A very short prologue: I've been very lousy about actually posting game-related topics since I first set up
philomathgames.com. The site also needs a better skin. Largely, I don't say much about games because I've always felt that the volume that I'm learning still dwarfs what I already "know". But I've realized 1) this will probably always be the
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This was a cool post. :)
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On any even medium sized title, tens to hundreds of design decisions will be made each day, by people other than the designer.
If every micro-design question by every artist, engineer, and level designer had to be run by the lead designer, well, no need to worry, you'll never ship anyway.
On larger projects, there are feature or level teams which have ownership of whole chunks of the game design.
The lead designer needs to be able to impart a vision of the game to the whole team, so that everyone is moving in the same direction, and the micro-design decisions are being made in line with that vision.
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Thanks for the comment, and congrats on your astonishingly productive year. :) Though less burnout in 2009 might be a good thing. ;)
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(Also - I am probably retarded, but I never seemed to have quite processed that you live in Long Beach. Are you ever up in the Valley? We have a super-swanky apartment in Burbank now and really want to entertain in a couple of weeks, so if you want some free food sometime, let me know.)
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