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A thought I often find myself musing over is just how many aspects of Art & Design a computer/video game designer must be familiar with, and to some extents masters of.
The process of creating a game is probably one of the most complex challenges in the world of art and design, especially when a small team is set the task. In a large design studio of course, tasks are easily delegated between groups of specialists. In a small team, designers must take on so many jobs and are often underestimated in their range of talents.
For example, let's take a common Action & Adventure Game. Here is a list of things any single designer in a small production could be given responsibility for:
Concept Art
Characters
Cultural Motifs
Costumes
Weapons and Items
Vehicles
Architecture
Environments and 'sets'
3D modelling
Direction
Animation
Cameras
Lighting
Graphic Design > Typography, Menus, Interfaces, Marketing and Promotion
Web Design
Writing (scripts, dialogue, backstory)
Researcher and historian (accurate referencing if necessary, especially if characters and environments are based on historical events)
I'm sure there are plenty more jobs a games designer can take on during a production, but these are many of the tasks often taken for granted. If we change the production from games to a movie, you'll notice most of these fields would require specialists in each of them, many of which a person could study for a degree; art, graphic design, history, anthropology, transport design, architecture, fashion, film production and photography, product design.
Clearly a games designer is in most cases a master of almost none of these, yet being familiar with so many things is a talent worth recognising. So many of these tasks are definitely taken for granted when a designer is asked for a piece of work.
Designing a single character for instance, is not simply drawing a nice figure (male, female, animal…), you must take into account their cultural background; where do they come from? This would explain the clothing they wear, why they wear it, the colour schemes, any accessories. Then if they carry a weapon, item or tool, how does it work. Is it functional? why is it designed the way it is (function over form). Where is this character going, what is he/she doing? why are they a part of the story. How do they travel? if by foot, what footwear would be most suitable to their journey, would it be dirty? Or perhaps they travel by vehicle, in which case such a vehicle must be imagined even if it is never seen…if it is then there's another job which would probably be even more in-depth.
This is all for one character, in action games there are a hell of a lot more.
I by no means intend to imply anyone who soley studies or practices any of the above fields is limited, I just still see a lack of respect in the art community for games designers. So what if they let kids shoot each other in virtual worlds. Tell governments to stop starting wars and games designers wont have as much material to work from. (I don't want to get into that too deeply, but its clearly a problem for a lot of people). I think my major problem is that games artists and designers never get any official recognition from anywhere, no one has ever heard of a famous games designer. Sure there are famous people within the industry, but there are so many multitalented artists working on games who deserve their pedestal for a while for creating interactive, generation defining works.
and by the way, as far as I'm concerned programmers rock too!
Written by Liam Nicholson: 30th June, 2010.