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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

  • 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.
  • 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.
  • 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.
  • 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 PillarsTarget Experience
Fun and Light AdventureWe want player to feel like playing a classic game from their childhood (simple and straightforward)
Colorful and Strangely Familiar WorldWe want player to get instantly hooked (intrigued) when they first look at the world (more engaging trailers)
Wacky Comedic VibeWe want player to laugh several times during play session, and anticipating more comedic bit
Memorable Boss with Unique PersonalityWe want player to be able to remember all the world Boss and their personality from the back of their mind
Episodic Storytelling ala TV SeriesWe want player to feel like watching a TV Series for their favorite Saturday morning cartoon
  • Defines:
    1. Intended Experience – What players should feel and experience.
    2. How the Game Delivers It – Gameplay structure supporting the experience.
    3. Feature Implementation – What game features achieve this.
KeywordIntended ExperienceHow the Game Delivers itGame Feature Implementation
AdventureGame evokes sense of curiosity, encouraging player to explore the world and learn more about the world and the peoplePlayer going on adventure, exploring various areas, meeting various people, encounter many events, advancing the storyDialogue, NPC, Plot & Storyline, Quest, Worldbuilding, Exploration Area
DiscoveryGame encourages sense of discovery, encouraging player to discover all secrets and solve clues throughout the gameGame 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
FunGame evokes feelings of joy and dopamine in players when they play itGame creates various audio and visual feedback that reward players for their actions and encourage them to keep playingCollect coin, slash grass, destroy vase, loot drop, secret area, collectible, fast-paced action combat
LightGame evokes feelings of ease and familiarity. Players feel they can enjoy the game without needing to be fully invested in focus and brainpowerGame uses a simple and easy-to-understand theme and plot structure, instead of complex themes that require deep thoughtSimple Theme (easy to understand), Moderate Difficulty (not too hard, less dexterity), Simple Puzzle (not too puzzly, less brain), Simple Combat (fewer buttons to press)
PositiveGame evokes a heartwarming and feel-good experience, and an overall positive mood throughout the gameGame 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
ClassicGame evokes nostalgic effects in players, reminding them of classic cartoons they loved watching in their childhoodGame 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 areasSimple 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.