Liz England
explains Game Development in terms of doors. A sample:
Premise: You are making a game.
- Are there doors in your game?
- Can the player open them?
- Can the player open every door in the game?
- Or are some doors for decoration?
- How does the player know the difference?
- Are doors you can open green and ones you can’t red? Is there trash piled up in front of doors you can’t use? Did you just remove the doorknobs and call it a day? [snip]
And then who does what:
- Creative Director: “Yes, we definitely need doors in this game.”
- Project Manager: “I’ll put time on the schedule for people to make doors.”
- Designer: “I wrote a doc explaining what we need doors to do.”
- Concept Artist: “I made some gorgeous paintings of doors.”
- Art Director: “This third painting is exactly the style of doors we need.”
- Environment Artist: “I took this painting of a door and made it into an object in the game.”
- Animator: “I made the door open and close.” [snip]
The
full post goes on at much greater length; check it out.
"Door" is not a metaphor. We spent a bit of time earlier this year talking about how the player would know which doors open, which are locked, which are locked and only unlockable with a special item, and which are purely decorative.
Oh, and Studio Cypher made the first part into a poster:
Labels: making games, videogames