How many mini, quests and side activities have a game?
These designers can be found in large studios, whose games are mostly around the fight. They are focuseding the crap on opponents, weapons, bosses, ammo, difficulties, balansowaniu skills related to classes. Although their main occupation is the development of combat systems, they also deal with player experiences at a specific moment in combat scenarios throughout the game.
When does a player encounter a new enemy type? What is the optimal distance for shotguns and sniper rifles? How many bullets are in the enemy salvo, how often they shoot and how accurate? Does the game dynamically adjust the difficulty level, or does it use the fixed easy/medium/difficult setting? What is the availability of ammunition? Do the bosses have weak points, and if so, what is the optimal way to attack them? How much health does a player have? How much health can a player renew as a medic?
Combat designers in combat games like Street Fighter have a slightly different role than described above. They deal with such details as specifying the amount of animation frames that are needed to lead the attack. They have to do with the rock-paper-scissors balance. They ensure that each character is perfectly balanced.
The economy designer focuses on developing, implementing and making the most important balance in the game economy. This applies primarily to how the player earns and how to get rid of the currency in the game. Designers who only deal with these things are rarely seen, rather a description of the task of the designer. For example, both Valve and CCP have full-time economists, but any game that has loot and sellers will require a designer who will oversee these systems.
What ingredients are needed to create a new potion? How many experience points do you need to get a level? What falls out of opponents? What are the chances of drop, how often do common and rare items appear? Can players trade with each other? How does the auction house work? If there are salespeople, how do players interact with them?
Multiplayer designers focus on modes of co-operation or competitive in-game and other systems such as Deathmatch, MMO groups, guilds, leaderboards. In special cases, they are also used as a Multiplayer Level Designer (depending on the size of the team and the game style).
Does the game have a dtyby of competition, cooperation and maybe both? What are the game modes-Horde, DM, CTF? Can players create their own guilds or clans? How many players can participate in one game? How do result tables work? What are the rewards for achievement in multiplayer?
The design of the puzzle is somewhat similar to the design of the fight, with the fact that the opponent is not an enemy, and a logical puzzle, closed doors or encrypted lists. Puzzle designers are also often level designers, as in the portal or in any other game where puzzles are based on movement. Their role often extends beyond the manual creation of levels, they also balance such games as Candy Crush Saga or Bejeweled.
What new mechanics do I introduce in this zagadce? How can I reuse the same mechanisms, such as a switch and door, in different ways to give the player a new experience? are puzzles becoming progressively heavier? Does the player have all the information necessary to solve the puzzles? Is there a time countdown clock and how fast does it work? In this game Match3, what is the bonus for setting 3, 4 or 6 gems in one row?
History designers deal with mechanics and gameplay elements that allow the player to interact with the story told in the game, whether in a linear fashion or by making decisions that lead to different versions of it. They are dealing with writing (whose amount depends on the studio), but mainly focus on the design and implementation of mechanisms narrative in the game. This is a position that exists mainly in studios specializing in games based on history, such Bioware.
How does a player run Interkacje with History Elements – dialog options, Quick time events or text input? is the story linear or Rozgałęziająca? Interacting with Story elements-thanks to the dialog options, Quick Time Event, or text input? is the history linear or branched? If Rozgałęziająca, do they remain branches forever or do they curl back in key moments of the game? Is there a system of morality evaluating player actions? How does the game communicate to the player that his choice matters?
These are typically hybrids of the designer and other specializations. They can therefore exist in the design department or not.
Intersection of design and business. The monetization designer thinks about how cash elements of gameplay or purely cosmetic stuff that don't affect the game. It deals with the fixing of their prices. This position is most often found in the studios dealing with mobile games, social and games F2P, in studios doing MMOs and publishers who have micropayments or DLC packs.
Usually regular developers in large studios do not worry about money and costs. This is a task for manufacturers, senior management and business people. Since monetization designers deal with money, they usually have business or marketing experiences and come from senior management, and they are not derived from the designer environment.
They usually possess a skilled software engineer or a programmer's gameplay. It is often a bridge between technical and design departments. Sometimes this means that they take the specifications given to them by the designers and work on them together with the development department to implement them. This may mean encoding new features or using a scripting language to configure things like missions, and then upload them to the designer department to modify them (depending on the needs of your studio and the technical skills of the designers). . You will find these positions in large studios, but this is not a particularly common position.
This person is usually part of a team that deals with the user interface, not a part of a team of designers. Their task is to organize and present information to the player in the form of HUD and menus, to design each of the elements presented to the player. These elements include health indicators, ToolTips displayed above the buttons, equipment, maps, crafting interface.
Writers focus on a general narrative in the game, which was communicated in by the creative director or by individual designers. They write texts, descriptions, names, dialogs. They also work to develop game locations for other languages.
They have their place usually in a team of designers, as they work very closely with them. Sometimes narracyjni designers can undertake the duties of writers. In small teams, this item may not exist, and the writer's duties take over the designer. Usually, if you want to write for games, then you have to be good at writing and not in design.
This role is a low-level position that focuses primarily on the execution of arduous tasks, by releasing other designers so that they can focus on major problems. They can fill the world with crates or fish, or use scripts to cause explosions during combat.
These are roles that have "designer" in their name, but are not considered part of the design team in the studio.
The term for an artist who specializes in 2d technology, such as buttons UI, icons Forum, web design, logo, Splash screens, and similar graphic elements. They usually do not create any content for the game unless they are part of a team dealing with the UI.
User Experience Designer
Also sometimes called UX Designer or a usability specialist. These people usually do not develop the game directly. Their role is to present a part of the game (in the form of a demo or other) and to present it to potential players in order to test it. They focus on the fact that players can understand the game, engage. They mean weak points and then pass this information to the rest of the team. These tests are not about finding bugs, and identifying erroneous design intent.
UX designers often work for publishers such as EA or Activision, great creators like Blizzard, or employ as freelancers. Smaller studios rely on their publisher, who organizes a usability test and tests specific pieces of the game.
Part of the audio band. He deals with sound effects that can be found in the game world (steps sounds, gun tones, cha-ching money), in the UI (clicks, Notifications sounds) and music. It can create custom effects or use a large base of sounds that your company has, and then modify them for the game.
A software designer is one of many ways to describe the role of a programmer. Despite its name, it is not a designer.
It is a fairly specialized role that exists in companies dealing with hardware-manufacturers consoles such as Sony, Nintendo, Microsoft, and Valve. There are also companies that deal with peripheral devices such as the RedOctane Oculus Rift. These roles can be found in companies that create electronic toys for children.
It is a very technical position belonging to a team of programmers or engineers. They deal with the design of the game structure from the code page.
Remember that many items contain many different responsibilities. They are often shared with what someone else is doing. There are also times when different companies call specific positions.
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