Monday 23 April 2012

The Computer Game Design Course; Research and development


The Computer Game Design Course; principles, practices, and techniques for the aspiring games designer.

Written by Jim Thompson, published by Thames and Hudson

Expanding the initial idea
Look at similar games to one you have in mind, play and compare them. Read reviews and question the comments. 
As a designer, you should constantly refer to as broad a range of materials as possible - from news to culture, natural history to science etc. Keeping your mind open to many and varied influences and sources of info will cultivate insight and inspiration when it is needed most. (Game engines such as Rag Doll Kung Fu, can be valuable sources of inspiration. Using an existing game engine to empower your own ideas can be another valuable starting point, and this method was used to produce Day of Defeat)

A game engine is the unseen code which drives the visual game action on screen, usually very expensive to develop, it makes excellent financial sense for a game developer to reuse an existing game engine and replace visual and model date to create a new game which is very different.

Can you describe your game in one paragraph?

If not, hen the idea may still need refining, as it's important to sell your idea to others. A good description will include the premise of the game, any unique features, and it's potential market.

Can you summarise the story.

Different from the description, should be a short paragraph which captures the essence of the story and allows others to appreciate and enthuse about it.

Which platform?

Some games more suitable to consoles, others to PC's. Many of these considerations are technical; while some are concerned with the market sector the chosen platform is designed to appeal to.

Does it fit a genre?

Like a film, relating it to a genre will help you establish exactly what the game is about.

What's the target audience?

Establishing the target audience will relate to the development of the game to the players' perceived expectations.

For future reference, by listing description, story, platform, genre and target audience in a concise document you will compile a quick reference tool with which to answer questions arising during development about what the game should be.

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