Game Design Conventions

Not Conventions as in E3, GDC, Gamescon or PAX. Conventions as in standard practices.

Game Design is about creating experiences for the player (user).

Always come back to why do they want to play my game? Why will they choose it over others?

You Need to know the user, the platform and the Control method. You Need to investigate these first. Don’t assume just because you like to use a controller or mouse and keyboard that your target audience will too.

Some key Conventions of game Design are:

  • Goals
  • Rules
  • Space
  • Mechanics
  • Components

Consider the following Conventions:

  • Objective
  • Protagonist
  • Challenge
  • Setting / Environment
  • Interaction
  • Theme
  • Audio
  • UI
  • Learning

In game development, Conventions are the unwritten rules, Design patterns, and behaviours that players automatically expect because they’ve seen them in countless other games. If you follow them, your game feels intuitive; if you break them without a clear reason, players get frustrated.

For NCEA Level 2, breaking down Conventions into specific categories shows a deeper understanding of digital media. Here are the core game Design Conventions you can use for your Project:

1. User Interface (UI) & HUD Conventions

The Heads-Up Display (HUD) is how the player tracks vital Data in real time. Standard placement Conventions include:

  • Health and Vitality: Almost always located in the top-left corner or the bottom-left corner using a red or green bar.
  • Ammunition/Active Abilities: Usually positioned in the bottom-right corner, displaying remaining bullets or ability cooldown icons.
  • Mini-maps/Radars: Typically locked to a corner (often the bottom-left or top-right) to prevent blocking central action viewports.

2. Control Layout Conventions (Input Mapping)

Players have deep muscle memory. Your input configuration should match industry benchmarks depending on the platform:

ActionPC (Keyboard + Mouse)Console / Controller
MovementW, A, S, D or Arrow keysLeft Analog Stick
Camera ControlMouse movementRight Analog Stick
JumpSpacebarBottom Face Button (A on Xbox / Cross on PlayStation)
Primary Attack / InteractLeft Click or ERight Trigger (RT/R2) or Left Face Button
Pause MenuEscape (Esc)Start / Options button

3. Visual Language & Environmental Signposting

Games use subconscious visual cues to Guide players through levels without using literal text signs.

  • The “Yellow Paint” Rule: Usable ledges, climbable ropes, or Critical path ladders are highlighted with a distinct, recurring accent color (traditionally yellow, white, or red).
  • Light as a Guide: Critical paths, doors, or open hallways are illuminated by a flickering light source or a bright flare, drawing the player’s natural instinct to move toward the light.
  • Explosive Hazards: Red barrels, canisters, or glowing pipes universally indicate an object will explode when shot or damaged.
  • Locked vs. Unlocked: Closed doors emit a red light or display a padlock icon, while progress doors glow green or feature a soft light source behind them.

4. Audio Conventions

Sound effects act as immediate Feedback mechanics to validate player actions:

  • Positive Reinforcement: Snappy, high-pitched chimes or cash register sounds play when collecting items, picking up coins, or gaining experience points.
  • Negative Feedback: Harsh, low-pitched buzzes or thuds indicate a locked door, an empty ammo Clip, or an invalid selection.
  • Spatial Audio: Positional audio attenuation (sounds getting louder as you get closer to the source) helps players track enemy footsteps or find hidden items.