Tuesday, 28 February 2012

Reading Material - Computer Game Design Course

For this Module we are using the book 'The Computer Game Design Course (principles, practices and techniques for the aspiring game designer)' which is incredibly useful, giving great tips and advice on how to go about developing concepts and building them.

Design Inspirations: outside interests and personal experiences , such as literature and real world locations, sketchbooks and notebooks are helpful to have to hand, photos and cuttings drawings and workings.  Questioning is incredibly useful too, questioning why something is what it is could lead to Activision's Call of Duty 2, recognised that the concept of a health box was artificial, so came up with a newer compromise that actually creates more tension in the gameplay. asking questions etc.


Gathering Material: Having a range of resources and materials, from first hand to photos are always good when it comes to design. The us of mood boards, morphing and distorting references, etc. This can help inspire, for example bugs could become some form of machine, offering organic and in sense 'new' shapes. Recording these references are important to design work - and help give a realistic/believability to designs.


Design Process: It's important to look at things that already exist - not only to avoid repeating, but to see how challenges have been overcome in the past, and what is successful as well as what doesn't work.


Research and Development: As said above it is important to be aware of the current market and what has done well. Other aspects, such as the audience should be considered, as well as age - especially in game as there are certain classifications that would determine the sales of the product.


Game Concept:  It is important to have a strong concept to build designs of - this will give a believability to the work - even if it is fantasy. It is key to design most assets, so they fit as a whole environment, as well as considering Sound Design. Sound Design is incredibly important in creating atmosphere and can be key to 'selling' an environment to the audience.

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