Summary
We have learned some basics about how to conceptualize a game idea and present it to other people, as well as understanding the importance of early prototyping and iterations. We have discussed how having a game idea is only the tip of the iceberg and how the role of the game designer is to communicate ideas that might come from anyone inside or outside the team.
We clarified the importance of marketing your game from the very beginning and finding the correct audience for what is, above all, a product that has to be sold (even if it’s free). We had a glance at some practical techniques game designers use to develop and create games, which we will explore in more depth in the next chapters.
We also did some paperwork. The time you put into creating a sample concept document is time well spent, I guarantee you that. Learning game design is about getting hands-on experience, and there’s a lot you can do only with a text file or even just pen and paper. Keep doing it. I hope you are able to go back to all your homework someday and meditate on how far you have come.
In the next chapter, we’re going to discuss the importance of understanding the size of a game project and how the scope determines the constraints you will have to consider in your design decisions and will have to respect if you want to complete your game.