Designer Guideline
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Introduction
This document serves as a guideline for designers in our company, specifying what is expected from designers between Grade 3 to Grade 6 based on our grading system. Our system mimics the Silicon Valley grading structure, where designers progress from being task-driven to independent, creative contributors who shape the game experience.
Designer Expectations by Grade
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Grade 3:
- Can create Requirements from Mechanics for programmers or artists to implement in the game.
- Expected to execute designs based on well-defined concepts and pre-existing frameworks.
- Can contribute ideas and improvements but needs approval and oversight before implementation.
- Works closely with the Product Owner and Lead Designer to ensure designs align with game direction.
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Grade 4:
- Can create Mechanics from Experience with minimal supervision.
- Expected to analyze feedback from playtests and iterate on designs to improve quality.
- Contributes to the refinement of design pillars and user experiences.
- Can communicate effectively with programmers and artists to ensure proper feature implementation.
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Grade 5:
- Can define Experience (Epics, User Stories, User Acceptance Criteria) from Design Pillars.
- Takes full ownership of design features and mechanics, ensuring they meet both player expectations and company goals.
- Works proactively with Product Owner and Producer to ensure features align with both creative and business objectives.
- Begins to mentor lower-grade designers and provide constructive feedback.
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Grade 6:
- Can assess and challenge the Design Pillar and above (engaging with the Product Owner on high-level design decisions).
- Monitors and assesses delegated tasks below (reviewing and challenging Mechanics and Requirements).
- Works cross-discipline to align gameplay, art, and technical implementation.
- Helps establish and refine design pillars and user experiences.
- Can handle complex design challenges and propose innovative solutions.
Game Development Steps & Designer Responsibilities
1. Product Pillar (Owned by Product Owner)
- Defines the general overview of the project: client, budget, game genre, target market, etc.
- Establishes the high-level vision of the game.
2. Keywords (Owned by Product Owner)
- Defines the core themes and emotions that the game should convey.
- Examples: Fun, Wacky Comedic, Super Heroes, Fast-Paced Combat.
- Serves as a foundation for Design Pillars.
3. Design Pillar (Owned by Product Owner)
- Summarizes keywords into Target Experience.
Game Pillars | Target Experience |
---|---|
Fun and Light Adventure | We want player to feel like playing a classic game from their childhood (simple and straightforward) |
Colorful and Strangely Familiar World | We want player to get instantly hooked (intrigued) when they first look at the world (more engaging trailers) |
Wacky Comedic Vibe | We want player to laugh several times during play session, and anticipating more comedic bit |
Memorable Boss with Unique Personality | We want player to be able to remember all the world Boss and their personality from the back of their mind |
Episodic Storytelling ala TV Series | We want player to feel like watching a TV Series for their favorite Saturday morning cartoon |
- Defines:
- Intended Experience – What players should feel and experience.
- How the Game Delivers It – Gameplay structure supporting the experience.
- Feature Implementation – What game features achieve this.
Keyword | Intended Experience | How the Game Delivers it | Game Feature Implementation |
---|---|---|---|
Adventure | Game evokes sense of curiosity, encouraging player to explore the world and learn more about the world and the people | Player going on adventure, exploring various areas, meeting various people, encounter many events, advancing the story | Dialogue, NPC, Plot & Storyline, Quest, Worldbuilding, Exploration Area |
Discovery | Game encourages sense of discovery, encouraging player to discover all secrets and solve clues throughout the game | Game contains many secret areas, side quests, and hidden collectibles. Game gives clues on what Zozo must do to advance the story (sometimes direct, sometimes a bit cryptic) | Secret Room, Hidden Collectible, Side Quest, Storyline Puzzle, Room Puzzle |
Fun | Game evokes feelings of joy and dopamine in players when they play it | Game creates various audio and visual feedback that reward players for their actions and encourage them to keep playing | Collect coin, slash grass, destroy vase, loot drop, secret area, collectible, fast-paced action combat |
Light | Game evokes feelings of ease and familiarity. Players feel they can enjoy the game without needing to be fully invested in focus and brainpower | Game uses a simple and easy-to-understand theme and plot structure, instead of complex themes that require deep thought | Simple Theme (easy to understand), Moderate Difficulty (not too hard, less dexterity), Simple Puzzle (not too puzzly, less brain), Simple Combat (fewer buttons to press) |
Positive | Game evokes a heartwarming and feel-good experience, and an overall positive mood throughout the game | Game has a happy ending. The world design and narrative utilize positive emotions and avoid evoking negative or depressive emotions (such as fear, trauma, horror) | World Boss who becomes Zozo's friend, Colorful and Bright World, Zozo's positive tone and characterization |
Classic | Game evokes nostalgic effects in players, reminding them of classic cartoons they loved watching in their childhood | Game uses a classic hero vs. villain story with clear good vs. evil. Game characters have straightforward characterization instead of complex characters with a lot of grey areas | Simple Characterization of Main Cast, Simple Hero Saves the Day Plot |
4. Experience (Owned by Designers)
- Grade 5 and above are responsible for defining Experience from Design Pillars.
- Breaks down into Epics, User Stories, and User Acceptance Criteria.
- Epic: A large feature that contributes to the overall experience. Example: "Exploring the vibrant world of Zozo."
- User Stories: Smaller tasks within the epic. Example: "As a player, I want to discover hidden areas so that I feel rewarded for exploration."
- User Acceptance Criteria: Detailed conditions for completion. Example: "Hidden areas should have visual cues, rewarding collectibles, and environmental storytelling."
5. Mechanics (Owned by Designers)
- Grade 4 and above are responsible for defining Mechanics from Experience.
6. Requirements (Owned by Designers)
- Grade 3 and above are responsible for defining Requirements from Mechanics.
Conclusion
This guideline ensures designers understand their roles, fostering creativity while maintaining alignment with company goals and high-quality game development.