Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Game Features & Design Discourse

Author: Jayson Green

So, from our Pre-Production week to now, I've been the lead when it comes to our game's design, because it's built off of my initial pitch. I had a very rigid idea of what I wanted to make and how to make it, and when pro-production started, that quickly became an issue for our team's collaboration as we all had strong ideas for things. This was costing us precious time, as we constantly found ourselves at odds as to what game we wanted to create, different core gameplay features, alternative systems and additional features, etc. This was causing a bit of breakdown in our teams collaboration at first.

Going forward I was designated to our team's Lead Designer, and for us to mitigate our design problems, I began laying down frameworks for our game in our documentation. Laying out the systems and features we NEEDED to have, while also leaving openings for the group to converse about that system. This led to me being able to properly convey my thoughts and design for the game without disregarding my teammates, and giving a better place for my team to alter and change things as we needed to fit within our scope, and to represent our goals. This solidified game direction is important in our end product, because it'll keep all of us working towards the same goal with less variation, so our systems fit together better, and the game feels far more connective and fluid than it would otherwise.

Support this post

Did you like this post? Tell us

Leave a comment

Log in with your itch.io account to leave a comment.