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General recommendations for the «Game Design» introductory projects

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Hello to all future game designers!These recommendations are written for those who are considering a ' quo; game design ' raquo; and  who want to understand, a  what it is and  what to do here at all. Before we start preparing the project, let’s check that you’re going to do exactly what you want to do on game ;)

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What is « learn at game design»?

On game for 4 year  you: • develop about 14  prototypes and  games of different scale; • get a theoretical base on  game creation, skills in handling  profile literature and  resources, and  also experience in game research; •; work on the project both in  alone, controlling each development step, and  small groups, trying yourself in  different roles in team development; Bull; develop a game development puppet from  prototype and  create game design documents to  test and  demonstrate the project; < < unspank; work on game creation; If you want to learn another game engine standard: Unit; • gain experience in preparing a presentation and  host your project, if you want to participate in  the annual GAME FUTURE FEST and  work with the players '  • acquire tools such as Ilustrator, Indesig, Photoshop, Blender, Substance, and  learn to implement your vision of game visualization.

Listed only the main and  over the top, a  waits for you and  work: with  stories, left-hand design, balance, marketing, and  many others. There are subjects for  choices to develop the necessary game designer erudition: art stories, movies, comic books and  more specific variations up to  caligraphy or jazz analysis. It’s a lot of fun. A more detailed game design can be viewed in  Map of Creative Competences. To look closely at it, click on the knots, read about the modules. There’s a lot more written inside, and  there’s also links with  examples of student projects.

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Important clarification

On & laquao; game design& raquao; you  study all aspects of development. But it doesn’t mean not to try, but to try it, and to learn it: you’re going to do it, and you’re going to do it, you’re going to do it, you’re going to do it, you’re going to do it, you’re going to do it, you’re going to do it, you’re going to do it, you’re going to do it, you’re going to do it, you’re going to do it, you’re going to do it, you’re going to do it, you’re going to do it, you’re going to do it, you’re going to do it, you’re going to do it, you’re going to do it, you’re going to do it, you’re going to do it, you’re going to do it, you’re going to do it, you’re going to do it, you’re going to do it, you’re going to do it, you’re going to do it. If you are  e.g. an artist who doesn’t  really wants to work on game logic/balance/level, but  really wants to create the visual element of the game, y  we have another cool direction: game graphics and conceptual art!It has no less cool program bound to develop your visual skills: creating game concepts, 3D  models and  locations in  engines. We recommend reading interview with  head of Eli Goren’s direction to learn more about  direction. Game designer  also designs an interesting gameplay, writes an elaborate story, selects a suitable visual, arranges the work of the team, and  can collect a prototype in  which can be played.

If you’d like to study this, come to game!

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Yay, you sure want to be on the 'nbsp; game!

In addition to the EGE, you’ll need an introductory project specifically for the game. Introductory project for game design — primarily the game concept presented in  presentation. It can be expressed in several forms: • the concept of a desktop game with  the original rules and  the image of the elements; • the concept of video games with  mechanics and  game screen designs; • the concept of the game through character/location concepts. Each one needs a game designer and  a package in  a presentation. Even through characters or locations, you have to show a thoughtful concept of the game in  a goal and  write in plain text. More about project formats you  can read separately in  the following chapters. For starters, general information: How do you show your concept in  presentations?

Good presentation of the game.

Presentation short and  shows the most important in the  project. To this end we  recommend writing only  what really shapes the understanding of the project and  stay in the  frames of 2,500 characters with  gaps. This will allow us to be able to read well in the 2-3 minutes. A lot of text = has to read diagonal. (Game first-years also work in the  these frameworks and  talk a lot about the project. And, uh, you’re gonna be okay.

Important — read. You  picked up the typeface, the size of the font, the color that everything in  the text is visible and  understood. A  another picture in  slide not  prevents the text from reading. If the text isn’t  it’s coming in; — don’t  inject. Leave the important, reduce the secondary.

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Text is written without water and  literate. Po  rules of Russian, with  the required number of fifths. The cards are hanging, and  not  they’re hanging out. To understand how to write a good and  short text, we can tell you the book <laquo; write, reduce& raquao; Maxim Ilyahov and  Ludmila Sarycheva (on 1  everyone’s course is to read it  read it. A  you  as long as you can be very willing)

Understandable structure and  sequence. Separately, if the text is consistent from  send to  go: you  bring one thought out of  another, give 1-2 thoughts on side, give examples if necessary. Reading such a text is easy and  clearly, and  means to  it’s probably your idea that’s gonna come to us. So you can write your text about  play as a single story first. And  then distribute by  send and  add helpful headlines.

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There’s visualization. You  not  just say a lot of words — you  show. Sometimes instead of writing & koo; the WASD + space», you can just take a picture with pers, arrows, and  key signatures. A  saved symbols to spend on  more important information: e.g. r  description of unique mechanics.

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How do you visualize the project?

You’ll be able to apply any technology that seems appropriate to you. 2D/3D/dijital art/painting on  paper/collation and  so on. The most important thing is for the visual component of the project to fit into its essence. If you’re gonna do an action game, you’re gonna want the player to survive and you’re gonna understand something. The visual component can help to highlight your project. Try to be inspired different.

A  if I’m  not  can I draw and  model?

You don’t have to draw on game. It’s mandatory to raise visual taste in  to be able to design. For example, these projects were published in  they were done without any complicated graphics. Only design works here.

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In primitives and geometry, you can gather everything from horror to co-operative storeroom simulation.

Among the students there are also: Solitformer c  design maps and  bright paleitora, simple and  live 2D  in the game OUT, stylized forms and  simple models in  self-wolfloom Bird contract.

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Another option is to use generic neuronets in the design of work. But! • Make sure to sign what these are. Then we’ll be able to evaluate it as working with the 'nbsp; neirbsp. • Still keep track of the steel, paletr and  consistency of graphs. If your project is — a solo team from  a different neuro art (hyperrealism, seven-realism, and  generally anime in  end), you have done enough work with steel. Get a whole picture. Get a complete picture without <laquo; taste» neuronets.

Visual design — necessity. Not  exists a non-text game without pictures (and  even text is actually designed, watch the Ord game!). Moreover, they buy part of the game for  a combination of the picture and  the gameplay, or even for  the map. Introductory projects without good visual design not  can get 100 points on game, just like  works only with visual, no interesting game inside.

Let’s learn about the forms and the requirements for im!> Recommendations on the desktop game concept <a href="https://hsedesign.ru/project/e69a04468f4334a7b9f58266fb565f Target="_blank">> Recommendations on the video game concept Recommendations on the environment/staff conceptsa href=»https://hsedesign.ru/project408fc4fc4=«work_f013865×452=»

General recommendations for the «Game Design» introductory projects
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