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How to Become A Game Designer- Part 1

Getting the Information You Need

It’s no secret that a lot of people out there want to be game designers, in fact many people consider game designer their dream job. It’s probable a number of you reading this right now wish to achieve the same goal, or perhaps you’re just interested in knowing more about what makes a game designer. However, whether you’re trying to be the next Sid Meier, or you’re just an inquisitive games enthusiast curious about how you make a video game tick, there’s a noticeable drought of information on the subject.

Video game development in general is a rather specific area so you usually have to dig a little to find the information you need, but when it comes to looking for information on how to design a game the internet and libraries seem to be somewhat devoid of genuinely useful information. Perhaps one explanation for this is that there’s more extensive information on other skills involved in games development (such as programming and 3D modelling) because they carry over to vocations outside the industry, but I think the problem goes much deeper than that.

 It seems Wright may have the answer as to why there is so little info out there.
 It seems Wright may have the answer as to why there is so little info out there.

In his foreword to Raph Koster’s ‘A Theory of Fun for Game Design’ Will Wright explains that ”There are very few people working in the games industry today who understand games well enough to communicate what they know and how they know it”, however he also goes on to say that communication lines between the industry and academics are now slowly forming. In one sense this is somewhat exciting news, it’s the promise of a future to come where every budding game designer will be able to pick up a book or get onto a PC and find what they need to know to start becoming the creator they want to be. In another sense this news is rather disappointing, it highlights the fact that a lot of the information about game design that currently exists within the industry will not be directly inherited by those of us still young enough to become game designers, and that’s a problem.

Despite the current scarcity of information on the topic, I believe that if you truly have the drive and conviction to become a game designer in this day and age, you can achieve great things within the world of design. I’m no expert myself but I’ve studied game design both as part of my formal education and in my own time, and I hope to at least shed a little light on the darkened path of this coveted profession. Be aware that throughout the following series of blog posts I will be addressing you, the reader as the designer. If you’re not one of the would-be John Romeros out there don’t worry, just sit back and we’ll pretend for a little while.

Misconceptions

Before I get into what becoming a game designer involves I feel it necessary to dispel some of the common myths about game design. I’m sure most of you here on Giant Bomb won’t believe every fairy story and tall tale about game design you’ve heard, but when it comes to the practice of game design and the steps necessary to become a game designer, the general population is clouded with a lot of assumptions about the practise which just aren’t true. For the sake of clarity let’s explore what game design isn’t.

Knowing a Lot About Video Games Doesn’t Make You a Game Designer

Okay, I think most of you guys are industry-savvy enough to know this one, but just to be clear about this, knowledge of video games as a player and knowledge of video games as a designer are two vastly different things. Even if you can critique a video game with cutting-edge expertise, critics and creators take the form of different professions in every other entertainment industry and the same applies to video games.

Basic Concepts Aren’t Game Designs

I’ve seen many situations where people who’ve considered themselves would-be game designers have presented their base ideas for games as though they’d either designed a game, or at least reached a significant milestone towards designing a game. A strong basic concept can provide a good jumping-off point but they’re just a small part of the gargantuan mass of ideas that make up a game.
 

Being A Game Designer Does Not Mean You’re The Writer

Just as I’ve seen many amateurs pass off basic ideas as substantial pieces of game design, I’ve seen many people present part of the plot for their game as part of the game design. Know that you will have an impact on the narrative of the games you work on but unless you are in some kind of indie style designer-and-writer role you aren’t going to be the guy (or gal) that pens the story.

Being A Game Designer Does Not Mean You’re The Boss

As a game designer you’ll be coming up with a whole lot of ideas and you’ll have to convey those ideas to other members of the development team you’re working with, but that doesn’t mean you’ll be the boss. It’s not outside the realms of plausibility that you could end up organising a group of people in your profession, but don’t confuse your job with that of the studio management.
 

Game Design Isn’t Easy

 This images represents difficulty. Observe how difficult it is.
 This images represents difficulty. Observe how difficult it is.

One of the things which it really irritates me to see on online forums is people calling games developers lazy. Development teams may be underfunded or have limiting time constraints on them but one thing professional development teams almost never are is lazy, and that includes the game designers out there. Game designer is one of the most prized jobs in one of the most competitive industries in existence, and becoming a designer means trying to rise to the very top of a massive group of people. There will be individuals out there who are willing to work day and night to become professional game designers and only if you can surpass their level of skill will you have a chance at becoming one yourself. Game design doesn’t start off easy and as you get closer and closer to becoming part of the industry, things are only going to get harder. I think it’s arguable that you have to be a bit of a masochist to throw yourself into such a demanding profession, because it is an extremely difficult undertaking.

Good Game Designers Aren’t Guaranteed Jobs

So I think we’ve established that the competition to become a game designer isn’t an easy one. Going after any job in the games industry is going to be a major gamble and this might be truer with game designer than any other vocation in the industry. With the number of people after the position it only stands to reason that for every designer hired a number of designers with roughly equivalent skills aren’t going to get to see their dream made a reality. The sad truth is that you could try your absolute best your entire life to make it as a game designer and never get to be one. If you want to be a game designer you have to face up to this fact. If even after reading this you are still determined as ever to create games then you’re on the right path.
 

Most Would Probably Find Game Design Boring

 Never let the average person study game design at the wheel.
 Never let the average person study game design at the wheel.

A lot of people think game design is all about dreaming up imaginary worlds and designing cool new weapons and enemies. Yes, this is a part of the job, but game design is also a whole lot more than that. Just as the programmer spends more time staring at screens of code than he does the game itself, the designer spends more time dealing with the grisly innards of the game than the kinds of things a nine year old boy dreams about creating.

You’ll spend a lot of time repeatedly studying the same things from many different perspectives, thinking about abstract concepts, writing formal documents and coming up with the systems of maths and logic that run your world. If these don’t all sound like things that are fun to you then perhaps game design isn’t really what you want to do. For the large majority of the time the games you deal with will be far from the shiny finished products you see on store shelves. You’ll be dealing with aesthetically dreary and technically broken and unfinished games for hours on end, but for the regular game designer this is not a bother as they can see past the gleaming surface to the guts and gears under the hood.
 

End of Part 1

Thanks for reading people. All questions and constructive feedback is welcome. Good luck, have Batman.
 
-Gamer_152

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gamer_152

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Edited By gamer_152  Moderator
@Majestic_XII: Okay, now we're getting into slightly prickly territory. I think any programmer or artist certainly has a creative spark within them but you need to have more than just creativity and a knowledge of games to be a game designer, if that wasn't the case then there'd be hundreds of thousands of them out there. I wouldn't argue against programmers or artists being allowed to give a designer suggestions and feedback on their designs, but as I outlined knowing about games does not make you a games designer. It's one thing to be able to look at a game from the player perspective and figure out some things about why you do or don't like a game but it's another thing entirely to be able to create, connect, and refine the parts that make up a game from scratch.
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CptBedlam

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Edited By CptBedlam

I am (together with a friend) currently working on a rather ambitious XBL indie game and I look forward to your future blog posts. They might provide a good deal of motivation when things don't go as fast as I would like.
 
Maybe with your next blog you could move on to explain what actually makes someone a (good) game designer. ;)
 
Also, do you have any suggestions for literature on the subject?
 
edit: I uploaded an image from a very early state of our game but the resolution sucks *ss.

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Majestic_XII

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Edited By Majestic_XII
@Gamer_152:  I agree that you need more than just a knowledge of games to be a good game designer, but the vast majority of game developers out there are thinking in the same ways a game designer does. Call it a work-related injury, the same way game journalists can have a problem with just enjoying the game rather than writing a review in their head while playing. The thing that puts a game designer aside from the rest of the team is just the incredible depth and research behind what makes mechanics work and games being fun. Everyone has it in their blood (they wouldnt work as game developers otherwise), but the game designer is once step above them. Same as the character modeler are one step ahead the animator in character modeling.
 
Might be a side note, but I was involved in a mod where the whole team (seven people) were incredible knowledgeable of game design despite being artists or programmers. When we had design meetings we all discussed game mechanics, and it turned out that it wasnt enough to actually discuss it. There we're too many great ideas out there, so it turned out that if you wanted people to listen to your idea, you had to make it yourself first and THEN show people it. If you could prototype your mechanic faster and better than anyone else, you won :) I wouldnt recommend such anarchy in game design but boy was it fun and you learned a ton of new stuff :) 
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Burzmali

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Edited By Burzmali
@Khann: Yeah, I have two games out for iPhone that I designed and coded start to finish.
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@CptBedlam: I wish you the best of luck with your project. The development of any serious game is a long process, and the journey to becoming an industry-level designer is a very long path as well, however if you are just starting out designing games you may be surprised what you can learn in a short space of time. My next blog post is going to be based around the knowledge and skills you need to become an industry-level designer and I will be talking about reading materials near the end of these blogs.
 
@Majestic_XII: See I don't think the vast majority of professional devs out there are thinking the same way the designer does, and I think the designer is more than just a guy who has done research into his field and likes video games. I also don't think everyone necessarily just has it in their blood; a designer needs all sorts of creative and analytical skills that just don't come into play in other development jobs. Sure, the programmer may notice some things about the game they are building that seem a little off here and there, and both the programmer and the designer are privy to some of the same systems of maths and logic that work under the hood of the game, but I believe a professional designer thinks about things like the creation of new game mechanics and the interplay of the fundamental game components completely differently.
 
I believe other members of the dev team can hold some design knowledge but simply working as an artist or programmer does not turn you into some kind of secondary designer, the jobs require very different skills sets. I've seen first hand large numbers of people who were both games enthusiasts and games programmers take on extremely simply design tasks and still struggle greatly. I don't think the other jobs in a development team are as interchangeable with the job of the designer as you think they are. None the less, happy to have some feedback on my points.
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mesklinite

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Edited By mesklinite
@Majestic_XII said:
" Here are some experiences I've collected over the years of game development:  * Don't aim to be a game designer from the start. I don't know of many companies that would hire a person with no professional experience what so ever in a field such as game design. Get either into art or coding and work your way up, gain experience. You need it.   * Only go to game dev school to get access to other people with the same interest. The courses won't give you much, but working with others will. Make as many games as you can! Working with people online is fine (if you can't go to school or cant find devs in your area), but nothing beats working with people IRL.  * Hmm, lost the third one :P "

There's a lot of truth to this. By making games you eventually see everything that goes into design and gives you a much bigger picture of what design is.

I also agree, that school is almost only a good network opportunity. I'd say through school, I'd had yielded 10 contacts that broke in the industry too.
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Jay444111

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Where can someone with ZERO expierence in programming/designing learn to actually make videogames? I understand that I won't be able to create the next mass effect. But I do know that getting a resume and portfolio with personal projects that are quite good can get you a job, so I am just wondering now, where in all hell do I start? The main reason being that it seems like no one knows how to speak to a non-geek such as myself about learning how to program. (ever see a tutorial on how to start programming on youtube, how in all hell am I supposed to know a text books worth a knowlodge IN A BEGINNERS VIDEO!)

 

I would like to know if there are certain things that can get me started. and if so, how much memory DO some of these programs that teach you require, kinda got a store bought computer here and just wanna know if it could actually run some of these program makers/designing tools.

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gamer_152

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@Jay444111: As far as how to get into design goes anything I could say here would just be repeating what I've already said in these blogs in a rather less elegant fashion. Parts 1 to 5 of this blog series are all up on the site so if design is your thing go check them out. As far as getting into programming goes that's a rather different matter. I'm studying games programming myself but one of the reasons that I haven't yet posted a 'How to Become a Games Programmer' blog yet is that I'm still figuring out what's the best path for people to take.

Quite a bit of my study in programming has been as part of my formal education and I wouldn't have anywhere near the programming knowledge I do now without my formal education in coding so far. That being said there are a lot of programmers out there who are self-taught so it can be done. For getting to grips with things outside of the classroom I actually used some Microsoft tutorials on coding in Visual Basic and C#, although I have no idea if those even exist anymore. There are also quite a few books on the subject so perhaps a trip to your local bookstore or maybe Amazon could yield some results? Personally I think a good jumping-off point for learning programming is to learn the coding language C#, once you know the basics of that you can move onto using it alongside the XNA coding framework to start creating actual games. After you know C# you'll also want to learn how to use the laguage C++ and later learn to use that alongside the DirectX and UDK tools to get into 3D games programming. That's part of the basic path I'm taking, although it's by no means a full plan to programming success.

You can download Microsoft Visual C# Express Edition and Microsoft Visual C++ Express Edition free from Microsoft, those are the tools you'll need to run programs in their specific languages. You can also download the XNA framework free from Microsoft and UDK is free to download too. With the XNA coding I found the O'Reilly book Learning XNA 3.0 quite helpful although XNA is now in 4.0, but I believe there may be an updated version of the book out. I've also found riemers.net a great resource for XNA and DirectX tutorials. Oh and don't worry about Visual Studio, it's not very large or taxing on your system at all.

Sorry I don't have anything deeper or more coherent to offer at this stage. I'm still willing to answer any and all questions you may have to the best of my ability.
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Edited By overbyte

Just stumbled into your blog post. Great read. Hoping a lot that you do more posts like this. I'm especially interested in how one can be creative with mechanics and where can you get inspiration from this stuff. Extra Credits seemed a little too preachy for me and I've scoured Tigris for articles like this. With all the people crying out for more "originality" yet we have indie games left and right than ever before, what can one game really do to stand out among the rest.

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Edited By Vexxan

Great read, very interesting. As most people on this site I dreamed about being a game designer since the first moment I touched a game. This is the reason I love this site for providing us with things like "Building the Bastion". Even if becoming a game designer is not my "dream" today, seeing how video games come together is really cool.


Standing by for part 2, keep up the good work.


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sjupp

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Edited By sjupp

Same here! I'll be graduating from high school this june and then I'll probably take a bachelor in game development. I think I'm also going to take a bachelor in engineering so work-wise I'm pretty set. I'm curious as to see how my future turns out since working with games have been a childhood dream. Loved this read!

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gamer_152

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Hey guys, it's genuinely fantastic to see more positive feedback again. Part 1 is currently sitting near the top of the forums due to a recent resurrection of sorts but I actually put parts 2 to 5 up earlier this year and you can find them at the following links: Part 2, Part 3, Part 4, Part 5. Any constructive feedback on those blogs is much appreciated and I also do have a few responses for each of you individually.

@overbyte: While I have been intending to write something rather lengthy at some time on the specific subjects of inspiration and analysis of existing games this series of blogs is really a jumping off point to start people in the right direction towards that kind of thing. Assuming the last part of your comment is a question then I believe indie games can really do two things to stand out amongst the competition. Firstly, try and get at least some sort of awareness of your game out there. I believe this is one of the toughest challenges an indie team faces and many end up underestimating the importance of the kind of marketing a publisher would provide them with. Secondly, make a very high quality original game. That may sound like a bit of an empty answer but it's the complexity of the act of simply making a high quality game which makes it so hard for a lot of indie work to get recognition.

@Vegsen: I'm loving Building the Bastion as well and honestly I think if more video game sites really started putting out content which would show people how games development really works and what you need to do to become a developer I think people would flock to see it.

@Sjupp: I advise you to be very careful with getting into formal education in games development.

Firstly, make sure you have a specific profession you want to aim for picked out (programmer, modeller and animator, audio engineer, etc.) and focus on that one thing. As I understand it there are some learning establishments out there offering courses simply called 'Games Development' which I advise you to steer well clear of, they usually end up trying to teach you how to take on every role in a dev team and end up teaching you a huge amount of superfluous information while never giving you nearly enough training in any one aspect of development.

Secondly, any video game-related degree has the potential to go seriously wrong. You may want to confirm whether the course you're going for or the people running it really have any links back to the games industry itself, it they don't that can often be a worrying sign. Games-based courses are usually always a good opportunity to meet up with other potential developers but be aware that there's a lot of potential for people to gobble up your money and not really teach you much relevant to games at all. Whatever you want to specialise in though my advice is start as soon as possible, it'll give you a leg up on the competition.

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Edited By sjupp
@Gamer_152:  I completely understand where you're coming from but first of all I live in Sweden, so education is free :D
I've gone through what courses are included and I believe the university I'm attending will turn out okay. I have spoken with the recruiting manager (or however you put it) at DICE and they say what school you choose doesn't matter that much. I don't know how big the difference can be between schools where you're at and as far as I know swedish schools have a pretty high standard no matter the course. I don't think the people behind the courses are directly linked to the gaming industry which will definitely be a problem. I do know people that know people etc. but it's pretty far off.
When speaking to DICE they mostly look at work samples and portfolios which I guess most larger companies do. I believe the school will give me a head start and then it's the time after that really makes a difference.

When it comes to what profession in the game development business I'm aiming for - it seems that game design would suit me the best. Which unfortunately seems like the most difficult one to get into. I don't want to be sitting in a basement doing nothing but coding. I wan't to be creative but I can't draw for shit. 
Also the course I'm probably going to take has two dif. directions: construction or design. I'm probably choosing design.
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Edited By Bollard

Well written, I guess I'll follow for the other parts.

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@Sjupp:

I went to the University of Skövde and their game design programme, so I can give you a few hints :) If i knew the things I know now, I wouldnt pick the game design programme. Two main reasons for this. Firstly; A company will not hire you as a game designer straight out of school. Not a single person I know in my programme got a job as a game designer now (1-2 years after graduation). Some got jobs as programmers, some as artist. Some even started their own companies ( Stunlock Studios, That Game Studio to name two) but not a single one are working as a game designer at an established company. I would still recommend Skövde, but either the graphics or programming programmes, you actually learn something worthwhile there.

As I said earlier, I studied the game design programme, but my hobby was always level design... which is kinda a mixture of design and graphics and a whoooole lot easier to get a job as. I actually work as a level designer at DICE nowadays and let me tell you, the designers working here are hardcore people. They have yeeears of experience by working themselves up the chain, starting out in graphics, programming, QA or whatever. You need that knowledge.
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Edited By sjupp
@Majestic_XII:  Fuck you! Do you know how much time I've spent trying to choose between that course and the one at SU? *tears at hair*
 Man I got a bazillion questions, mind hitting me up via skype/msn/steam chat/telekinesis? That would be golden.

PM me your account to preferred way of communicating. If you got the time and will to do it.
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Edited By gamer_152  Moderator
@Sjupp: Well, as long as you know what you're getting yourself into. I wish you the best of luck.

@Chavtheworld: All the other parts are already up on the site. You can find them here: Part 2, Part 3, Part 4, Part 5.