Factbites
 Where results make sense
About us   |   Why use us?   |   Reviews   |   PR   |   Contact us  

Topic: Game designer


Related Topics

  
  Game designer - Wikipedia, the free encyclopedia
Since a video game publisher may invest millions of dollars towards a game's development, it is easy to understand why they choose game designers carefully—one or two poor game concepts could end up costing them millions of dollars of revenue and could even risk bankrupting the company.
Early in the history of video games, game designers were often the lead programmer or the only programmer for a game, and this remained true as the video game industry dawned in the 1970s.
As games became more complex and computers and consoles became more powerful (allowing more features), the job of game designer became a separate job function, with the lead programmer splitting his time between the two functions, moving from one role to the other.
en.wikipedia.org /wiki/Game_designer   (1227 words)

  
 Game development - Wikipedia, the free encyclopedia
While in the early era of home computers and video game consoles in the early 1980s, a single programmer could handle almost all the tasks of developing a game, the development of modern commercial video games involves a wide variety of skill-sets and support staff.
After the game goes gold and ships, some developers will give team members around a week of comp time to compensate for all the overtime put in to complete the game, though this practice is far from universal.
In the very early days of video games, almost the only locale for game development was the corridor from San Francisco to Silicon Valley in California due to the era's high-tech growth in the area, and it remains an important development center.
en.wikipedia.org /wiki/Game_development   (2715 words)

  
 Game designer - One Language   (Site not responding. Last check: 2007-10-22)
Since a video game publisher may invest millions of dollars towards a game's development, it is easy to understand why they choose game designers carefully—one or two poor game concepts could end up costing them millions of dollars of revenue and could even risk bankrupting the company (as in the case of Sir-Tech).
Early in the history of video games, game designers were often the lead programmer or the only programmer for a game.
Today, it is rare to find a video or computer game where the principal programmer is also the principal designer, except in the case of relatively simple games, such as Tetris or Bejewelled.
www.onelang.com /encyclopedia/index.php/Game_designer   (702 words)

  
 Game Designer
The first step (and one of the most difficult of the entire game designing process) is to re-arrange the ideas in your head and the only way to do it is by putting pen on paper and give your brilliant thoughts a much-needed order.
While writing (or should I say creating?) your game design, there's something which yuo must always remember: your game has to be funny and the document has to be interesting.
Keep a more detailed version of the design for yourself and don't be afraid to update it constantly (without changing the nature of the title): until the development starts, there's always room for improvement.
www.videogametimes.com /game-designer.html   (1195 words)

  
 GameSpot:Video Games PC Xbox 360 PS3 Wii PSP DS PS2 PlayStation 2 GameCube GBA PlayStation 3
Maybe it was a terrible game you rented at the video store, and you thought to yourself, "I could do this a lot better." Or perhaps it was a fantastic game that enthralled you for hours, and you imagined how great it would be to have your name associated with such great work.
Almost everyone who has played a game has thought about what it might be like to be a designer--for some of you, it might actually be a lifelong dream to work as a designer in the game industry.
Designers are the closest thing our industry has to rock stars or movie stars, because their names are the most visible.
www.gamespot.com /features/6129276/index.html   (607 words)

  
 GameSpy.com - Developer Diary
The story reflects what is happening in the designed missions and both pieces, story and game, had to fit together seamlessly in spite of many changes that were requested from many sides.
Theoretically you don't need a story for a good game, but with a story even a good game can be so much more then just a bunch of action, it can create a much more immersive experience and be something to remember.
The requirements for a computer game are similar, but the differences are in the details how to create a story that is still linear, but the surroundings are interactive.
archive.gamespy.com /devdiary/march04/farcry1   (796 words)

  
 The Backseat Game Designer: Riddle of the Sphinx
The Backseat Game Designer: Riddle of the Sphinx
These Backseat Game Designers pages are primarily a place for me to put all my game commentary that was too revealing for the regular reviews, as well as a place to tell everyone exactly how *I* would have done the game so much better.
If this game can't even hold the attention of a couple of Egyptophilic kids who thought that the mediocre Mystery of the Mummy was the bees' knees, it's failed, as far as I'm concerned.
www.geocities.com /ataniel/sphinx9.htm   (2716 words)

  
 The Backseat Game Designer
Who knows, maybe a game designer'll be Googling for the title of a recent hit, read these pages, and be inspired to actually include non-Caucasian action sprites in his next CRPG or a choice of alternate quest endings in her next graphic adventure game.
Any game that fails to do this, or forces gamers to replay the game from a long-ago save for ANY reason other than their own stupidity in not laying down a more recent savegame, is way behind the 8-ball.
Not all games allow you to customize the protagonist/s (in most graphical adventures, for example, there is generally one pre-set main character, and there are many other issues of over-linearity that genre is going to have to address before there's any hope of that changing).
www.angelfire.com /hero/tjekanefir/backseat.htm   (2482 words)

  
 Patrick Curry’s Thoughts on Game Design » Archive » Game Idea #28: Game Designer Trivia
Game Designer Trivia is a game designed to test just how much you know about your favorite games and the people who created them.
Even though creating games is a team-effort, there are some designers who rise above and really are the “authors” of their games… and they deserve to be known and recognized.
Giving the informality and immaturity of the game industry as a whole, it would be fun to incorporate edgy and humorous commentary from real Game Designers as well.
www.patrickcurry.com /thoughts/?p=44   (1159 words)

  
 GameDaily BIZ: Designer Laments Stifled Creativity in Game Development
Game design can be very rewarding, but depending on the publisher, licensor, director and others that the designer has to answer to, it can be quite frustrating as well.
David Rodriguez, Lead Designer at developer High Voltage, has written an interesting column for PopCultureShock.com in which he voices his frustration over not being able to make full use of his creativity when designing games.
The people who work in games are creative by nature, and having that creativity directed, shaped, and abused by people you perceive as non-creative can be a very painful experience if you're not prepared to withstand it.
biz.gamedaily.com /industry/feature/?id=12912   (730 words)

  
 Patrick Curry’s Thoughts on Game Design
The game is set in a particularly crowded, traffic-jam prone city (take your pick of which one), and the local residents and merchants are starting to get sick of it.
The game is made up of a series of delivery jobs: you get a call on your cell saying to pick up a package at one business and then rush it over to another.
Since the entire game world is made up of two basic elements – sand and water – the process of building in one location is the same as digging in another… and vice-versa.
www.patrickcurry.com /thoughts   (2167 words)

  
 Computer Game Designer Guy
Computer Game Designer Guy put down the game controller he was using, parked his mouse, and beamed a jolly smile at QuestionLady.
Computer Game Designer Guy shakes hands with QuestionLady, and gives her copies of several of his company’s current games and an assortment of the spin-off toys.
The Globe-Guardian frowns upon game playing during the workday, and at home QuestionLady has laundry to do, interviews to conduct, and naps to take, and cannot, at this time, devote her life to a computer game.
www.globe-guardian.com /archives/obscure/oc0111.htm   (1204 words)

  
 Gamasutra - Features - The Designer's Notebook - "Bad Game Designer, No Twinkie!" [03.13.98]
But some of the design mistakes we made in the past are still being made in modern games.
In that game, if you didn’t pick up the junk mail at the very beginning of the game, it was unwinnable at the very end.
He points out that puzzle design is hard work to begin with, and unless you’re quite familiar with the games of the past, it’s easy to make the same mistakes again without knowing it.
www.gamasutra.com /features/designers_notebook/19980313.htm   (2180 words)

  
 Become a Game Designer - Game Design Career and Training Information
In the multi-billion-dollar gaming industry, opportunities for creative game designers are expanding as fast as this red-hot industry is growing.
Game designers are the masterminds who conceptualize the mission, theme, plot and rules of a game.
Many game designers act as lead project managers overseeing teams of up to 50 artists, programmers and sound designers throughout the development of a new game.
www.allartschools.com /faqs/game-design-career.php   (526 words)

  
 Game designer - Game designer - Wikipedia, the free encyclopedia   (Site not responding. Last check: 2007-10-22)
Game Design at Vancouver Film School is a one year full time program.
game design Game design is the process of designing the content, background and rules of a game.
Works closely with game designer and art lead, to design and execute a User Interface Midway Studios-Austin is looking for a senior game designer.
duke-nukem-3d.surferfind.com /?q=duke-nukem-3d-game-designer   (277 words)

  
 game designer   (Site not responding. Last check: 2007-10-22)
Tokyo game designer School is a school to train a Japanese game creator and...
As a game designer, you will be working with staff from both...
The travails of a game designer living in Southeast Asia, his journey to fulfill his dream as a creator of...
www.fashion-megasite.com /articles/24/game-designer.html   (487 words)

  
 Gamasutra - Features - "The Designer's Notebook: Bad Game Designer, No Twinkie! VI"
This is especially a problem in fighting games and first person shooters, where every impact or shot fired causes the controller to buzz.
This is chiefly a problem in console racing games, where the screen is split for each of the players.
But if your game is going to pretend it's about the real world, if you're going to have a lot of box copy about how exciting and believable your storyline is, then try not to create rooms without any doors, full of crates that apparently came in through a ventilation shaft.
www.gamasutra.com /features/20050603/adams_01.shtml   (2343 words)

  
 Become a Video Game Designer - Working on a MUD
Now every publisher is wondering whether the future of games lies in huge, immersive worlds in which players can lose themselves every evening, while paying a monthly fee that allows for the running of the game, further development and a profit.
For the designer looking for a way to demonstrate his skills, the attraction of helping to run a MUD should be obvious.
Unlike a single-player game that you have designed, a MUD cannot be simply sent on a CD-ROM to a potential employer, nor can you take screenshots of it as you could with a Half Life or Quake level.
www.fabjob.com /videosample.html   (1652 words)

  
 Glass Bead Game as Game Designer's Holy Grail
A Glass Bead Game is a Game played with ideas for pieces -- and while the whole wealth of human discourse is at the player's disposal, the ideas in question are juxtaposed in such a way that the connections between them become the player's focus...
In the more formal Game -- which is the Game most game designers will be concerned with -- ideas are related to one another in terms of analogies and isomorphisms between them, in such a way that those analogies and isomorphisms are of the essence, not the ideas themselves.
The aesthetics of the Game calls for the connections posited between ideas to be as concise as possible, and these connections or juxtapositions may in some cases be notated on a board, real or imagined.
home.earthlink.net /~hipbone/Grail.html   (3047 words)

  
 Andrew Looney: Game Designer
I became a game designer quite by accident; I had always planned on being a writer.
But in describing a fictional game called Icehouse, I was unwittingly taking the first step towards creating the real thing.
The Human Game Board T-Shirt: Lie on your stomach and be a game board!
www.wunderland.com /WTS/Andy/GameDesign.html   (498 words)

  
 GameDaily BIZ: Game Designer: Cinematics Are Ruining Games
David Rodriguez, Lead Designer at High Volatge, thinks the answer is a resounding "Yes!" He argues that game creators need to stop worrying so much about movie-like presentations and storylines and focus on just building a great game.
Rodriguez argues that instead of focusing time, energy, and most importantly money on elaborate cinematics in games, developers should concentrate on just ensuring that their game is actually good.
Immersion is achieved when the game is doing all of the things the player assumes they should be able to do within the rules of the world.
biz.gamedaily.com /industry/feature?id=11641   (929 words)

  
 Game Story Designer/Writer   (Site not responding. Last check: 2007-10-22)
Game Story Designer/Writer (and Story Task Force): Working within total collaboration of the Team, this group will pull all the elements together and craft a deep “game story”.
The telling of the story as it unfolds in-game via the level/quest structure, all cinematics (opening intro and in-game through ending) and the subtle encounters with the denizens of the game world.
This will require working with level designers, animators, artists, etc. to edit the scenes in the various mediums they were created in- ranging from pre-rendered Max or Maya, to in-game cut scene created in Unreal Ed (or other proprietary level editing package).
www.crunchtimegames.com /html/story_designer.htm   (293 words)

  
 NarniaWeb - NarniaWeb Interviews Handheld Game Designer
There are certainly two schools of thought on this: One, to keep a single game play concept and create the experience on each that plays similarly, but to the strengths of each platform.
RPG games have been hard to find for the Nintendo DS, which is unfortunate since the second screen allows you access to inventory, spells, etc., without exiting game play.
If a player wants a good place to save a short period of game play, I would guess after finishing a quest and gaining a reward to be the time and place to save and get back to your life.
www.narniaweb.com /news.asp?id=587&dl=6272095   (1324 words)

  
 GameSpy: The 2005 Game Designer's Challenge
One of the highlights of last year's GDC was The Game Designer's Challenge, where three industry veterans were saddled with the mind-bending ordeal of creating an interactive love story.
The whole idea, as Zimmerman explained, is to "look at games in a raw way," to "get a sense of the process that game designers go through" when solving tricky game issues.
Hocking dived right into the challenge, but quickly found that when "the sky is the limit" it's hard to pin down an actual working game design.
www.gamespy.com /articles/594/594861p1.html   (609 words)

  
 Ray Game Designer Home Page
It was based on a pretty poor RayCaster renderer, but had the particularity to fully assist the user in a game creation process without writing any line of code.
You can concentrate yourself on the most interesting part of your game: designing the scenario, the sounds and the graphics.
Each path is defined by high-level commands which allow the mobile to move itself, but also to dynamicaly modify the level, or to react according to the player's actions,...
eicart.free.fr /rgd   (683 words)

  
 Blizzard Entertainment - Employment Opportunities   (Site not responding. Last check: 2007-10-22)
Blizzard is looking for an experienced Game Designer to help lead the team that designed Diablo and Diablo II.
The ideal candidate would be a talented and motivated individual with great design instincts and strong leadership skills.
Shipped at least one AAA title as Lead Game Designer.
www.blizzard.com /jobopp/bn-lead-game-designer.shtml   (115 words)

Try your search on: Qwika (all wikis)

Factbites
  About us   |   Why use us?   |   Reviews   |   Press   |   Contact us  
Copyright © 2005-2007 www.factbites.com Usage implies agreement with terms.