Making a game design
A about 2 months ago I started getting e-mail from Kevin who wants to write stories for games if I understand him correctly.  I'm not sure I'm actually being helpful but I thought maybe there is some information to be had from our conversation.  If you have anything to add please leave a comment or send me an e-mail.

How's it going,

Man, I really enjoyed the explaining that you did on how to make games. I guess I was a little short sighted; I thought that it would be a lot easier. Then again, I guess being organized helps. If you haven't already figured it out I'm young. The reason why I was at your web site was because I want to make plots for games. I read over the "Pitching" part and got completely lost. I know it is very important, but my grammar needs a little bit of a boost. Can you simplify what you said for me. It doesn't have to be in great detail; all I need is the basic outline.

As you have probably assumed I have a story. Based one what games I have played in the past, it's pretty good. I have tried writing to other companies like Squaresoft, but they gave the usual reply. They won't even tell me what I need to study or what else I need to be to be successful. I have enough sense to know that to work in a large company you can't just make story plots, so can you tell me what other fields you think would go hand in hand and still be interesting. I am a hard worker, but not a good artist. I organize very well according to the people I know and love games (duh).

Any info you could give me on any of these questions I would greatly appreciate. This is something that I take very seriously so please give me the honest truth. I have a strong feeling you will be a little more helpful then Squaresoft. Thanks for everything.

Kevin

Well, even if you can't draw I'd suggest you take some art classes. Art is not all about talent, lots of it is just technique and it's important to at least be able to sketch your ideas.

Otherwise you need to turn your story into specific game idea. How will the story be told? What will the player do at each point? Detail it all out.

Let's say you are doing a town. Design the buildings, what's in each building? Who do you meet? What do they say? Do they say different things at night? Do they say different things if you come in the store with a certain item? Is there a store in town? What does it sell? How much does each item cost? What does the store owner say to tell you what's for sale? How do you pick something to buy? How do you confirm your selection? What happens if you don't have enough money? Do the items just not show up? Do they show up but you can't select them? Can you select them but when you try to confirm the owner says something?

Every question anybody could possibly ask needs to be answered. What items does the main character have? Can he get more? What does he do with them? What buttons are pressed to use them? etc. etc. etc.

-gregg

Thanks for writing back,

All of those questions I could answer, but the thing is, do you really have to draw all of those out. Wouldn't it be easier to just explain in text or to just answer them straight out. Drawing buildings are easy, and the items menu is kind of a tool that never changes. You have a window that displays the items and there price. The max is always 99, and there are different stores for different items. There are weapon shops, medical centers, and a potion shop.

I can sketch, and it looks decent. All I'm worried about is how detailed it needs to be. If it is just a sketch then it is no problem.

I get what you mean about the town. I guess what you are saying is that everyone has an idea and at some point the company says "give me some ideas for games". Then the best game is chosen and made. If I'm wrong please correct me. Anyway, please write back soon. Thanks.

Kevin

Lets take just the topic of buying stuff in Zelda for Nintendo 64.

First the interface has to be designed. In Zelda N64 the player uses the controller to select things on the counter. The 3D Camera moves around to show those things. I think at most 8 things can be for sale in any one store. Each item requires a 3D model. When you choose it it zooms off the shelf and in front of the camera and spins around asking you to confirm your purchase.

In Final Fantasy 7 items for sale are displayed on a text based 2D screen. Over 100 items can be bought at some stores. A description of each time and what it does is provided as well as a 2D icon representing each type of item. you can also sell items at the store. The character that particular item works with also needs to be displayed

Now lets assume you want me to make that game. Lets take the Zelda example. In order for me to make it I need at least the following.

1) a 3D model for each item

2) the text to describe each item

3) the text that tells the player to select something and press which button

3) the text the store owner says before he lets you pick something. In Zelda this is usually a question that simplified says "(1) Talk to the owner (2) buy something

4) the text that asked the player to confirm

5) the text that gets displayed if the player does not have enough money

I'm sure I'm missing more but if I was to make it I'd be stuck not knowing what to do and I'd have to call you up or I couldn't do my job. That's why all that stuff needs to be specified.

Also, a 3D model for each item means that you need to sketch or describe each item so an artist can make them.

Now, in Zelda. Each store sells certain things. For example the store in the Goron Village sells a flame clothes (I may have this wrong but it is still a good example) Those clothes cost 200 rupees. Do you know why it costs 200 rupees? It's not an arbitrary decision. The person designing the game decided to price it a 200 rupees knowing that the player would probably only have 30 rupees when he got to the store. This way, (1) the player gets to know that such a thing as "flame clothes" exists. (2) It's too expensive so unless the player is really bored he is unlikely to try to earn the money to buy it. (3) When the player gets somewhere with lots of fire that is too hard to pass he will hopefully think "Hey, I'll bet I need those fire clothes to get through this part" (4) The player will probably only have 40 rupees by that time so will probably just go look for something else to do. (5) the hope is that the player will find the FREE "flame clothes" that are nearby but if he doesn't find them and gets desperate enough..(6) he can decide to spend the 20 minutes earning the money to just buy the "flame clothes".

So, you, as the designer, need to design out how that player goes though the game and what will be in each store, each chest, each buried treasure, hole etc, etc.

Have you ever played Dungeons & Dragons? If not you might want to check it out. Those games also require you to make maps, sketches and detail everything out. If you go to a Game store you can probably buy a "campaign" which is one designer's level/world with all the details and maps. This is the close to the kind of thing you need to make except that making a game is more detailed because in D&D you imagine it in your mind but in a game you have to make all the stuff that players imagine in D&D.

-gregg

Thanks again for writing,

I was just wondering, if I was to be able to provide all of those things for you, will you except my story. Or at the very least look it over? If not I completely understand. I have been rejected before and it really isn't that bad.

In any case, what company do you work for now. I want to see what kind of things you make so I have a goal. Like for instance a decent story plot comes out, I might be able to say "Mines better then that", but most likely I will have to say "Crap, I need a new and better plot".

In your opinion, what do you think has better chances. A: The story I write gets published into a book, and then it becomes a game. Or B: I work for a company and suggest it.

You didn't say if I was right or not about how a game idea is suggested in a company by employees. Do you have a team that just makes the ideas, or does everyone try to pitch in and give a new idea.

Hey, have you had any of your ideas made into a game. If you have, what system do I need to play it?

Sorry, I seem to say a lot more questions then thanks. So, give me this time to say, thank you Gregg. Trust me, the info you give me is definitely going to be used.

Anyway, please write back soon. And make sure to tell me what games you and your company have made and for what. I look forward to your reply.

Kevin

Most of the games I've made are listed on this page (http://www.greggman.com/pages/gameso.htm)

The only ones I personally helped with the story are Gex and Maximum Gauge. Gex doesn't really have much of a story. Maximum Gauge never shipped.

Generally companies do not need "story writers" they need "game designers". There are exceptions, Square makes RPG games and those games need a story. LucasArts made a few story based games like their latest "Grim Fandango" so they probably needed a "story writer" but generally to make a game you need a "game designer" who may also write the story but it's a small part of the entire design of the game.

How many games have you played that had much of a story?

If you write a book and it becomes a #1 best seller than I'm sure someone would want to make a game for it but unfortunately, becoming a #1 best seller is hard even if you write a good story.

If you are in a company and you are the game designer you might have a chance to *submit* your story, but, often at game companies somebody else chooses the topic or type of game and then the game designer's job is left to fill in the details so it would really just be luck.

As for me, I'm not working right now I'm studying Japanese in Japan. I will need to get a job again within the next 3 to 6 months. I'm not sure where I'm going to work yet.

-gregg

Hey, Go for Squaresoft !!!!!!!!!!!!!! That company rocks, except for the fact that they rejected all of my stories for games :(

Sorry, I got a little carried away. Um, when you say submit, do you mean you give it to the main guy (the president of the company) or something like that. You see, I wanted to originally work for Square, but I found out the group of writers that they had were in Japan, meaning I would most likely have to speak Japanese to work in that department. Do you know any other companies in America where they have people who just make plots? I am more then willing to be a gaming programmer, as long as my main career is making the plots.

Most of the games I play have very good plots, or at least decent ones. My favorites are Metal Gear Solid and Final Fantasy 8. My actual plot would have to be made into a RPG for it to make sense. Action games are okay, but usually they lack the plot, which is really what I am looking for. That and the fact that once I beat the game something special better happen. Otherwise it's just boring after the game is beaten. I now have a PS2 and am waiting for a great RPG to come out for it. Metal Gear Solid 2 doesn't come out till November, and Final Fantasy X has until early next year.

Okay, I'm done with these half questions and I'm just going to get to the point. Please list all of the possible ways to get a story plot accepted by a company, and which one out of those is most likely. Don't include the ones that have to do with luck or connections, because I have neither. I have asked the questions to many people in many different ways but this one, and they have given me half answers. Thanks, I appreciate it.

Also, I know that this is a bit much, but can you preview my summary. It doesn't have any pictures, but it does explain both the plot a various features of the game. It shouldn't take very long, and the vocabulary is easy. I just need some feedback so this goal of mine has some chance. Thanks, I owe you one.

Well, that's it for now. Please reply soon.

Kevin

Hey, Gregg, are you there?

Kevin

Hi Kevin,

Chill out, I can't write everyday. I've got a busy life

If you really want to write plots you should (1) study writing movie plots. Gets books on writing stories, novels etc. (2) consider writing books, movie screenplays etc.

A big problem you are going to have is that PLOTs don't fit most games. The more PLOT you put in a game, generally the less fun it becomes. The reason is that the player wants to make the choice of what to do next but if instead he has to do what your PLOT tells him then he's not really playing a game anymore he's just watching a movie that's been cut into pieces and every 5 minutes he has to press the right buttons in order to see the next 5 minutes of movie. This is true for all of Square's RPGs. FF-X is the worst so far because at least in FF-7 you had some choices of where to go. FF-X is 100% linear. You have no real choices. (at least as far as I've played)

But anyway, for writing you might want to check out (http://www.hatrack.com/writingclass/index.shtml)

If you ever do get to write plots for games, do your best to make the plot and the game actually fit together and not be as lame as all games to date. For example, in Metal Gear Solid, Snake has 18 hours until the bomb goes off. Up to that point the PLOT in the game was kind of cool. But then, while you play the game you have long flirting scenes which makes absolutely NO sense. Somebody undercover with only 18 hours to save the world would (1) not be flirting with someone because he's running out of time and (2) would not talk over his com-system unless absolutely necessary because he'd get discovered.

Another example in that game is how the communications work. You can be standing right next to a guard and then get interrupted by an incoming communication at which point Snake is somehow having a conversation even though he's 2 feet away from a guard.

Final Fantasy 7 is another one. Again, the end of the world is coming real soon and yet somehow the main character is supposed to have time to go to a casino, a boxing ring and to spend a week raising a Chocobo and racing them. If the end of the world is close, those are not things that would happen in a believable plot.

I glanced at your document. You should probably learn about outlines. You write down all your main ideas, then add more smaller ideas about those main ideas. Then even smaller ideas about those ideas until you finally write the actual story. The problem with a GAME plot is that generally it's like 1 page or less because that's really all that's needed.

But then if you want to turn your plot into a game you need to spell out the details. For example for a story you might decide that

  1. Main starts at base and goes to enemy's HQ

What happens in between

  1. Player is at base

  2. Player gets on boat

  3. Player goes to enemy Island

  4. Player gets to enemy HQ

  5. Player defeats enemy, saves the world

Then you figure out what happens at each place

  1. Player is at base

    1. Player gets orders

    2. Player gets equipment

    3. Player gets advice

  2. Player gets on boat

    1. player goes fishing

    2. boat breaks, player has to fix

    3. runs out of gas, has to sail

  3. Player goes to enemy Island

    1.  

    2.  

    3.  

  4. Player gets to enemy HQ

    1.  

    2.  

  5. Player defeats enemy, saves the world

    1.  

    2.  

    3.  

    4.  

Then you go more detailed

  1. Player is at base

    1. Player gets orders

      1. go to enemy HQ

      2. disable anti-aircraft gun

      3. arrest enemy

    2. Player gets equipment

      1. choose shield

      2. choose weapon

    3. Player gets advice

      1. get told to go to back of island

      2. get told there is an agent on the island, codename: banana

  2. Player gets on boat

  3. ...

Then finally you write at least a paragraph for each of the smallest parts describing exactly what happens (or if it's story writing that part of the story)

-gregg

Sorry,

I just really wanted to hear from you. THANKS A LOT!!!!!!!!!! I didn't know how to write an outline, so I guessed. I was WAY off! Thanks a lot. I understand what you mean about the outline. Instead of a summary I will outline every few chapters. I bet that looks a little more professional and organized. But what about the added features? Do you write that as an outline too? If you could tell me that then I'm pretty sure I have run out of questions and the only thing left is school. If there are any more things that you think I should know (like what to study) then that would be greatly appreciated.

To be completely honest, you have helped me so much. I now know that making games is more based on how you play and design it, not the actual plot, though a good one does help. Do you think I could still use my plot, or is it too detailed to have interesting game play? And be honest, because I really do need the truth.

Remember when I told you I was young, well I don't think you really know how young. I'm 14 and live in MN. Sorry to tell you so late, but I didn't think you would help me if you knew I was a minor. Anyway, please answer these last few questions, then I think I am on my way. All that is left is another 10 years of school. LOL. Please write soon.

Kevin

P.S. Sorry about being impatient. And thanks again for the help. I will try to send you the outlined format of the game after I redo it. Tell me if it looks better or not and if it is done right.

My advice as to what to study is to read as much as possible. Read lots of novels and ask people for recommendations on interesting history books. I know most history books are boring but there is a ton of really really interesting stuff that happened all over the world that is great inspiration for stories. And, also read stuff about how to write (like that website I sent you). There are techniques and stuff to think about that will help make it easier and help make your writing stick out from everybody else's.

I'm not sure what you mean about "added" features. Generally, for a game design, at the beginning you write something short (the main premise, what the game (not the story) is like, why it's new and different than other games, why it will sell, stuff like that.

As for your plot. It's not bad. You should ask someone close to you to question it critically for you. Meaning to read it and to see if they see any obvious problems. I'll give you some examples. I loved the original Star Wars movie but there is very very big problem in the story. At the beginning, Princess Leia is running from Darth Vader because she has *stolen the plans to the death star* and she is trying to get them to the rebel base so they can look for weaknesses. Why didn't she just broadcast them or put them in the internet etc... Anybody could read them so there'd be no way for the Empire to know who was reading them and therefore find out where the rebel base was. She would have accomplished her objective immediately. So, of course arguably it's kind of a dumb idea that she has to carry the plans personally to the rebel base.

Another example, in a movie I once saw, There was a lawyer that was trying to find out about stuff that an ex-husband owned so she could get half for her client, the ex-wife. Some bad guys where using a large boat that the husband had and if she found out about the boat they she would find out about them and they'd get in trouble. So, they decided to kill her. But, The stupid thing is, they were going to be finished using the boat in 3 days. In the real world, it would have taken her alot longer than 3 days to find the boat, visit the boat and have anybody else, like the police, look at the boat. Therefore if the bad guys had just ignored her they would have been fine. End of story. Bad guys get away. Instead they did something unbelievable which is what made the movie so bad.

You've probably seen Austin Powers. In that movie they make fun of the stupid things in most James Bond movies where the bad guys make some extremely complicated way of killing James Bond so that he can escape instead if just killing him immediately. The reason this happens is because the writers are no good. They are not good enough to write something that actually makes sense. I don't know if they are aware of this but I often wonder if they ever let anybody else read the story because hopefully if they did those other people would point out the problems.

So, my advice to you is to get your friends, especially adult friends or family, to read it and to ask them if they see any big problems like that.

Do you like to read? If not try this book (http://www.amazon.com/exec/obidos/ASIN/0812550706) I couldn't stop reading it.

Also it's no big deal that you are only 14. In fact it's way cool that you are actually doing something. Writing down ideas. Trying to make them better. etc.

-gregg

Gregg,

Thanks for writing. What I meant by added features were things like how the battles work and such. I only need to know how to write that. Should I write it the same way I write the summary, or should I write it like it is?

I love to read, especially if it is interesting or if it will help me. I have read plenty of war books, many of which are about WW2. I loved how they explained how the marines made beach landings, but at the same time I feel sorry for them. It must have been hell.

Anyway, thanks for reading the summary of mine. I know it must have been boring. I will try to get some of my friends to read it, but they are also my age so there help will be limited. I had one of my friends read the first half of my story. He said he loved it, so that boosted my confidence. He said his favorites were the fighting scenes. I take a weird perspective on the fighting scenes. It concentrates on the movements, not the emotions. I guess it is affective. I just hope writing like that will help to be a game designer.

So, how are the lessons in Japan coming? I hope they are going well. Is it hard?

Tell me if this sounds right. The game designer takes the story and makes it a game. He makes all of the sketches and tells both the artists and programmers how to make characters, items, weapons, and so forth. If that is the truth it sounds like a lot of work, and at the same time it sounds like a lot of fun (I'm weird, I enjoy working on hard projects that are challenging. If it's easy it's boring).

I got a new idea for a game. It is all concentrated on what the character says and acts. It's like a choose your own adventure book, only it's a game. With more then ten endings and many different ways to go in the game. In one time through you may end up going one way, and the second time you will take a whole new path. I haven't thought of the story though, but it shouldn't take long.

Anyway, please write back soon.

Your friend, Kevin

P.S. How do you make CG movies for games? And how does Squaresoft make them look so dang good? Have you ever made any?

> Added features

You should detail out the added features by following the outline form I mentioned

1) Battle System

a) Weapon Use

Weapons .. bla bla bla...

b) Shield Use

2) Item System

etc...

> Japanese

Japanese is hard. If you are interested you should study it in high school if you can and if you get really really interested you should try to study in Japan, as young as possible. Your college, when you get there, will probably have information on studying in Japan if you get interested. I really wish I had done it back then.

> Game Designers

Game designers do different things at different companies but basically you have it right. There are people called Junior Game Designers or sometime "Level Layout People". For games that have levels, sometimes the lead designer will design the basics but will then pass it off to a junior designer to finish, not just on paper but to actually use a tool to make a level (like using Worldcraft for making Half Life levels)

> CG

To make CG you need some CG software. If you want some free CG software you can try Blender (www.blender.nl). CG software is complicated and usually expensive. The pros use products called 3D Studio Max (www.discreet.com), Maya (www.aliaswavefront.com), and SoftImage (www.softimage.com) They are expensive products. $4000 to $20000. That doesn't mean you can't make cool stuff with cheaper software but things like "hair" for example in the new Pixar/Disney movie "Monsters Inc" (www.monstersinc.com) the big guy has hair, the pro products have a function to make hair like that. The cheaper products probably don't. There are other techniques to make hair but they are not as realistic. There are tons of books and websites on how to make CG. It's not that hard but it's a ton of work. Somewhere between 80 and 200 people were needed to make FF-7. There are also schools that teach it (www.dhima.com) for example.

-g

Gregg,

Hey, thanks for writing back. I found this sweat book called Game Design: Secrets Of The Sages. The whole book is about programmers, game designers, and computer artists. In about two days I have read 202 pages. You said read as much as possible, and I think this is a good start.

I am keeping all of the E-mails the E-mails that you have sent me as a reference to my questions. Really, your giving me a packet of info every E-mail. I could print it out and even have a little booklet to take to college. So, thanks.

Um, I think I only have one more question (FINALLY). What kind of classes should I take, and how much work total (I know it differs in each company) will a Game Designer have. After those are answered, I think that's it.

Thanks again for all of your help. Please write back soon.

Kevin

One more thing. How do you draw out areas, that aren't really rooms. Like a town or something in the game. Do you draw a birds eye view or what? There, now I'm done with my questions (I think). Lol. Anyway, write back soon.

Kevin

Gregg,

I got the outline finished. What do you think?

Kevin

P.S. This is just the story. I still need to add my "unique" features.

That looks pretty good. Now for every one of those items you need to describe it. OR, you need to storyboard it.

Have you ever seen movie storyboards? Well, if you want to make Final Fantasy types of games you need to make storyboards to show all the scenes. This is one reason why you should take some art classes. You don't need to be really good but you need to be good enough to get your point across. Also books on making movies would be good because they will tell you how to set a scene up. How for example to if you zoom in or if the lighting is from the left you'll get a certain mood. How if you cut fast you get a sense of urgency etc. I don't know all the techniques but I do know that a big difference between good plot scenes and bad is knowing and using those techniques well.

I'm sure you can get some books on storyboarding both "how to" books and example books. I think the "Terminator 2" DVD is supposed to have 700 storyboards and the "Toy Story 1 + Toy Story 2 DVD set" has stuff about storyboards. Storyboards are supposed to be drawn very quickly since so many have to be drawn so there are special techniques for drawing them. I really wish I had time, I'd take a class on it myself.

-gregg

Gregg,

Thanks for the help. I think I will go with the branching/tree storyboard. I read that it leaves the most space for easy communication, and communication is an important thing.

For storyboards, do you need to draw out how the camera moves, or do you just need to show what each area will look like, but not the specific area the player will be in? There is a place in my book that helps with storyboards and I'm going to look at that more carefully. I may find the answer in there, but I still want to ask you for reference.

Thanks, please write back soon.

Kevin

To find out how to do storyboards, get a book on it. Note: I suspect that that game book you have is talking about storyboards for the game part but YOU said you want to make plots and that you like Square games. I suspect the parts you like are the movie parts and so you need to study MOVIE storyboards not GAME storyboards for those parts. I don' t know which books to recommend on that. Go to Amazon.com, type in "storyboards" and read the reviews of the books. The storyboards for a movie are drawn to show a sketch of what will be displayed on the movie screen every few seconds of the film.

If you have a DVD player, if you can, buy or rent Toy Story 1+2 DVD with the extra disc about how they made it and watch the various parts on storyboards and layout etc.

-gregg

Gregg,

Your right about my book, so I went online. There I found how to make storyboards for the movies.

I think I am going to be a Game Designer. It sounds like fun and yet challenging at the same time. Also, many games like Metal Gear Solid came from the Game Designer himself. I don't know which company I will try first, but I know it won't be Square. I have no chance to make game plots if I work for them since they already have a department for it.

I really have been doing a lot of research and have found it harder and harder to find questions I need answered. But I do have one; a game designer plans everything out. But how far does this go. Does this mean every screen in every part of the level in every world. Or does this mean a basic drawing of what the area may look like, but not every screen itself.

Also, I know it helps if you can do some programming, but is it required? Please write back soon.

Kevin

Hi Kevin,

It is not required that you can do programming but as a Game Designer it would help alot. The reason is because then you can do lots of things yourself. If you don't know how to program then you have to leave it to other people and they may not agree with you or they may not feel like putting the time in to get it "just the way you want it". If you can program then you can adjust things yourself. That doesn't mean you'll write the entire program, it means that say after the main character is made to walk it will be easier for you to adjust the speed he walks or how close he is to the enemies before they see him, things like that.

Unless you make games yourself, if you get a job, most likely your first job will not be making game plots or game designing right out of college (unless you start your own company). If you work for larger company you might be able to start as a junior designer or level layout designer where you take direction from the lead game designer and help fill in the details. After making a few games that way you can then get promoted to be a lead game designer and then you will get to make more of the decisions. So, if you want to design games for Square it could happen (though that would be even harder because you'd need to speak Japanese)

A Game designer does not have to design every screen but he has to at least decide what will be seen on the screen. For example, hitpoints, current weapon, magic meter. etc. He can draw a very very simple sketch and then leave it to an artist to decide how it that information is best displayed. The thing is, the more you design, the more it will look like you see it in your head. The more you leave to other people, the more it will look like their imagination and not yours. That's not good or bad it's just true.

-gregg

Gregg,

Thanks for writing back. I tried looking for jobs online for game designers, and found that there were very very little openings. In fact, I couldn't find any.

I could be a level designer, but it would be kind of boring. So, you have to be promoted to be a game designer, meaning that being a game designer would be very hard out of college unless I was extremely talented.

At school I have made doodles for my game and have drawn out what the screen will look like (Or at least where HP, WP, and SA's are put. I hope you still know what SA's are, because I explained what they are in my summary). I have drawn out the field of views for the enemy and what secondary weapons the main character can get. The Primary weapons are complete, but I still have to draw out the rest of the weapons for the other characters. Also, I have to start making storyboards for the movies in the game. After all of that, what else is there?

I am hoping to learn C++ in college. I have tried learning some over the internet, but I got lost a lot of times. Was it hard for you? How did you learn?

How long will I have to work as a Junior Designer before I can become an actual Game Designer? If it's more then five years, then I'm thinking about making my own company. I just hope I don't have to do that. From what I have read it's a pain in the butt. Especially with all the major players such as Square and Konami. Are you familiar with those?

Anyway, all I really need to know is what else needs to be done for my game. It seems almost stupid that a 14 year old is doing what a 30 year old may be doing, and the only reason why his story isn't being made is because he is too young to work for a company. It really stinks.

Sorry, I guess I got a little carried away there. Please write back soon.

Kevin

P.S. I know there are a lot of questions, but could you try to answer them all. I think this will save us both a lot of time and trouble.

Hi Kevin,

I learned to program starting in 8th grade when I was 13. I immediately started making my own games. Of course back then it was alot easier because state-of-art was Pac Man. Now state-of-art is Metal Gear Solid 2. Alot harder.

I don't know how long it will take to you become a lead designer. It depends on your talent, how aggressive you are and luck. The reason the 30 year old gets to make the game and the 14 year old doesn't is because the 30 year old knows how to do it. He knows what can be done and what can't because the computer / console doesn't have enough power. He knows what can and can't be done with limited time and limited money. He knows all the things that he has to think of etc. He knows what kind of design ideas might work and what kind might not. He know what most players will understand and enjoy so he can avoid making something bad and losing lots of money. All that stuff is stuff you really can only learn on the job with experience. The 30 year old also knows how to deal with other people where as the 14 year old or 18 or 24 year old generally does not. Anytime people don't see things his way he calls them all stupid and gets upset, they all quit and the game doesn't get done. Of course that's not true of all younger people but it is generally true that older people have more experience and so make less mistakes.

There's nothing wrong it starting your own company but don't expect to be able to make Metal Gear Solid 2 or Final Fantasy 10 right off the bat. Those kinds of games take 40 to 80 people and 10 to 20 million dollars. Only big companies like Square and Konami can generally make stuff like that. Small companies start small. Look at almost any successful company and you'll see the stuff they started with was very small and simple and it was 5 to 10 years before they had their big hit. In other words, even if you start your own company it might be many years before you get to make the game you really want to make. Just something to think about. For example here's the 5 games that Naughty Dog made before they made Crash Bandicoot, there first hit (http://www.naughtydog.com/GarageDays.html)

-gregg

Gregg,

Thanks for writing back. Okay, I have taken the following position for the future when I become a Game Designer.

  1.  Go to School and take art, computer programming, and computer graphics classes in High School and College.
  2. Start out as a Junior Game Designer making levels or something like that. While employed there I will get a few years of experience under my belt and go to another company that needs a Game Designer.
  3. Make a few games the are given to me to add to the experience in the field.
  4. And after all that I submit my story along with all of the things that are needed that I have learned from experience and school and formally present it in front of a publisher company. Then after that my game will finally will be made, or at least start to be made.

Does that sound about right? I know there are some things in there that may change, but that is pretty much how I think things may go. Then again, this is an industry of luck.

What schools should I look at for a good education in this field? Where did you go?

Write back soon.

Kevin

Hi Kevin,

I don't know any school that specifically teaches game design. If you want to be successful in life I suggest you go to the best school you can. Harvard or Stanford are great. So is Berkeley. School is not just about learning, it's also about meeting people and following examples. Those schools have so many successful people that you get lots of good examples to follow and you also get to meet successful people which will help you get started.

Your last step will probably need to be modified.

Either, you will present the idea to the company you are already at or to the team you are on and hope that they make it and let you be lead ... or ..., in order to get another company interested you will need an entire team, not just a idea. You could get lucky. I know of one person that gets paid just for designs but I've never worked with him so I don't know the details.

-gregg

PS: I found this page. I haven't read all the articles yet but you might find them interesting

http://www.homestead.com/Fortress_of_infinitude/Fi_Quotes_Game_Making_Links.html

Gregg,

Man, you are the best. Where do you get all of these sites? I just took a glimpse of the site and it looks PERFECT.

Is game design a bunch of jobs put into one? It really sounds like it.

Hey, I talked to my friends about what I have learned from you and they said I was lucky. I feel the same way. No amount of web sites could have given me the help that you have. Tell me, were you ever this devoted at this age. I have the job down, and all I need is the schooling and experience. But like you said a game designer does different things depending on the company. Will they tell you what they expect, or do they assume that you already know?

Please write back soon.

Kevin

P.S. Thanks again for all your help. Because of the info I have gotten from you one of my friends now wants to be a game designer. But from what I have seen, he is not as devoted as me, and I'm pretty sure that's a good thing. LOL. See ya.

Hi Kevin,

I guess I never considered game design a bunch of jobs but there are lots of parts to the job but then that's true for most jobs really.

A company almost always wants the best person they can find with the most experience for the particular job. So, if you want a job as a game designer the more games you have already designed the better. Even better than that, the more games you have already made the better. Lots of people have gotten entry level game design jobs because of the levels they had made for other games using level editing tools

Quake 2, Quake 3, Half Life, Max Payne, Unreal, etc. All come with level editors. You can do as little as just making a new level using parts from other levels or you can do as much as make an entirely new game or what's called a "Total Conversion". If you go to http://www.planetquake.com or http://www.planethalflife.com you can look down the left edge for the section on "Mods". Note: You first have to pick the version of Quake at the top left (Quake, Quake 2, Quake 3 Arena), Those are levels that other people have made. If they are good levels they stand a pretty good chance of getting an entry level game design job over somebody that has no experience. I'm sure there are other games that also have level editors.

-gregg

http://www.gamasutra.com/features/20010914/littlejohn_01.htm

Gregg,

I have something like that. Only it's for Quake. Is it outdated? Should I get one from the internet for Quake II? The graphics would be a lot better.

I've worked on a couple decent levels, and am now working on a really hard one. The level includes tunnels both underground and underwater, elevators, puzzles, and mazes. It even has a portion where you test your skill. You have to walk on a narrow piece of stone over lava. Then you have to outsmart the enemy. If you don't your dead. Sound okay?

So what you are saying is go to school to get the basics. Then, make a few games with level editors and go for a job for a junior designer. Then, after a few years go for a game designer job. After that make a few basic games to figure out how things work and what my job is specifically. Finally, once I get enough experience I can give my story to the head of the company and see if they will except it. Now does that sound about right?

I am starting to run out of questions, and I bet right now you are saying," YESSSSSSSS!!!!!!" If there is anything that I am missing or should know about I would really like it if you would tell me. Thanks.

Kevin

Quake or Quake II is fine. You might want something newer. I've never used any of them so I don't really know how they work but for example Half Life has lots of story so maybe if you used Half Life you could add story. Probably the easiest way to add story is just to use voice since you can just record yourself. If you saw Max Payne (which is a little violent) they used Graphic Novel style plus voiceovers. It worked pretty well though Graphic Novels take more work that just voice but less work than a movie. In fact, the graphic novels in Max Payne look like they used a digital camera and real backgrounds (just walk outside and take pictures) and then they put the two together in a program like Photoshop and uses the features of Photoshop to make them look more like paintings/drawings and less like Photos. In fact, since they did it that way they could have probably used a really cheap digital camera since they are going to stylize the image anyway it doesn't matter that the pictures are not the best quality to start.

Another thing you could do is film your storyboards. Scan them and then put them all in a program like Adobe Premiere or VideoFactory (http://www.sonicfoundry.com/PRODUCTS/NewShowProduct.asp?PID=490). If you checked out the making of Toy Story 2 DVD like I mentioned they show how they actually put the whole movie together in software like VideoFactory and just used the storyboards and voiceover. That would be a great way to get started, check your timing, etc.

As for your schedule, it sounds about right to me except you don't have to wait to make your own games. You can do that now, after school, after your homework, after work etc. That's what I did. The more you do the more likely you'll get to your goal faster.

-g

Gregg,

What do you mean make games? I can't program yet. I am working on storyboards and things like that, and I finished my outline. Now, I'm kind of stuck. And I am getting close to finishing my storyboards for the movies. What else can I do?

Kevin

Gregg,

Hi, it's me again. I was looking into how they made Myst, and it seems that yes, they had more experience and knew the systems limits, but they were pretty much doing the same things as me. I'm COMPLETELY done with my storyboard.

I'm on a Mac, so I can't play half-life without getting a new computer.

Did you learn C as an 8th grader, or did you learn something else that's a little easier. Also, do you know anywhere I could get a free compiler for a Mac? If you find one tell me about it.

In the "How Myst Was Made" file they said they used HyperCard to write text for programming. Do you know where to get HyperCard for a Mac, and is it even worth the time. It sounds a little out-dated.

I am going to try to learn how to make skeletons to put on Quake. It's hard, so could you give me some tips or examples? That is of course if you know how.

As you can see I'm serious about making a game, so I need all the free stuff I can get that would be useful. I also need to know what a good language is for computers to make one. I just need a simple game for me to calm down a little bit. Thanks, and I'm pretty sure you know what I need, being in the business. Thanks, write back soon.

Kevin

P.S. I know this is a lot, so don't hesitate to say no. I will completely understand. Thanks anyway.

Hi Kevin

No I didn't start with C in 8th grade although I think there is no reason I couldn't have. I started with Basic which is not that popular anymore. There is a very cool basic for games called Darkbasic (www.darkbasic.co.uk) but I think it's only PC.

It is unfortunate you have a mac as most of the games business is on PCs but, you could make Myst in Director. (www.macromedia.com). You can download a 30 day usable demo and there are 100s of books on how to use it. It includes a programming language though it can do quite alot without programming (probably all the stuff that Hypercard could do).

You can also use Flash to make games like Myst. It also has a programming language. I don't know which one is better. Flash seems to be more popular at the moment. It is made buy the same company as Director and you can download a 30 day demo of that too. Here are some Flash based games.

http://web.tiscali.it/swed/splash.html

http://www.banja.com/

http://www.titoonic.dk/products/games/snowboard/

http://www.aliveis.com/

You can find more at http://www.shockwave.com

You should try searching for this stuff yourself but here are a few books on programming games in Flash and in Director

http://www.amazon.com/exec/obidos/ASIN/078972524X

http://www.amazon.com/exec/obidos/ASIN/078972331X

http://www.amazon.com/exec/obidos/ASIN/1903450675

As for making skeletons for Quake, I'm not sure what you mean by "Skeleton". If you mean "mods" (ie, levels and stuff) I really don't know how on the Mac. You'd go to www.planetquake.com and read the sections on "mods" and see what you find.

-gregg

Gregg,

No, not for levels, but for actual character's. I'm talking about how you have the framework of the character (Monsters, People, stuff like that) and then you put the skin around them. I read that what you do is make the framework that can move (You film a person walking for example), and then you enlarge that framework and add detail. Then you put a skin on it and it looks like a walking monster. I read that when you see a character in a game do an action it has already been acted out. It makes sense to me.

Thanks for all of the sites. I am going to visit every one.

Could you take a look at my finished outline. I need a few more tips from you. Thanks.

Kevin

Hi Kevin,

I'm not sure how to make characters for Quake. Same as before you'd have to go to www.planetquake.com and look it up. I know there are programs that will convert from programs like 3D Studio Max (www.discreet.com) to Quake characters but I don't know if there are ones that will convert from other programs. You might want to check out www.blender.nl. It's free and you can make games with it. There are examples on their website.

-gregg

Gregg,

The program from Macromedia was okay, but it was very limited. I found out why. The program was actually a $1150 program, and I was able to experience about 5% of what is could actually do. Do you know anywhere I can get a full piece of software kind of like Director that is about $100? That is about the max amount of money that I can spend.

How was my outline? Did you get it? If you did, what it okay?

One more thing. After I make the storyboard, what happens next?

Kevin

According to their site that's the full version you are downloading, not 5%. Maybe they've changed it since I last downloaded it. Also, they used to sell Director separately instead of "Director Studio" which I guess now includes more stuff. You can also download Flash which is used for most of those pages I sent you links for. I KNOW that one is 100% there because I just used it. But, it's about $350 for the real thing.

I really don't know what to suggest Kevin except for you to look at the free stuff like blender or getting a copy of Linux and trying to learn real programming. Other than that, making mods for other games like Quake or making movies with something like VideoFactory (which I already sent you the link for). The reason this stuff costs so much is because not everybody want's to make games or websites. It costs lots of money to make the software, to pay all the programmers for years to make them. If they are making a game like Final Fantasy they can hope to sell 2 to 4 million copies and can charge less money per copy but if they are making software to help make games then they can only expect to sell hundreds or thousands of copies which means they have to charge alot more per copy or they couldn't afford to make the software in the first place.

That means you either have to pay the money, see if they sell cheaper to students, or do without and use something else.

That's why I suggested Blender (it's free) and I suggested Quake/Half Life mods because those are free. Unfortunately you have a Mac which means you have alot less options. There is a version of Blender that will run on a Mac provided that you are running Linux instead of Mac OS but I don't think your family would let you do that because it would mean you could not run any other Mac software.

You could try this one (http://www.vidi.com/) if you want to make 3D movies like in Final Fantasy 7.

After you finish the storyboards you either have to make the game or get someone else to make it. Since you seem to be more interested in story than game I thought maybe you could put your storyboards into a movie just like they did when they made Toy Story 2. First you'd scan or use a digital camera to get your storyboards into the computer. Then you'd load them into a program like iMovie (http://www.apple.com/imovie/) and time it out, put the storyboards on the time line and cut between them, record dialog, etc, so that it looked about like you see what they did for making Toy Story 2. Then you could use that 3D software to start making it look more like Final Fantasy movies and less like scanned storyboards.

-g

Gregg,

Okay, sounds good. I'll rent Toy Story II for DVD and see what they did. I did find something that I can use to make games. It costs $60, and you have to make the background, characters, and movements all by yourself. But other then that it's very nice. I just made the attack option for the game, and now have to work on how to actually make the character move. I just hope it wont be too hard. Does it sound like I am going in the right direction?

Anyway, I have to ask you something. In Metal Gear Solid, they said the name of the director and the writer, but they didn't name the game designer. Is a Director another name for a Game Designer?

Kevin

Hi Kevin,

Make sure you rent the Toy Story 2 version with the MAKING of. It's a 3 disc set (http://disney.go.com/disneyvideos/andysroom/dvd.html#3pak)

To give you idea, it looks kind of like this although a little more detail but really not much more.

http://www.a2zcartoons.com/HatBatLouie1.html

Except it was the Toy Story 2 story. That is actually how they start the movie, then they start filling in scenes and making them more real.

In Metal Gear Solid yes the director is the designer. Since movies are often considered more glamorous than games lots of game people want to be called things that make them sound like they are making movies.

What's the name of that software you are using?

-gregg

The name is Stagecast 2, but I think I am going to get rid of it. It's a piece of crap, and not worth $60. I'm glad I didn't buy it. I'll check out the sites you gave to me. Thanks.

Kevin

P.S. How's the Outline? Did you get it?

More stuff you might be interested in

http://www.gamedev.net/reference/list.asp?categoryid=23

Particularly

Monolith Productions' Claw Design Document

and

Chris Taylor's Design Document Template

and here's another

http://5years.doomworld.com/doombible/

-gregg

Gregg,

God, nothing is for Mac. I might as well go ask for a free computer. I have a better chance with that then finding a decent program for a Mac for $100. Write back soon.

Kevin

Hi Kevin,

My suggest for your outline is to take a look at the game design documents above. They should give you ideas for what you might be missing. But, if you want to concentrate on story it would be much cooler, in my opinion, for you to take those storyboards and turn them into a small movie using iMovie (you have that right since it's supposed to come with most Macs) or is your Mac really old?

I don't know what to tell you about the Mac except that you have to look harder. You'll find something.

-gregg

Gregg,

Thanks, Gregg. I'll see what I can do to make a small movie, but it's highly unlikely that my dad will let me do it. It must take up a lot of scanning time to put all of those clips together. I do have a scanner, but I have yet to figure out how to use it. I'm sure my dad will teach me, though.

I have one question in this E-mail, lucky you. Did you get my outline, and was it okay? That's it. Thanks, and write back soon.

Kevin

Gregg,

You are a Game Designer, right? What is your standard plan for making and designing games. If I am mistaken, then what have you seen Game Designers do. I'm talking about standard. That means don't tell me what they do when they are ahead of schedule. That Outline Movie things sounds okay, but I have yet to hear of any designer do it. I only need the stuff that is a need. Have I done everything?

I made a web of every action that Gambia can do. This is so that they have a list to look to when they record the actions. Is this needed?

Write back soon.

Kevin

P.S. Please reply to my other e-mail also.

Hi Kevin,

I am a game programmer who has also designed games and help designed games.

Every person, every company does it differently. Most designers I know write very LONG documents. 100 to 500 pages long that detail ALL of the game. Every place, every action, every character, what they do, what they say, what the player does. diagrams, flowcharts, everything.

That is still the *standard*.

But, I've seen another way which I think is better. It's the style used at Sega in Japan and to some degree at Naughty Dog in the U.S. (makers of Crash Bandicoot / Jak and Daxter for Playstation)

They make storyboards. They draw diagrams. The draw maps. They write very little text.

For every level they draw lots of detailed pictures of what they want it to look like. Here's an example of a medium detail picture drawn for Star Wars Episode 5 (The Empire Strikes Back).

http://www.starwars.com/databank/location/cloudcity/index_bts.html

If you go to a game company, you will find HUNDREDS or THOUSANDS of drawings like this for the various parts of the game.

Here's a *detailed* drawing of the Ewok Villiage in Star Wars episode 6 (Return of the Jedi)

http://www.starwars.com/databank/location/ewokvillage/index_bts.html

it was drawn BEFORE the movie was made so that all the people making that scene would know what they are trying to make. Here are similar drawings that were drawn for Crash Team Racing, a game I worked on

http://www.naughtydog.com/legacy/crash/ctr-background.htm

They were also drawn BEFORE any of those levels were actually made.

Here's drawing of Boba Fett that was made BEFORE the movie

http://www.starwars.com/databank/character/bobafett/index_bts.html

I know designers that draw ALL of those kinds of things. The designers at Shiny Entertainment for example (www.shiny.com), the designers at Kronos (http://www.kronosdigital.com/)

For those designers that can not draw, they have to rely on other artists to draw for them. For those kinds of designers they either write 100 to 500 page documents detailing all the stuff (this is how it's down in most companies I know of). OR, they draw 100s or 1000s of stick figure drawings and maps. The stick figure drawings show the animation / actions or movie-scenes they want the artists to draw or the programmers to program or the level layout people to layout in general. I can't give you any of mine as they don't belong to me they belong to the companies I worked for at the time. That is why I suggested you go get a Dungeon's and Dragon's campaign because they are similar. They have maps very similar to the kind of maps game designers make for games, they show where all the important stuff in each room / area leaving the actual look of the areas up to the artists but telling them what must be in the room and where it must be. Those D&D campaigns also have a description of each room in text just like most of the game design documents I've seen or written.

Sega and Naughty Dog use both the drawings and the stick figure method. The designers write a 2 to 5 page document talking about the game in general. Then they sit down with the artists and try to get the artists to draw what they were thinking. That gets everybody seeing the same thing in their head. The designers draw lots of D&D like maps which they then give to the artists to make levels from. The designers draw lots and lots of stick figure like drawings which they give to the artists AND to the programmers to animate and program the various characters. The also write out cut scene (movie) descriptions and then sit with an artist to storyboard it out. Once they agree on the storyboards (usually 30 to 50 drawings per scene) then the artists can go make the scene.

If you go to this page

http://www.gamasutra.com/features/20000107/wild9_03.htm

The bottom two pictures, the one on the LEFT the game designer drew, from that image the scene on the right was made.

On this page

http://www.gamasutra.com/features/20000107/wild9_01.htm

The second picture is the kind of *stick figure* image I'm talking about. It gives the details about how big that character etc.

Go to this page

http://www.wizards.com/dnd/article.asp?x=dnd/mw/mw20011025a

Look at the maps, like this one,

http://www.wizards.com/dnd/images/mapofweek/Dec_L12x.jpg

that is a pretty typical map I've seen lots of game designers make. Here's another

http://www.wizards.com/dnd/images/mapofweek/darkcrypt.jpg

Note that it has each area numbered. Usually, there will be lots of little notes on the map AND each area will be labeled and have a corresponding number of pages describing that area in the game design document.

Read this article

http://www.gamasutra.com/features/19991210/birdwell_02.htm

It doesn't have specifics but it does say there game design document was 200 pages long.

Here's a whole page of articles on design

http://www.gamasutra.com/features/index_game_design.htm

-gregg

Gregg,

Thanks a lot! That really helps! But, I'm a little confused. What do they write in those huge documents? I know you said everything, but that seems like it would be a lot of extra work. Why couldn't the Game Designer put everything together the way the game goes. For instance, the document starts out with the basic movements of the characters. Then, you have the special abilities and other added features for the game. Then, after that the story comes into play. Before you go into detail of the story you have drawings of what the outside, inside, every room looks like. Then it shows what can be found in each room with a description of what everything does in that room. After each level is done, give it to the artists. That way they can start working on something while the Game Designer can sit down and start the second level. Keep doing that until all of the levels are done, then start recording movements for all of the characters at a recording studio. After that you get a music designer to make music for the levels that are done. While the music is being made, have the artists and programmers sit down and touch up some things that they may have missed. Once the music is done, put it together and test it. I think what they should do for this stage is to give people different parts of the game. Then, feedback can be given without have to wait for the game to be beaten. Then, finally, you can get the press to see the product and set a date to ship, making sure that there is enough time to make CG Movies. Of course, some have to be done so the press can get a feel for both Gameplay Graphics and Movie Graphics. Then, finish up and ship, and watch the cash flow in. Would that work? Sorry, it's just that I'm trying to get it in a neat package, and I'm not really sure how to start a game. Once you get going it gets easier, but starting sounds like the hardest part. So, what do you think? Would it work?

You didn't get my outline, did you? Write soon.

Kevin

Gregg,

Hey, how's it going. Alright, I'm sending you my outline one last time. IF YOU DON'T WANT TO READ IT, SAY SO! IT'S OKAY! Sorry, it's just that I know I have brought it up before in other letters and you refuse to talk about it. Seriously, it's okay if you don't want to read it. Heck, if you want you can use it (That was a joke. Sorry, I'm not really funny :(. But... if you do want to use it, just ask me. Most likely, I'll say yes)

Um, sorry. Okay, so, yeah. I think I explained what I am sending. I also am waiting for those answers of my last e-mail. I wait with anxiety for your answers. Write SOON.

Kevin

P.S. If you don't want me to write to you anymore, just tell me and the e-mails will stop.

Hi Kevin,

I started reading it before (and I tried again this time) and when I saw how it is that's what made me go find those other documents and send you the links. I was hoping you'd see the difference between what you have written and other documents so you'd have some idea of how to improve it.

I wish I could give you more examples of how to make it better but I don't have time. The best I can do so far is to tell you to look at the other documents AND that your goal should be to make it possible to give your document to somebody else and without you saying anything to them, to have them understand the game just from reading the document without having to ask you any questions.

The document you sent me doesn't do that. It starts right off assuming I already pretty much know what the game is about. I'm trying to get permission to post another design document so maybe you'll have something else to look at but I get the impression that you haven't read any of the stuff I've sent you otherwise it seems like you would have already realized how to improve your design

Have you read them?

-gregg

Gregg,

I looked over a few, but they were separated much differently then what you gave me in the beginning. I understand now how to make the levels and how to organize things like weapons, sounds, objects, items, and stuff like that. But when I looked it over it never mentioned anything about the story or how the features fit into the game. It's like, I have two people telling me to do them two different ways. I'm stuck in the middle. All I can say I really know how to do is explain how sounds, weapons, and items are organized. If what I did was not right, then how do I do it? I outlined the story, so the person reading it should be able to understand what happens both in the story and in battle. I even had a friend look over it and he said he understood.

Also, before you said it looked good and all that I lacked was a paragraph describe everything under the subtitle. I did that, but it still doesn't look good?

I checked out my outline, and your right, I do assume some things. You see, I was taking it at the angle that first they read the story and THEN they read the outline for the game. I understand now. I will put everything into detail.

I am going to tell the history, describe the cinematics, and leave no things to assumptions. Okay, I will try sending it to you when I finish. And how about this, from now one I will send a letter and wait a week before sending you another letter. I think you are starting to get a little more busy, so I won't bother you too much. Thanks again for the help. How about this, I will put you in the "Special Thanks" area when my game is made. So what if that's ten years. I know it's not much, but it's something. Thanks again.

Kevin

P.S. I'm sorry if I angered you. I really am trying... I realized something; for all of this work people in this industry don't get paid nearly enough. LOL. Write back soon. P.P.S. Okay, I stalled a little bit and fixed my outline for the most part. Tell me if I need anything else.

Gregg,

I made a few minor adjustments to my outline, including how the game has lasting appeal and all of the buttons needed to perform actions. Other then that, it's pretty much the same.

Kevin

Hey Kevin,

I was reading over your messages again and seeing lots of things I forgot to answer.  Here are the answers to some of them.

> How are games chosen?

Every company is different.  At some companies the president or upper management chooses.  They might choose because they love games and want to make their game.  That generally happens at small companies.  They might chose because they need to fill a gap.  They've already got a team making football game and other making a first person shooter and so they think, *we need a racing game* since we don't have one of those.  They might pick based on what's already popular as in "Pokemon made a zillion dollars, we should try to make something like that.".  They also might picked based on a license.  For example say they decide they want the Powerpuff Girls license since Powerpuff Girls are popular.  Then they tell a team to make a Powerpuff Girl game.  Those kinds of things generally happen at bigger companies that have several teams.

Other companies pick by asking everyone to contribute ideas and then the bosses get around and decide from everybody's input.

I guess that just means every place is different.

> Do they have companies were they have people that just make plots?

As for as I know, NO.  Making the plot takes a few weeks at most.  Making the game takes 1 to 2 years.  That means a guy that just makes plots would be sitting around doing thing most of the time.  Generally the designers write the plot (with some input from the rest of the team) and then design the details and or help implement them.

> Outlines: how do I talk about added features.

One thing I didn't make clear.  Usually, I don't think the plot is that far separated from the game design.  You have one big document.  Lets say it's 100 pages.

Here is an almost actual outline.  I copied it from a one I wrote but I had to take out all the specific details and some places I use other games as examples

  1. Executive Summary

    This is called the *executive summary* because executives are busy people and they don't have time to read your design so they need to know quick if it's worth listening to you at all or not.  So, in this section you have to grab their attention.

    1. Story

      This is a short (less than a page) description of the game.  Kind of like you'd read on the back of a box.  It should describe the game as quickly as possible and make it sound extremely exciting.

    2. Game Play

      This part would talk about basically how the game looks/plays (top down, first person, 3rd person, or what game it is mostly similar too) also less than a page.

  2. Game Framework

    This where you describe the details of the game engine.  How the game is played.  What that player does, what screens come up etc.

    1. Setup Story

      Since this game was an adventure game here is where the story that is told before the player starts to play was described.

    2. Interaction

      Here is describe what the player actually does.  Example: The player controls one and only one character moving him around the screen for a 3/4 angle like Pikmin.  He can use various items like a gun, a hammer, a key etc by choosing them from his inventory after which he is seen carrying them.  He can setup two objects to be used at any time each one assigned to either button X or button O.

      (or if this was Command and Conquer)

      The player uses the mouse to select units either one at a time or in groups and then can click on a destination or target and the units will go there and if a target was clicked they will attack it.  Double clicking on a unit will activate that unit's special feature. etc .etc ..

    3. Basic Flow

      Here was detailed in words what it's like to load the game to start the game and start playing.  Some games this may be as simple as just pressing start.  Other games have long setups (like a football game) where you might have to pick each player, order there line up, assign *bonus* points. etc. so this section might say something like

      One the player puts in the CD and starts the game he sees the opening movie, if he presses start or waits until the end of the movie he will see the title screen and be given the choices of start and options.  Pressing start gives him a chance to either load a saved game or start a new one etc etc etc

      You keep going until you've describe all the way into the game.

    4. Controls

      Here you would detail out what each button does.  Maybe even drawing a picture of the controller.  If the game has multiple modes you might put several drawings and several descriptions or you might separate that and put a control section in each of the sections about those modes

      Remember, you have to be detailed.  Lets say you are making Zelda.  You can't just say, pressing the stick makes Link walk in that direction because that's NOT what happens.  Pressing in a direction in Zelda makes link walk or crawl, or if he's at the end of a cliff he jumps, or if he's on a ladder and he presses up or down he goes up or down the ladder or if he's in water he swims or if he's on the horse etc.  So, you need to detail all that out.  You might make sub sections for those as in

      1. Walking

        Pressing the stick on a direction makes Link walk in that direction.

      2. Running

        If Link as the Dash boots and you press X and NO direction, Link will *revup* and then dash in the direction he was facing when you pressed X.  He will run until he hits something or until the player presses any button.

      3. Jumping.

        If Link is near a cliff or any drop more than 2 feet tall and the player presses the stick in the direction of the cliff Link will jump when he gets to the edge of the cliff.  If it's less than 2 feet he will take a step down.

      4. Attacking

        ...

      5. Using an Item

        ...

    5. Display Screens

      Here all the various screens are described possibly with diagrams

      1. Main Screen

        What's on the screen when you are actually playing?

      2. Inventory Screen

        What's on the screen when you check your inventory?  How do you use it?  What options do you have?

      3. Map screen.

        What's on this screen? What's the map look like? Is it 3D? 2D? Are there icons?  What do they look like?  What do they represent? Can you zoom?  Rotate?  Does the map change or show goals? How does it show them?  Is there more than one kind of map, for example maps for inside buildings vs maps when you are outside?  Do they look the same or different?  Do they have different controls?

      4. Title screen

        What's on the title screen?  Just Start? Start and options?  Start, Load, Options?  New Game, Old Game, Game Options, Control Options, Sound Options, Video Options?

      5. Load screen

        How do you use this?  How many saved games can you have?  Can you copy them?  Delete them?  Do you give them names or do they have their own names?  Do they show icons or pictures of levels or???  If you want to make a copy how do you do it?

    6. Equipment

      In a Zelda like game there's a ton of items Link can find.  Here, every one of them needs to be described. So for example:

      1. Deku Stick

        Deku sticks can be found lying around.  When you kill certain kinds of monsters sometimes they are left behind.  Deku sticks can be used to attack but they do almost no damage unless, Deku sticks can be lit on fire by walking near a flame or torch while the player has them equipped.  They burn for about 10 seconds and then disappear.  If the player puts them away before the 10 seconds then he gets to keep it and it goes back to exactly as if he had never used it.  In other words if he uses one for 8 seconds and puts it away, he can use it again for 10 seconds not just 2.  If the stick is burning and he hits somebody with it it does 4 times the damage IF that monster can be hurt by fire.  He can also use it to light other torches and burn spider webs.

      2. Boomerang

        The boomerang can be thrown and it comes back.  Any collectables it touches after being thrown will get brought back to Link making it useful to grab things that Link can't reach.  It doesn't do much damage but for small to medium creatures that are not *hard* (hard like a rock not hard as in difficult) it will stun them for 10 seconds.

      3. Bomb

        ...

      4. Hookshot

        ...

    7. Order/Location

      Here you might detail out where each item is found and the expected order the player will find them

    8. Items/Collectables

      Here you would write down all the things you can find that get used example

      1. Rupees

        Rupees are the form of money.  They come in 6 colors. Blue = 1, Red = 5, Green = 20, Purple = 50, ...

      2. Hearts

        Hearts are hit points.  You can find small hearts and big hearts.  Small hearts recover 1 hit point.  Big hearts recover all hitpoints

      3. Heart Pieces

        Heart Pieces increase the maximum number of hit points.  Small heart pieces are found in may places and are used as secrets as they are not important to playing the game but make it fun to search for things and also give a player a chance to make the game slightly easier if they are stuck by spending time looking for them.  A small heart piece gives the player 1/4 of a hitpoint but 4 small pieces must be collected (to make one whole heart) before that hitpoint will actually be added to the player's hitpoint limit.  Big hearts automatically increase the player's hitpoint limit by 1.  Getting any heart piece small or large fills up a player's hitpoints

      4. Milk

        ...

      5. Arrows

        ...

      6. Bombs

        ...

      7. Magic Powder

        ...

    9. Special Items

      Detail things that the character can find and use but that he can't keep or are very special. 

    10. Vehicles

      Detail anything the player rides  If you ever played Zelda:Link's Awakening on Gameboy examples are the Chicken and the Pet Dog. or maybe even the Horse in Zelda N64.

      1. Chicken

        When Link finds the chicken he holds it's feet and can fly around the levels just about a foot off the ground.  This prevents him from using the chicken to get over barriers like walls but it allows him to get over canyons and rivers and holes that he couldn't get over before. He can not use any other items while he is using the chicken.  When he stops using the chicken it will sit on the ground until it picks it up again.

      2. Pet Dog

        ...

      3. Horse

        ...

    11. Generic Locations

      Detail the kinds of places that are common around the world.  For example in Final Fantasy 7 this would be...

      1. Inn

        At an Inn you are given the options to sleep and a price. Sleeping recovers all your hit points

      2. Store

        A store ALWAYS has a sign outside (an icon) so that the player does not have to walk into every single building to find it.  The interface for using a store is as follows......

      3. Save Point

  3. Major Characters

    Describe all the major characters.  What they are like, some of their background etc.  Example in Zelda N64

    1. Link

    2. Princess Zelda

    3. Ganondorf

    4. Sheik

    5. Goron King

    6. Princess Zora

      ...

  4. Minor Characters

    You might want to describe any minor characters.  Example. Describe every character found in the town below the castle in Zelda.  What they look like and what they are doing.

  5. Enemies

    Describe every enemy, what they do, what kinds of weapons hurt them, what kind don't.  How many hit points they take, how many hit points of damage they do.  Their different ways of attacking. How they move.  This section might be pretty large

    1. Tektites

      ...

    2. Octoroks

      ...

      ..etc..

  6. Bosses

    Describe all the bosses.  This is similar to the previous section except that bosses are usually even more detailed and may require more interaction with the background which you also need to describe or diagram.

    1. Boss 1

    2. Boss 2

    3. ..etc..

  7. Locations

    Here you need to describe or diagram and write notes for each area in your game.  This is where looking at a D&D campaign is a good thing because they do basically the same thing.  You need a map for each area with marks detailing each special thing.

    Also you need to detail special scenes that happen here, their dialog/story, maybe what areas connect to this area (that could be noted on the map), what items or equipment you find here.  Which enemies are found here.  Also any special visuals you think will happen here.

    This is probably the longest section for an adventure game or RPG.

You do NOT have to follow this outline exactly.  For example you could put each character or enemy in the section about the area where they appear.

Another idea of what you need is to buy a guide book for a game you like.  All the info you see in that guide book is similar to the info a designer needs to provide for the team though a designer usually needs to supply alot more..  You will see that the guide is mostly pictures and only some text.  Your pictures do not need to be that detailed but you at least need to make schematic drawings of the maps etc.

You might also notice there is no *PLOT* section.  That's up to you. You could write a separate document with the *plot* or you could make it a section in there or you could do both or you could just have the various scenes appear in the location section where they appear.  I think my suggestion would be to write the plot, then figure out all the places, characters, items, objects, scenes etc that need to be made and write them all down, then start filling in the details for each thing.

> Finding Jobs

You said you couldn't find any game design jobs. I found some on Gamasutra.com.  8 in fact just for now 11/11 since the beginning of October.  They are listed as Game Designer, Lead Designer, Level Designer, Assistant Game Designer, 3D Level Builder.

> You asked "Will they tell you want they expect, or do they assume you already know".

They will tell you what they want but sometimes they will accept something different.  For example it might say "2 years experience making levels" they might except those 2 years as being levels you build on your own at home using a level editor assuming they are any good.  Also, a title like "Level Designer" or especially "Assistant Game Designer" probably means you don't need that much experience.

> What do they write in those huge documents?

Well, you can see an idea from what I wrote above.  It can be done a little at a time BUT you have to at least have a list of all the levels, enemies, bosses, scenes, characters, items, inventory, screens, etc.  You can just be a little light on the details at first except for the first level.  The reason is that until you know what all the parts are you have no way to figure out how long it's going to take, how many people it's going to take and therefore if you have enough time and money to make your game or if you need to cut some stuff out.

Gregg,

okay, I got it. I will redo my outline, but I'm going to keep my "Plot Outline". That pretty much was done the right way, with the exception of a few things.

I will redo some things for the gameplay. I have that one thing down with all of the controls, but I still need the items, weapons, bosses, character backgrounds (That is in the plot, but I don't think I will use that for this outline), the menu screen, and levels. I could use my scanner for the levels.

Gregg, do you think all of this work is worth it. I mean, I NOW get what I'm supposed to do, but it seems like a lot of work for something that is just going to be trashed. Chances are that my outline will be something completely different then what the company wants. So, should I continue to make my outline?

Also, one more thing. When you make a game (You don't have to be specific) what is the order that you do things (Creating levels, filming movements, ect)? After that, I think I'm pretty much ready (Except of course with the whole school thing). Thanks. Write back soon.

Hi Kevin,

I see your point about the outline being pointless.  That's up to you. If you hope to make that game someday then even if you don't do it immediately your design and outline will probably be useful in the future and when you get to the point that you are looking for a job you can show the company that you know what it really takes to make a game.

As far as I know, most games are started by making that document.  I would say at least up to the vehicles section meaning that when it comes to enemies and locations it's probably good enough to know that there will be 12 locations and 14 enemies and 3 bosses and then giving details to one or two of each leaving the rest for later.  The exception is if there is special stuff in any level or enemy all that stuff needs to be known.  In other words, if you are making a game with 10 types of enemies and 8 of them the only difference is their hitpoints, what they shoot and how much damage they do then you can probably just say "8 enemies" but if 2 of them do something really special then that needs to be known because they are going to take extra work.

Like I said before, the reason you need to do this is because people, the company, the team, need to be able to see all the stuff that needs to be done so they can count it all up an see how much time and money it's going to take to do.  It might be clear that there's only enough money to do 6 levels instead of 12 or 10 enemies instead of 30.  Or it might be clear that there's only enough to do 3 levels of this type of game in which case maybe the team should make a different game.

Sometimes, if the team knows what kind of game they are going to make, a few of the programmers can start programming parts of the game before any details are set.  For example if you are going to make a Mario 64 like game the programmers know right off they need certain things (the ability to make 3D levels, to be able to walk, etc.) and so they can get started on that stuff while the designers work out the details.

In some rare cases, if you know how to program, you can just start programming without having a design document or without having alot of design already thought out.  Sid Meier used to do this. Maybe he still does.  His latest game is Civ III (http://www.civ3.com/)

Sid used to make lots of simple games with very little graphics and play around with lots of ideas and then when he got really excited about a particular idea or one idea turned out to be clearly fun then he would finish making that game and add all the artists and other programmers and stuff needed to take it from an experiment to a shipping product.  I'm not sure if he still does that or not now that the games are bigger.

For me, since I like to design too and since I'm often the lead programmer I want to help make that document with the outline.  Then I have to make an even more detailed one about the technical issues about making each part, how long it's going to take to do each part, how that part is going to be done, what other things are needed to make each part and what risks there are (like maybe it will be too hard to make or maybe we'll run out of memory or maybe the machine we are making it for will not be fast enough to make the game we are designing) etc.

The purpose of all that is to force me and the team to think about everything before we start.  If we don't do this we might start and then run out of money and time before we are even half finished because we didn't really consider just how much work it was going to be to make the game.

On the other hand, if you are making small games by yourself (or just with your friends), then, in my opinion, it's better just to start making it.  Again though, if you decide to learn to program you'll be able to make anything you want eventually.  If you don't then you are stuck either using other games (like Quake) and adding levels or just designing on paper and waiting/hoping eventually you'll get a chance.  I think that's one reason I chose to learn to program when I was your age.

We, my friends and I, would start small.  First, get a guy on the screen.  Then get him to walk.  Then get him to shoot.  Then get him to pay attention to walls (not walk through them).  Then make it so levels can be edited instead of hand typing them into the game.  Then add a monster etc etc and making the game bigger one piece at a time.  This is how you can do it when you are using your own time (instead of work time) and it's really fun (at least for me).

When I was your age, me and my friend John wanted to make a game similar to Atari Adventure (http://www.warrenrobinett.com/adventure/)  Where as that game had only about 30 rooms ours had around 96.  Back then, there was no painting software like Photoshop so to put graphics in the computer we would have to draw what we wanted on a piece of graph paper, workout the numbers that would make the graphics and then type them into the computer.  We made a game called Emerald Scepter and got to the point where we had all the rooms connected, the main character and a few monsters. We didn't finish though. I also made a four player game called Pit Viper which is very much like the game on this site (http://www.flashgamer.com) called "Classic Worm" where you control a worm/snake and when you eat something you get longer, you keep playing until you crash.  In Pit Viper though instead of getting one unit longer when you ate something you got 10 units longer and you could play 2 teams of 2 people each (4 people) where you'd not only try to get eat the fruit but you'd try to get the other players to crash.  The fruit also moved.  Me and my friends got really addicted to playing that game for about a month.

We also just modified other games too.  One game we changed the main character into a toilet   In another we changed all the messages to be funny (well, funny to us )

The thing is, you said you wanted to make plot based games and that your favorites are the Square Final Fantasy games.  Those games are almost 80% movie.  So, maybe you should considering concentrating on making a short movie.  Just an idea.

-gregg

Gregg,

Okay, I'll make the outline. Even if I can't use this specific one I will still be able to look back and see everything that I need in one document. I really appreciate you helping me. Just a thought, do you think I have gotten better the more I've tried. I think I am. My outline went from something that looked just like a Word Document to something that was just a bit short of acceptable. Anyway, don't expect that outline for a while (And I'm sure that you really don't mind the wait). It's going to take me some time to get my homework done and then work on my outline.

 I have good news though. I found out how to use my scanner. That means that EVERYTHING that I have ready at school, including movies, weapons, and diagrams for the game all ready to go. That will save both time and the ache in my wrists. Also, it will allow me to put on my levels, fully equipped with walls, desks, lights, enemies, and all the rest of my features in battle.

I decided to put in a radar for my game. That way you can see the enemies point of view without having this huge half-sphere in their way.

I'm also going to put a "Clearing" feature in. This will take up a lot of memory, but it's still really cool. This will allow the enemy to search out rooms when the character leaves a battle in a hurry. In this game, you can't win a battle by killing everyone. So, this leaves the player with "Better kill a few guys to cover my butt, and then run like crazy." Of course, the enemy can see the player while he runs away, and they will "clear" the last room that they saw him in. This feature is also in Metal Gear Solid 2: Sons Of Liberty, but it's very limited. They will only go down a hallway. I will design my levels so that each room is in a shape that is not very large, connected by either a small hallway or a door. If the player can get into another room before the enemy see him, he's safe. But if he jumps into another room while they are clearing the area and see him they will come after him. Once they loss sight of him they will clear out that room. I think it can be done because you can program all of the men that will come after the player. With that you can assign a route that each enemy will take for every room. Of course, it will take up a lot of memory, but I think the gameplay will be improved by it. What do you think? Write back soon.

G-Man,
   Hey, how's it going? I finished my Executive Outline for the most part, for the exception of the things I need to scan in.

Kevin,

Hey Kevin,

WOW!!!! What a great job!!!! Except for clearing up a few ambiguous things here and there it looks almost like the start of a professional design document!!!

A few things

The "Executive Outline" or rather the "Executive Summary" is only the first 1/2 page to page of the document because Executives are never interested in more than that. The rest is your design document.

I couldn't read every detail but seriously you've done a great job.

If you were making an actual big game at a company the next step would be to make a list of everything in the game and give it a time it's going to take to make. Lots of people use Microsoft Excel for this because it's good at making lists. It's alot harder to do without experience though since you probably don't have much of an idea how long it will take to make each part of the game until you've done it a few times and it usually requires artists and programmers to give you times for the parts they would have to do. The point is the company and the team needs to see how much work it really adds up to so they can figure out how many people they will need or if the game is too big etc.

But, I'm not suggesting you make that list since you will probably not be able to have a team of people make this game any time soon.

Tell me how your 3D Modeling is going if you get a chance.

Your "clearing" feature sounds cool and I don't think it would take alot of memory. I have not been able to play MSG2 yet because it doesn't come out here until 11/29

-gregg

http://www.igda.org/Endeavors/Outreach/Students-Newbies/students-newbies_scholarships.htm

http://www.igda.org/Endeavors/Articles/ebartlett_intro.htm

http://www.blender3d.com/osx.php 

Gregg,

Hey Gregg, how's it going. It's been a month, so I'm writing again.

Okay, I lied on my last E-mail. My outline is NOW done. Instead of sending it to you right away, I'll just ask if you would like to look at it instead.

Are you interested?

I understand that programming does help seeing how it makes editing a lot easier, but what if 3D modeling was also taken. Would that have positive outtakes?

My drawing skills have increased tremendously. I can't wait until 3rd tri when art starts. Do you sketch a lot?

I have started making more of the movies for my game, and have designed the items, and have made three of six weapon groups in my game. I find the more I add, the more fun it becomes to imagine the game when it's finished. Are you working on any games right now, or are you still studying?

Hey, I visited your web site again to check up on some things and saw that you put our e-mails on your site. Thanks, that makes me feel great that you think our conversations have at least been constructive. By the way, you are helping me a TON! Could you imagine how lost I would be if I didn't have your help? It wouldn't even be funny.

You know, I'm really glad I was able to have met you. I have to say thank you; not just for helping me with the design stuff, but I was able to take the information that you gave me and put it into a couple of school speeches (Don't worry, I gave you credit. But, I don't know your real name, so all that I could say was either G-man or Gregg). So thanks in both cases.

I look forward to you next reply.

Kevin

Hi Kevin,

Yes I would like to take a look at it but to be honest I'm going to be crazy busy for the next 5 weeks. I have finals this week, my friends are coming to Japan next week and then I'm going home for Christmas for 3.5 weeks.

My real name is Gregg Tavares

I'm not working on any games at the moment though I am looking for a job. Unfortunately no luck yet here in Japan.

I don' t sketch alot though I should. My designer friend is always trying to get me to sketch more.

3D modeling is good to know because most designers have to layout levels and often that is done in a 3D program.

-gregg

Gregg,

Okay, my outline is included in this e-mail. Everything is done except for the things I need to scan in (yet again. Sorry, but I've been pretty busy myself). In the outline there should be most of what you sent me in that previous e-mail. Thank you very much, that last one helped me understand how to write an executive outline (mostly because it told me how to step-by-step). 

I've picked up 3D Modeling and have made my first 3D model. It was a rifle that you get in my game, and it looks much better on the computer than on my paper. I guess that's expected, and the actual making of the weapon actually was pretty enjoyable. As for the 3D Level Making, I've got that pretty much figured out, at least with the crappy stuff I have. 

With 3D Modeling is there any other purpose to a game designer or junior game designer? I was just wondering because I looked at some programming stuff and realized that I had absolutely no interest in it. I was talking to a friend of mine who said that he wanted to be a programmer and said that if I was going to learn C in college it would be too late. I kind of all ready knew that was true, but now I need your opinion. If college is too late, then should I even pick it up. It's not really that I don't enjoy it, it's just that it confuses me. I really have nowhere to turn for help, and I just don't get it. I realize that you can't help me in this issue, so I need your opinion. Is programming required, and is there something that I can do to make up for the lack of programming skills. If 3D Modeling is one of them, then that's great. If not, tell me something that will make up for it. Thanks a ton! 

I got the making of Myst 3: Exile, and it made me feel so anxious to be a part of the team. The actual game designers made models and drew the most beautiful sketches I have seen in a while. I started sketching actual scenes. One is a dark, cave like area where they make the creatures in my game, and the other is a Special Forces Unit. I told my friend who was looking it over that it was my first time drawing a person (Well, actually, the person isn't a person but an actual being from another race. But behind all of that heavy armor you really can't tell the difference, which was really what I was hoping for). He said it was actually very good, and I'm sure you can imagine what that felt like. 

I think I'm really starting to get it. Game Design is just like a team leader. He gives out his ideas, they look over it with you and decide what's good and what goes well with the story, and then the 3D animators take over making the levels and objects. Then, when that's all done the programmers step in and put it all together. On the making of Exile I saw a cool program that took a low polygon surface and made it smooth. It was really cool. Then, he had another program where it would paint every thing on the object manually, meaning no hand painting, which I did. I wasn't very satisfied with the results. Mostly it's because the software is so bad that it has trouble even putting it together. Anyway, I think when you work for a company you really only have to explain things in a way to help out the artists started. After that, you look over their shoulder and make sure everything is running well and looking like it should. Is that about it? 

I think now I can relax. I am drawing well again, my game is planned out for the exception of the levels, which I don't think will take too long (I have the spare time in school), and I am improving my 3D Modeling skills as well as my 3D Level Making skills. 

Wow, I like to talk, don't I? I hope you have a merry Christmas (I apologize if you don't celebrate Christmas. If you don't please tell me for future purposes. Thanks)! I look forward to your reply.

Kevin

P.S. Thanks for all of your help!

Gregg, 

Man, you are so dang cool. One thing though; I don't understand about where you want me to cut my "Executive Summary". I think I understand the rest. Could I still keep it in Word and put all of the actual deadline stuff in the Exel Document? Thanks, and I look forward to your reply. Please, take your time.

Kevin

Gregg, 

Who's your designer friend? Can he get e-mails? If so, could you give it to me. I'm interested in hearing about some things he has done in past projects, what classes he took, what he did you get his feet wet in the gaming industry, and so on and so forth. Thanks.

Kevin

Gregg, 

One last thing; what do you know about making music for games? I've made a few songs, but it's on a really old keyboard. I tried it out on a $3000 synthesizer, but anything played on something that expensive better sound dang good. In any case, I was thinking of doing a bit of research there too. If that doesn't work I can always get my brother (He is a dang good piano player and song writer, as long as he stays away from lyrics). Thanks for your help. I look forward to your reply.

Kevin

Hi Kevin,

> making music for games?

The easiest way to make music is probably to use Acid (www.sonicfoundry.com). Of course you need some loops etc and it depends on the type of game and what you want to make.

The games you seem to like have more movie like music so maybe Acid is not best for that. I really don't have much of a recommendation for music for games. Lots of times it's not done inside the game company but contracted out.

My biggest problem with lots of game music is it's crap. The music should be designed to make the player *feel* a certain way where as lots of game music is just there to have music.

Oh yea, you have a mac. Well, try this software http://www.digidesign.com/ptfree/ptfreefeat.html

> design friends.

I have about 4 friends that do design. One designed Crash Bandicoot, Two designed Jak and Daxter and Gex 2 and one designed Wild 9 and a few others. Unfortunately I don't think any of them want the write e-mail. Sorry. Some of them do read my website so maybe they'll make a comment here

> cutting the executive summary

The executive summary is only the first page of your game design document. It has to be short because an executive has no time to read the whole thing. That's it. The way your outline is setup currently you have the entire document called "Executive Summary" Instead the entire document should be called "Gambia: Game Design Document" and the first section in that document would be the executive summary which again is something that summarizes the whole game or idea in one page.

> 3D Modeling

For a game designer it's important to at least have an idea of how stuff is made and how 3D programs work. It might not be so important to be able to model stuff though it doesn't hurt. Most designers probably have to use a 3D program to edit parts of a level at a minimum so the more comfortable you are with 3D software the easier that will be to do.

> Programming

If you have no interest in it it's possible you are looking at something too complicated. Of course maybe you really are not interested in it but generally smaller simpler things can be fun like editing somebody else's game or adding a minor new feature to a game that already exists. That's easier said than done though, except for games that have been designed to be modified.

When it comes down to it though, for a lot of games, game design IS programming so if you can't program or have no concept of programming then you are at the mercy of other people on the team. If you have an idea and they say "that can't be done", if you can program you can say "yes, it can! do it like this". If you can't then you just get to say "sorry, I'll design something else then".

> Game designer role

The game designer can be kind of the team leader. That's probably best but it's not always the case. Often the producer leads the team. As for your model of designer designing and then artists arting and programmers programming, the designers and the programmers are the last people on the game. The artists will finish all the art before the game is finished but the programmers will fix bugs until the last day and the designers will tweak the game play until almost the last day. It's that tweaking that often requires programming skills and it's that tweaking that can make or break a game. A good game has to be fun and challenging but not frustrating or at least not so frustrating that most players stop playing. That requires shortening/widening chasms, lowering/raising jumps, tweaking the damage a weapon does, tweaking the speed of monsters or their hit points, how far they can see or hear, how fast they react etc and then testing it with people that have not played the game before so you can see where they get stuck, where it's too frustrating, where they can't figure out what you want them to do.

Let's say you were making Half Life and you designed a puzzle that you thought was easy because the player enters a room, listens to a conversation between two scientists and from their conversation it should be obvious how to solve the puzzle. Then you go test it with 10 people and you see that 8 of them didn't listen to the conversation and therefore got stuck for 60 minutes trying to figure out how to get to the next area since they could not solve the puzzle. Well, a good designer would then re-work that. The first thing that comes to mind is maybe it could be programmed so that the scientists will walk over to the player and try to make him listen. Of course maybe because of your schedule the programmers don't have time to add that so then the designer may find he just needs to get rid of that puzzle altogether even if it seems way cool because most people get stuck there. That's the kind of stuff a designer does after the game has been designed but while it's being implemented.

Gregg,

This isn't an official e-mail, but I get what you are saying about FFX. But it's strange, if there is absolutely no choice in the game, what is the point? I took note of this beforehand with my game and there are lots of options, but the outcome of the game is still the same. Is this the same as what FFX is doing?

Kevin

Gregg,

How's it going? You said on your site that you would like to see some of my 3D Modeling stuff. Well, for Christmas I got Strata 3D Studio Plus, and it's dang powerful. I'm sending you something that I have been working on for about two days. Do you like it?

Kevin

P. S. As soon as I figure out some things and get past some problems I can start making animations. Pretty cool huh?

It's probably not the same. At least in FF7, after the first area or two you could then go to most places in the world in any order. That means you have a point. In FFX though, at least until the point I gave up there were no choices. You just keep going forward and there is only one path basically. Within a town / level you can choose which houses to go to but you can't choose which part of the world to go to, you just go forward straight through the game. Of course in FF7, even with the more open gameplay the ending is always the same as are most scenes. It's just the order that changes.

MGS2 also has some of these problems. Too much movie, too little game but at least the game part is actually a game.

-gregg




Pass it on

Comments:
game design