
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 ;)

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.

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!
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.
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.
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.
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.
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.
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=»