During the development of a videogame you will notice that many activities are repetitive. Activities like putting texts into a dialogue system or assigning sprites to your boosters.
Game developers use to develop tools to make our life easy in our repetitive activities. So that we can focus, as designers, on what really matters.
From the other side, we should assure that the things that are being developed really matter! Game development, otherwise, will focus the efforts in developing tools.
Here’s a new tool that permits to easily download a PNG icon from our servers so that in our live events we don’t need to make another build for our players. Great idea. And then you discover that no one plays that kind of live event, so waste of time.
We develop a game for Players to have fun. We don’t develop a game for you having an easier life. Our focus should always be on the Players, tools come later.
When looking for information on how to become a game designer the results are quite confusing. There is a famous video from years ago that claims that a game designer must know everything.
In my opinion advices included in this video does not help those who are trying to prepare for the future. Rather, it helps those who are already on the way to feel very very cool!
Learn to design games
Getting started in game design is hard. There is no single path, but all paths have two things in common:
Create something playable.
Let people try it out by observing how they interact with the artifact you create.
It is very difficult because on the one hand you have to arm yourself with a lot of willpower and time to be able to get something done. On the other hand, it takes a good dose of cheek to go and ask people to try a game and be observed.
In my opinion, however, it is the only real way to learn. A lot of people, for example, suggest joining game jams to get started. Game jams are great for the first point, but they lack the fundamental component: the players. Players are by far the most important part of a video game, from a game designer’s perspective.
This article is for people who want to join a company as a game designer. To be a game designer, you don’t need to join a company. You can create and publish your own games. And you will be a great game designer if you insist. But companies look for other things: they pay you to solve practical problems. To learn how to solve them, you should start your journey from another starting point.
Generalist or specialist?
Game design is a very broad discipline and normally people tend to recommend specializing in a game design area. Industry is also looking for more and more specialized professionals. However, if I think of having to take care of only one thing for the rest of my life it is intolerable to me. I understand the needs of the industry, I understand the advice of the experts, but they are not for me. So there will be other people like me. I will never recommend specializing.
The starting point of all achievement is desire.
Napoleon Hill
My advice is, instead: pick a starting point. After, your career will advise you on whether to specialize or remain a generalist like me. Time puts everyone in their place.
Game design consists of four fundamental areas: level design, system design, narrative design and gameplay design. These areas in the mobile world are called level design, game economy design, content design and UX design. It is inaccurate, I know, but what I observe is this.
Choose one of the four areas, scan the companies you would like to work for and their games. Remember to study well the business model behind, try to get an approaximation of their team dimension using LinkedIn, game credits and public information. The business model influences the game design a lot.
Professional game design puts in relationship the Players with the business model, the game theme and the game itself. It’s creating a language between the business, the team and the people playing. A language to deliver stories and experiences.
Level Design
The level design relates the mechanics with the theme and the game experience in a way that is logical and that offers the right degree of complexity and challenge to the players at every step of the journey. It is a very profound art, to really master it it takes years. At first it may seem like a mountain, and it is.
To get started, I recommend to take games that allow the creation of levels. You don’t want to start directly from handling engines like Unity or Unreal Engine (you’ll get there, just don’t start from there), but you better start from other games that already have their metrics and skill atoms well defined. Plus you can connect with their community of modders and grow with your peers too.
Get a game that allows the creation of levels
Learn the creation system of that game
Study and document all the mechanics and the skill atoms for that game
Place the skill atoms in vertical and the mechanics in horizontal on a spreadsheet and make a beat chart with the original game level design to understand its philosophy
Connect with the modders community
Create your own levels and have them try
If you are interested in the level design of smartphone games, however, you will hardly find level editors. In the Unity engine, however, very often you will find a complete game of that type in the asset store. I recommend that you pay less than 50 euros to have the asset and be able to work on it. In that case you have to start from the engine, yes. Prepare your match-3 or endless runner levels from there!
The narrative design connects the theme and game mechanics to the story. It’s about designing how the story is delivered to people through the game. The best way to learn is to create fan fiction about popular games and implement the dialogue in some way: in the game or by recreating parts of the game itself.
Choose the game and create fan fiction
Have a few fans of the game read your story and try to improve it
Create a version of the game that allows you to receive the story as it is delivered, using Twine or rapid prototyping tools
You can also consider of creating a role playing game based on that game
Let someone try the new dialogue and watch their reactions!
System Design
System design is the branch of game design that relates the theme to the mechanics at its base, in the invisible part of it. It focuses on the connections between all the atoms of the game. Normally you need to know how to use tools such as spreadsheets well. However, the best way to really learn system design is by creating board games.
Choose a game you like
Create the tabletop version of that game
Try it if possible with fans of the game, but also with normal people
Iterate and improve your board game
Translate the rules to digital documents and spreadsheets
Gameplay Design
The gameplay design also relates the game’s theme to its mechanics, but from a more player-oriented perspective. It deals with the most tangible experience part, it is one of the most difficult branches and has many ramifications. The best way to really learn gameplay design is to start by researching and watching players interact with existing games.
Take a game and have people who have never played it trying it in front of you
Take note of all behaviors, beautiful moments and struggles
Take detailed screenshots of the entire game and organize them in a file, as shown in the video above
Chooe a component of a game and try to create a variation in the form of a prototype
Let someone try the variation and see the differences
It takes a lot of willpower to start this profession. There is no single path, this is the one I recommend. Companies look for portfolios, especially in the more junior profiles. If this portfolio is created by working on existing titles, and if these titles are theirs, that’s even better!
Few people, in fact, have the necessary talent to create some work that really stands out from the others. We normal people have to look for shortcuts. Better to work an existing game yourself than to create the “wonderful adventure of the boy in the woods” that everyone creates.
If you want to hire a game designer for your company, the process can be long. It is very hard to find the right fit, especially for a role like this which touches so many areas of knowledge at the same time.
Tech Test nightmare
The standard nowadays is to make a set of 1-2 interviews and then send a technical test to complete within a week. The test is usually composed of 2-3 tasks which can be completed in 8-16 hours. Anyway, since you have 1 week to do it you will probably invest at least 32 hours trying to get the best result.
Then you send the test out and the outcome can be good, in which case you pass to the next stage. If the outcome is not good, you will have no chance to defend your thoughts and process. You spent 32 hours of your time, nobody pays for that (also nobody uses the outcome of your work) and you are sad. Free work for nothing.
What can you do instead?
Raph Koster in an old post said that a good game designer has writing, technical and artistic skills. Technical tests usually focus on the technical part, but include the other two parts in most cases.
You may want to be sure that your next game designer is the right choice. In front of you there is a junior professional, a mid or a senior (or superior) ones. The process should be different in the 3 cases.
Junior Game Designer
Junior game designers should provide support to the senior professionals. If you want to hire a junior, you should already have at least one senior capable of mentoring this designer. The new hire should be chosen mainly by the senior designer.
2 hours interview
Focus on deconstruct a specific game together
Specific task live, the senior can see how the junior will tackle a challenge
Think aloud to express yourself
After the call, the designer should write a small report on the learnings and the activities and send it via email
Mid Game Designer
Those people are already capable of working autonomously on specific tasks. They don’t have to work always on a strict supervision. They start to contribute to the game vision meaningfully. They are capable of facilitating brainstorming sessions and creative meetings.
2 hours interview with development team
Portfolio review with deep discussions on problems faced and problem solving
Creative session simulation
After the meeting, send notes and ideas selections
Senior Game Designer
A senior is someone capable of understanding the context, analyze potential solutions and find the best fit for the game scope. We fought many battles and faced many problems already.
2 hours interview with design team
Provide a specific context and see how the designer solves the problem
Collaborate with the designers for them to be successful at the interview, not to filter them out
After the meeting, let the designer prepare a small presentation or demo
Arrange another interview with the presentation or demo and comment deeply with the team
Conclusions
When you are alone completing a technical test, you are applying your professional knowledge to complete specific task. You are working.
Nobody pays you for that. You are working for free.
It does not matter that the challenge is so cool or that the company is so important. They will not use your work to make profit, but still you worked for free.
The right company for you is the company that sets you for the good during the interview. The interview process is not to discard people, but to find the right fit! Support your candidates to see their true potential, instead of trying to spot what doesn’t work. And don’t worry to find the best of the best. There is always someone better, of course, the important is to find someone great for the position.
Some time ago I tried an experiment. I hired some people to try to teach them my way of making video games. My goal was not to earn money with those games. I wanted to train a couple of assistants because the number of clients of my consultings is increasing.
The experiment did not go as expected. My time is scarce, so I can’t invest it in training people. I quickly realized my choice was pretty dumb. However, I realized something very important.
If we don’t have time, it is better to delegate to those who know more than us. We will thus make a good impression on our clients. We will also learn new techniques.
In my dayjob I use a lot: Google Suite, Unity3D, Python, Github (and git in general) and a bunch of tools more such Slack, Discord or Machinations.
I work into the cloud, so that every document and every simulation or concept or prototype I produce is instantly available from everywhere.
Those are strange times, anyway. We cannot take the Internet for granted forever.
What if tomorrow you cannot access to the GDD you were workin on? What if you cannot pull the last commit from your devs? Can you work offline for, let’s say, a week?
Probably it’s time to return back to the Office Suite too…
Today I used the forest paths method by Alexander Swords to sketch out a new narrative arc for a possible new tutorial. You can find here an introduction to the method.
So that I reflected on what the Player is doing and what the new villager, Brita, should do during the tutorial. My high concept formula is this:
As we said, Brita is a trader and a jewelry maker. She will onboard, teach and reward players. She will manage Gems, Gold and also the five magicians. Her main obstacles are the Goblins who want her gold. Her gold is important to her life, so that she will be pretty distrustful toward the Player at tutorial start.
Then I passed to sketch the narrative forest for Brita, based on that:
I love this method because it directly puts in relationship the story with all activities, resources, obstacles and goals.
The new tutorial story will be a story about trust and confidence. You, the Player, are the new Chief of the village. First thing you will do will be to collect gold! Brita will not like, it’s HER gold. During the story, you will successfully defend the village from the Goblin attack and also demostrate her you can lead your troops.
The Grand Warden represents the Mages and this collective is very important to Brita. In fact, a new detail on the lore will be that Mages are capable of transforming everything in gold. And, as we said, gold is very important for Brita.
The Player will successfully past a trial given from the Grand Warden itself, and Brita will finally have confidence in the new Chief of the village.
Now we have a concept for our new tutorial, next step is to define it!
In this second part I want to write on what I experienced personally during the tutorial experience. It is very important to write down notes for a game designer.
If you have no time for that, you have no time to learn.
The game welcomes you with the main view of the Village. Here the Player can already decide “this is my kind of game” or quit. The welcome is given by the Villager, one of the two characters introduced in the tutorial. The girl has changed visually:
Her expressivity has become more exaggerated and her proportions are nearest to the beauty standards. I preferred the old one, since she reminded me more of a tough and rude viking. But I get why this one was selected: especially on a small screen you need to emphasize gestures and expressions.
The first mechanic is introduced. The tutorial makes you build a cannon to defend from a goblins’ raid. The sequence is pretty memorable. The goblin is fun and informal, but uses sophisticated words and spells correctly. The animation after the build, which is an idle mechanic with its rewards per se in the game. The defense mechanic is not completely introduced to the Players. Players will learn it alone later simply by playing and discovering they can tap on graves to earn some extra elixirs. Which is pretty smart!
Just after, the Player learns the attack feature and all of its mechanics. A group of 5 wizards join your village and you can use them to get revenge with the goblins. First of all, I believe that wizards are chosen because they are narratively meaningful. In fact the Villager has explained that your village is built on a Ley Line, so that your buildings will auto-repair. Magic is on the air. Second, wizards are pretty fast destroying buildings which is great to keep the tutorial shorter. Last, wizards are a kind of troops that a Player can unlock later in the game. So that the Players can get a hint of future unlocks and test two troops during the tutorial (later, they will use the barbarians).
The third part of the tutorial puts its focus on the importance of building and improving your village. I believe that the Developers, after giving an hint on the possible thrills and best moments, considered proper for the Players to really learn the core loop deeply. The Player builds 5 important resources, completing the core loop five times. It is more than enough to learn the basics of the game.
The 2022 tutorial ends with one of the newest features of the game: challenges and rewards. The overview is too fast and based on skipping dialogues, more than actually learning something meaningful like in the first part. Which makes the tutorial experience ending with many questions. This can be interesting for newbie Players, especially for the most hardcore part of the audience that can perceive suddenly that this game is not linear but deep.
When the Players return into the SHOP section, they will find the first offer which is the third builder. No pop-up, no constant prompts looking for no-brain conversions. The value is there. During the tutorial you entered the SHOP enough times and now you know that the SHOP is critical to the experience. You will find the offer and, if you want, you will convert. That is what I call: treating Players with respect.
This weekend I want to do an experiment, the first series of articles. This one is dedicated to one of my favorite games of all the times: Clash of Clans. The purpose of this post is to share my way of breaking down the tutorials of the games I play.
Being scrappy is OK
There is a simple process you can follow, it takes a work day more or less:
The first two columns are the report of every dialogue step by step
Then I detail the feature (or mechanic) the game wants to teach every step and the action needed to pass to the next step
I take notes on narrative. The character speaking and the word count are important for the translation budget. The dimension of every script, in fact, depends directly on the number of characters speaking and the locations used. You can check out this masterclass on short stories.
Finally, I put my bias into commenting on the narrative, assigning an intensity score to every beat and focusing on the tone. For reference, I left the list of tones in a separate tab. The list is taken from this article.
Intensity score goes from 1 to 5, and:
Already seen, not exciting
New thing on screen, still not exciting
Interesting
Cool surprise
Thrill
It is just a personal valuation useful to me to see where I would like to improve the things!
One of the first book I have read to learn game design is one of the best books ever made: The Art of Game Design, by Jesse Schell. I find it the perfect balance between inspirational and practical book. That is why I always suggest start from this book, and some other one.
In one of the first chapters there is a tetrad that the author shows to explain the four main pillars of any game (not just video game):
I still use this tetrad combining it with the classic application of the Pareto’s principle: a new game should be 80% some existing game plus 20% novelty.
Where do I search for the novelty?
I always start from the experience and the feelings we want to give to the Players. Once is decided, generally it is easy to spot the best pillar to innovate on.
Maybe we just want to bring a specific game genre to a new platform. Let’s focus on technology. King is making billions just on this simple concept. They were the first in bringing the match-3 experience to mobile phones with a shared progression with Facebook. Technology was their strength.
Often, we just want to focus on a specific mechanic to bring the same story to the same audience. That are what indie developers do many times, for instance with the game Baba is You.
Maybe we want to create the next roleplaying game? It’s not necessary to invent new mechanics and combat systems, those can just be improved on existent titles. We may want instead find a great story to tell. It is what Horizon: Zero Dawn brought to the industry.
A game can be very successful also if we just amaze the Players with beautiful visuals and sound FXs. Look at GRIS and the beauty of its art and music, for instance.
Before you put your hand on the engine of choice and design your level, or even think in the level itself, it is good to have a beat chart prepared. In this way you can have a big picture of the result of the level design iteration.
The most common way of doing that is by using the most important tool for game designers: spreadsheets.
Prepare a sheet with the following information
Level: the number of the level in the sequence
Skill Atom: what should the Player learn/practice/improve in this level?
Minutes: how much time should the level last from start to finish in a perfect scenario?
Difficulty: what is the fail rate percentage of this level for an average player?
Skills: Core, Secondary, Obstacles and so on. Color those cells to represent the presence of old and new skill atoms in the level
Author: Who is in charge of designing this level?
Comments: after each iteration the other level designers can leave comments here
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