Category: Key Concepts

  • Game Design Conventions

    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 […]

  • Factor’s outside one’s own control

    Factor’s outside one’s own control

    Things happen that you cannot predict. A global pandemic, earthquake, computer hard drive crashing, virus, travel, new game coming out. Some of these you can […]

  • Incorrect Functionality

    Incorrect Functionality

    If you don’t conduct quality analysis at the empathise and define stages of the design thinking process you are likely to have incorrect functionality in […]

  • Estimations and Scheduling

    Estimations and Scheduling

    Plan out your project. Create a Gantt chart. Estimate the time that you think it will take you to complete tasks. Don’t forget to include […]

  • Financial

    Financial

    If you need to purchase equipment or use specialist equipment there can be financial costs. This could include covering food for a team when you […]

  • Time

    Time

    You will have a limited amount of time to complete the project. This includes time in class and time outside of class at home and […]

  • Scope Creep

    Scope Creep

    Projects can get out of hand easily. The scope is how big the project is. You need to make sure that you plan out the […]

  • Schematic Diagrams

    Schematic Diagrams

    Schematic diagrams can change depending on the type of outcome being designed. All of the examples below are templates form diagrams.net. For web design they […]

  • Grey Boxing

    Grey Boxing

    Grey boxing is a term used when developing a prototype environment or component for a video game. The terms is due to the fact that […]

  • Scale Drawings

    Scale Drawings

    Small scale mock-ups of larger designs can quickly give the impression of what a complete system might look like. A low poly model of a […]