Overview 

This standard is about designing games, typically in response to a high-level concept. This does not apply to design of other interactive media products, services and content which are covered by another Standard. You will need to draw on your creativity and innovative ideas in order to ‘flesh out the detail’ so that designs can be realised by others, such as artists, modellers and programmers.

Games can be for multi-platform or multi-channel use and can also include the use of immersive technology. (Immersive technology can include, but is not restricted to, Augmented Reality (AR), Virtual Reality (VR) and Mixed Reality (MR).)

While not essential, art skills, such as drawing and 3D modelling, and programming and scripting skills may be desirable for game design roles.

This standard is for anyone involved in designing games.

 

Performance criteria

You must be able to:

  1. analyse project information to determine relevant design parameters
  2. design games that optimise users’ accessibility and experience
  3. produce and iterate designs that make optimum use of target platforms and available technologies
  4. produce designs that support games’ intended market position
  5. design games that meet requirements of target audience
  6. create designs that allow games to engage target users
  7. produce designs that balance game-play and the parameters of the environment in which games will be set
  8. document clear, concise specifications and designs in appropriate formats
  9. liaise with colleagues involved in marketing, creative, development and quality assurance processes to ensure designs can be realised
  10. prototype design ideas and develop proofs of concept that give an accurate illustration of games
  11. provide guidance for user testing and bug testing that can be understood by those involved
  12. use the results of user testing and other relevant data to inform design decisions
  13. balance requirements, expectations and feedback from commissioners, colleagues, users and regulators
  14. present sufficient information about games to appropriate internal and external stakeholders

 

Knowledge and understanding

You need to know and understand:

  1. the history and heritage, styles and genres of games and the types of audience they appeal to
  2. theories, concepts and applications of game design, game mechanics and game economics including game progression, difficulty, ramping and reward systems
  3. player psychology and what makes games engaging and compelling
  4. how to obtain information about project objectives, parameters and constraints including target audience, proposed market position and target platforms, their capabilities and established conventions relating to their use
  5. the impact of technical parameters of target platforms on design including processing power, memory, bandwidth, screen size, resolution, colour depth, physical user interface
  6. the capabilities, opportunities, limitations and constraints of technologies and approaches including the applicability of real-time animation and the accuracy, range and degrees of freedom and input methods for tracking technology
  7. techniques for understanding target audience and their expectations and preferences including emotional intelligence, appropriate content for different age groups, cultural issues and local sensibilities
  8. the impact of diversity, inclusivity, accessibility, ethics and behavioural psychology on designs
  9. the components of games including characters and environments and the relative impact of each on player engagement
  10. interface design concepts relating to graphical and physical user interfaces and techniques for teaching users how to play games
  11. the relevant principles and methodology of software engineering
  12. formats to document specifications and designs including text, drawings, storyboards, maps or diagrams
  13. the level of detail required for specifications to be realised by others
  14. what is involved in user testing and bug testing and how to oversee it
  15. how to collect, evaluate and use the results of user testing, feedback from others and information about expectations and requirements
  16. third-party online services that could be incorporated or used as part of, or in support of, games
  17. intellectual property issues and other relevant legislation and how it can differ between countries
  18. how to keep up to date with the characteristics of current technologies, emerging technologies, platforms, commercial models and delivery methods