Hi all,
I've created a website aimed at complete newbie's to the games design scene-
http://www.thegamedesignindex.com/ It's kind of an "idiot's guide" to getting started, with general overviews of the processes behind creating game assets and importing them into an engine etc.
Rather than be a comprehensive guide, this site is meant more as an easy introduction, and as such gives general tutorials on the basics before linking to far more in-depth tutorials on online.
It also directs newcomers toward the free software that is available to get them started, introducing the packages before giving the download link. Coming soon I will be expanding the site to include news articles on the workings of the industry today, as well as a series of articles on the fundamentals of games design.
When I created this website, it was directed towards myself, ten years ago. I had the initial interest in game design, but I found that while there was a wealth of information out there, finding what I needed could be difficult owing to not knowing the specific terms to use, and therefore having no idea where to look. I see this site as the bridge between that gap.
I'd really appreciate any input you may have that could improve the site, thanks.
Oliver
harrisoliver@hotmail.co.uk
Replies
edit: after poking around see you have links and things to traditional design as well
"I don't think college kids get that making games has little to do with playing them. People enjoy sausage but don't really want to work in the sausage factory."
Also am I the only one who wants to turn and run as far away as possible every time I see a clay render of a lowpoly model?
@Bibendum Love the quote, it's bang on
It's like a meme "make new web site, add donate button"
There's a bit now but yes it's not as ubiquitous as art or programming reference.
I'm probably horribly wrong but it gives me the impression that they would be in charge of designing the underline structure of particular gameplay mechanics that involve clear variables (but not necessarily to the player), especially as they interact with other objects and actions. I would say that such a designer will deal with a lot of those flowcharts and excel documents.
At a glance it looks like "Designer" is the wrong thing to title your site with. Seems to be more geared towards art and world building.
For everyone who's confused, here's an article written by my old Design Director from when I was at Relic. Good read for anyone curious as to what us designers get up to I think; http://www.gamasutra.com/view/feature/6267/lifting_the_designers_curse.php
Depending on the studio and type of designer, we do do a fair bit of in-editor work by the way. Though a lot of it can be spreadsheets, flowcharts and word docs. We definitely aren't artists,
From a designers perspective by the way, I was expecting a site called the "Game Design Index" to have a lot of information on game design theory and philosophies. I could see some in-editor stuff being included as well; scripting, engine breakdowns, technical stuff for combat design (animation trees and the like), that kinda thing. But what you have seems to be more geared towards level artists/world builders, unless I just didn't read enough.
*Goes back to his spreadsheets and flowcharts*
Absolutely, a name like that practically screams "tvtropes: Game design edition"
and
We can be both can't we?
Of course, but then you'd be an artist and a designer. Haha, I just meant that design is a different discipline than art, just like programming. Didn't mean to imply they are mutually exclusive.
Also, the "tvtropes: Game design edition" sounds awesome.
If any of you are looking for a site dedicated to game design check out Ludology University.
Yes but not only a reference for where certain game design elements have been seen, but also WHY and how they would be implemented. (Don't know how well that would work though since the how and why are surely things companies don't want their designers to flap on about everywhere)
And a thaaaank you!