BAs a game designer, what is your day to day work like?
ARDay to day is difficult to define in game design. At the beginning of a project, it’s really brainstorming with lots of meetings to plan out the initial ideas. I’m usually given quite a small brief; with Zodiac, for example, it was pretty much “We want to make a 2D side-scrolling role-playing game (PRG) with turn-based battles.” So I spent months on research and preproduction, brainstorming, doing initial idea pitches, mock-ups and initial high level game design. That’s what happens right at the beginning and eventually it’s narrowed down to the actual game we want to do.
Then you have to produce a large amount of game design documents. There’s one big master game design document which is huge, around 200 PowerPoint slides, almost Dungeons & Dragons manual size. I try to be super visual; I tend to do a big macro game design document to get the general idea across and then specific ones for artists, or developers etc. All the things you never really think about until you test the game are in there. You can’t predict all of the issues obviously but you build up a bank of knowledge from experience. All of this is in preproduction sort of flowing into production.
At the moment, I’m working more on content creation, mostly quests and puzzles in levels.