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video game design : ウィキペディア英語版
video game design

Video game design is the process of designing the content and rules of a video game in the pre-production stageBrathwaite, Schreiber 2009, p. 2〕 and designing the gameplay, environment, storyline, and characters in the production stage. The designer of a game is very much like the director of a film; the designer is the visionary of the game and controls the artistic and technical elements of the game in fulfillment of their vision.〔(The Making of a Great Modern Game Designer ) Glassner, Andrew. ''Society for Industrial and Applied Mathematics''.〕 Video game design requires artistic and technical competence as well as writing skills.〔Adams, Rollings 2003, pp. 20, 22-25〕 Within the video game industry, video game design is usually just referred to as "game design", which is a more general term elsewhere.
Video game designers have also sometimes comprised the entire art team. This is the case of such noted designers as Sid Meier, John Romero, Chris Sawyer and Will Wright. A notable exception to this policy was Coleco, which from its very start separated the function of design and programming.
As games became more complex and computers and consoles became more powerful, the job of the game designer became separate from the lead programmer. Soon game complexity demanded team members focused on game design. Many early veterans chose the game design path eschewing programming and delegating those tasks to others.
With very complex games, such as MMORPGs, or a big budget action or sports title, designers may number in the dozens. In these cases, there are generally one or two principal designers and many junior designers who specify subsets or subsystems of the game. In larger companies like Electronic Arts, each aspect of the game (control, level design) may have a separate producer, lead designer and several general designers. They may also come up with a plot for the game.
== Overview ==

Video game design starts with an idea,〔Bates 2004, p. 3〕〔Adams, Rollings 2003, pp. 29-30〕〔Bethke 2003, p. 75〕〔Chandler 2009, p. 3〕 often a modification on an existing concept.〔〔Adams, Rollings 2003, pp. 31-33〕 The game idea may fall within one or several genres. Designers often experiment with mixing genres.〔Bates 2004, p. 6〕〔Oxland 2004, p. 25〕 The game designer usually produces an initial game proposal document containing the concept, gameplay, feature list, setting and story, target audience, requirements and schedule, staff and budget estimates.〔Bates 2004, pp. 14-16〕
Many decisions are made during the course of a game's development about the game's design; it is the responsibility of the designer to decide which elements will be implemented, based on, for example, consistency with the game's vision, budget or hardware limitations.〔Bates 2004, p. 160〕 Design changes may have a significant positive or negative impact on required resources.〔Bates 2004, pp. 160-161〕
The designer may use scripting languages to implement and preview design ideas without necessarily modifying the game's codebase.〔Bates 2004, p. 161〕〔Oxland 2004, pp. 297-298〕
A game designer often plays video games and demos to follow the game market development.〔Bates 2004, pp. 161-162〕
It is common for the game designer's name to misleadingly be given an undue amount of association to the game, neglecting the rest of the development team.〔Bates 2004, p. 162〕
Funding game publishers must be taken into account, who may have specific expectations from a game〔Bates 2004, p. 12〕 as most video games are ''market-driven'' — developed to sell for profit.〔Adams, Rollings 2003, pp. 47-48〕 However, if financial issues do not influence designer's decisions, the game becomes ''design-'' or ''designer-driven''; few games are designed this way because of lack of funding.〔Adams, Rollings 2003, pp. 48-49〕 Alternatively, a game may be ''technology-driven'', such as Quake (1996),〔Adams, Rollings 2003, p. 51〕 to show off a particular hardware achievement or to market the game engine.〔 Finally, a game may be ''art-driven'', such as ''Myst'' (1993),〔Adams, Rollings 2003, p. 52〕 mainly to show off impressive visuals designed by artists.〔
In ''The Study of Games'' (1971), Brian Sutton-Smith writes:

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
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