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Content pipelines

When I design a game the tool I use the most is a spreadsheet. I use spreadsheets for predictions, calculations, but also to define the concrete experience step-by-step. And that leads always to tasks for artists and programmers.

The things you have to produce more often have a sequence of steps to be produced. That sequence is called content pipeline. Or at least, I call it like that.

Content pipelines can make or break your game. I think in FC games from EA Sports, they managed to sell cards. Which is great for content pipeline, cards are relatively easy to produce compared with 3D models and animations.

One of my responsibilities as a designer is to find the optimal content pipeline to satisfy the product thesis. It’s a team effort, an interesting problem to solve. But design plays a big part in that, because we are usually more aware of technicalities.

Published inGame Design

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