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Video game design
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== Design process == === Conceptualization === The design process varies from designer to designer and companies have different formal procedures and philosophies.<ref>[[#Bates|Bates 2004]], p. 151</ref> The typical "textbook" approach is to start with a concept or a previously completed game and from there create a [[game design document]].<ref>{{Cite web|date=2017-08-25|title=How to Create a Game Design Document {{!}} In-Depth Guide|url=https://www.gamedesigning.org/learn/game-design-document/|access-date=2021-04-25|website=The Ultimate Resource for Video Game Design|language=en-US}}</ref> This document is intended to map out the complete game design and acts as a central resource for the development team. This document should ideally be updated as the game evolves throughout the production process.{{Citation needed|date=January 2021}}[[File:Video Game Design on Paper at Game Jam.jpg|thumb|Conceptual art for video game]] === Role Adaptation === Designers are frequently expected to adapt to multiple roles of widely varying nature; for example, concept prototyping can be assisted with the use of pre-existing engines and tools like [[GameMaker Studio]], [[Unity (game engine)|Unity]], [[Godot (game engine)|Godot]] or [[Construct (game engine)|Construct]]. Level designs might be done first on paper and again for the game engine using a 3D modeling tool. Scripting languages are used for multiple elements—AI, cutscenes, GUI, environmental processes, and a number of other behaviors and effects—that designers would want to tune without a programmer's assistance. Setting, story and character concepts require a research and writing process. Designers may oversee focus testing, write up art and audio asset lists and write game documentation. In addition to the skillset, designers are ideally clear communicators with attention to detail and ability to delegate responsibilities appropriately.{{Citation needed|date=March 2010}} === Design Approval === Design approval{{Clarify|date=March 2010|reason=first mention}} in the commercial setting is a continuous process from the earliest stages until the game ships.<ref>{{Cite web|date=2017-03-11|title=Video Game Designer Education Requirements {{!}} 2021 Guide|url=https://www.gamedesigning.org/learn/requirements/|access-date=2021-04-25|website=The Ultimate Resource for Video Game Design|language=en-US}}</ref> When a new project is being discussed (either internally or as a result of dialogue with potential publishers), the designer may be asked to write a sell-sheet of short concepts, followed by a one or two-page pitch of specific features, audience, platform and other details. Designers will first meet with leads in other departments to establish agreement on the feasibility of the game given the available time, scope and budget. If the pitch is approved, early milestones focus on the creation of a fleshed-out design document. Some developers advocate a prototyping phase before the design document is written to experiment with new ideas before they become part of the design.<ref>{{Cite web |date=2018-01-24 |title=Applying Design Thinking Prototyping to Improve the Application Development Process |url=https://techmonitor.ai/technology/hardware/design-thinking-prototyping-application-development |access-date=2022-04-24 |website=Tech Monitor |language=en-US}}</ref> === Production and Decision-Making === As production progresses, designers are asked to make frequent decisions about elements missing from the design. The consequences of these decisions are hard to predict and often can only be determined after creating the full implementation. These are referred to as the ''unknowns'' of the design and the faster they are uncovered, the less risk the team faces later in the production process. Outside factors such as budget cuts or changes in milestone expectations also result in cuts to the design and while overly large cuts can take the heart out of a project, cuts can also result in a streamlined design with only the essential features, polished well.{{Original research inline|date=March 2010}} === Finalization and Quality Assurance === Towards the end of production, designers take the brunt of responsibility for ensuring that the gameplay remains at a uniform standard throughout the game, even in very long games. This task is made more difficult under "[[Crunch (video games)|crunch]]" conditions, as the entire team may begin to lose sight of the core gameplay once pressured to hit a date for a finished and bug-free game.{{Original research inline|date=March 2010}}
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