Содержание
- 2. WHO IS WHOM Steve Thornton Lead Game Designer Ben Sharples Lead Technical Designer 8+ years experience
- 3. OVERVIEW What is this talk about? Design are the high level vision holder and content driver
- 4. OVERVIEW Observations are based on AAA game development 1 Clarifications Observations are based on a “vision-led”
- 5. THE SINS Design Sins (according to programming) Programming Sins (according to design) Don’t understand how things
- 6. DEPARTMENT FOCUS Design FLOW Programming MECHANISM
- 7. Design must properly communicate their vision to the team, but… BAD SPEC What can go wrong?
- 8. COMMON SENSE Why wouldn’t a non-designer use “common sense” to solve a problem themselves? Assumption is
- 9. PLAYING DEFENCE Designers can become defensive under questioning Ideas can be very personal, making criticism feel
- 10. DETAIL ORIENTATED Consider the programming perspective… Programmers are detail orientated by necessity – in their world
- 11. “THAT’S IMPOSSIBLE” The truth? Anything is possible. They have deemed the cost to be “obviously” ridiculous
- 12. THE IMPOSSIBLE DREAM What should a designer do in the face of the impossible? Don’t try
- 13. Decision time Help programmers inform your decisions Sell the vision, the “why” with the “what” Avoid
- 14. FEAR OF CHANGE Why do designers change their mind? All creative tasks require iteration Feedback from
- 15. Hybrid Theory The most common “hybrid” role is designers working in the editor Generally designers only
- 16. Hybrid Theory It’s rare in AAA for programming to be directly involved in creative decisions, outside
- 17. FIN “Making a game combines everything that’s hard about building a bridge with everything that’s hard
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