GAME DESIGNERS --The making of Dungeon Boss: Behind The Scenes from a Game Design perspective
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The making of Dungeon Boss: Behind The Scenes from a Game Design perspective

Take a quick look behind the scenes of the making of Dungeon Boss.

Take a quick look behind the scenes of the making of Dungeon Boss Source: youtube

The making of Dungeon Boss: Behind the Scenes of Game Design

Game development is a complex process that requires the collaboration of diverse talents. This video from YouTube channel Game Maker’s Toolkit takes viewers behind the scenes of the game design process at Guerrilla Games, the developer of the action-adventure game Horizon Zero Dawn.

The making of Dungeon Boss: Dungeon boss screenshot thumbnail.
The making of Dungeon Boss: Dungeon boss screenshot thumbnail.

The video begins with a tour of Guerrilla’s open-plan office space, where designers, programmers, and artists all sit together to facilitate constant communication and feedback. We see designers prototyping ideas by rapidly creating paper prototypes and playtests before beginning work in game engines.

Horizon’s design director Benjamin McCaw talks about how they approach game design, stressing the importance of iteration to continuously refine and improve ideas. The game went through many prototypes before settling on its mix of open world exploration and mechanical combat. Designers prototype frequently to gather playtest feedback that then informs the next iteration.

Level designers talk about how they crafted the game’s open world using systemic gameplay systems and environmental storytelling to create a sense of a lived-in world without explicit narrative exposition. Encounter designers then populate the levels with machine tribes that have distinct behaviors, weaknesses and territories using a scripting tool.

The video highlights how animation systems are critically important to selling gameplay systems and challenges designers to make, testing their ideas early by rapidly creating animated test cases. It also examines how sound designers work closely with other teams to use audio cues to communicate important gameplay information to players.

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Overall, the behind-the-scenes look provides fascinating insight into the collaborative multidisciplinary process of crafting immersive game worlds and systems at a major AAA studio like Guerrilla Games. The video stresses how iterative design and frequent playtesting are essential to shaping ambitious game concepts into polished interactive experiences.

Key aspects associated with game design and the game designer role

Here are some additional key aspects of game design and the game designer role:

Game designers are responsible for the conceptualization and implementation of gameplay systems, mechanics, rules and objectives that will govern player interaction within the game world.
There is a strong focus on playtesting and iteration to refine interactive experiences based on player feedback. Designers analyze playtest data to tweak parameters, balance mechanics and improve the overall flow and pacing of gameplay.
Gamefeel is an important consideration, referring to how responsive, satisfying and rewarding the game’s systems and controls feel to players in motion. Designers playtest extensively to hone feel.
Level, environment and encounter design are critical areas that designers help shape to provide purposeful gameplay progression and context within the game’s story/setting.
Design documentation is key, requiring designers to clearly communicate systems and vision to other teams through documents, prototypes and workflows like design bibles, flowcharts, balance spreadsheets etc.
Iterative design approaches are common, starting broad with paper prototypes before refining in code-based tools like Unity or Unreal Engine.
Project management skills are valuable as designers facilitate collaboration between teams and ensure schedules and milestones are met.
A background in topics like user experience design, systems thinking, player psychology and behavioral design principles can contribute to a designer’s toolbox.
Continually learning about new trends in the industry and novel interaction paradigms helps designers innovatively push the boundaries of the medium.
The making of Dungeon Boss: Lego dungeons & dragons- making of Dungeon Boss screenshot thumbnail.

From a Dungeon Boss game design view

From a game design point of view, there are several key takeaways from the development of Dungeon Boss:

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1. Nostalgia with a modern twist: By aiming to evoke a sense of nostalgia for classic games while incorporating modern elements, Dungeon Boss taps into the appeal of both retro and contemporary gaming experiences.

This hybrid approach can attract a wider range of players who appreciate the best of both worlds.

2. Accessibility and approachability: Making the game highly accessible and approachable is a priority in Dungeon Boss’s design. This means creating intuitive controls, providing clear instructions, and minimizing barriers to entry. By doing so, the game becomes more inviting to both experienced gamers and newcomers alike.

3. Visual style and aesthetics: The cubic look of the characters in Dungeon Boss not only adds a unique and eye-catching visual aspect, but it also serves a functional purpose in the game’s setting. The cubic shapes allow for expressive animations and smooth movements, contributing to the overall immersive experience for players.

4. Emotional depth through animation: Animations in Dungeon Boss go beyond mere functionality; they are designed to evoke emotions and enhance player engagement. Characters emote and modify their movements during attacks, creating a deeper level of connection and immersion. This attention to detail adds an extra layer of enjoyment and player investment in the game

.Overall, Dungeon Boss showcases a thoughtful game design approach that combines the appeal of nostalgia, accessibility, striking visual style, and emotional depth through animations. These elements work together to create a game that is both visually captivating and engaging for players of all levels of experience.

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