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Designing tools

We always talk about target audiences, game loops, and meta mechanics. Much of a game designer’s job is to help design the tools needed to generate content. Be they the levels, dialogues, cutscenes, source-sink systems, etc.

The first piece of advice is that the work speeds up a lot for the first versions of a feature if we think of a single path. Too many variables to control slow down the development of the first iteration. Better to go direct with a concrete version with concrete numbers.

The second piece of advice is to prepare tools that serve the game you are creating. Thinking too far ahead, perhaps about future games, makes you lose the main focus. The focus must be on creating the best game possible. Leave the vision of the big picture to the product managers, and focus on the design of the game in question.

The last tip is to think modularly. A useful tool must be designed so that it can be unplugged whenever you want and inserted into other projects that could use it. Communicate with the engineers this intention and design a versatile and modular tool.

Published inGame Design

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