Marketers may understand the importance of a strong brand, but do not know about the game mechanism. programmers may be familiar with the significance of a strong game mechanism, but do not know how to communicate the game mechanism. Such marketers and programmers cannot create a successful game. Because a successful game is inseparable from cross-domain coordination, however, as we often see above, the members of the game production team are often only familiar with their own expertise in game design, little knowledge about other disciplines.
At this time, the responsibilities of game designers are particularly critical-integrating different professional perspectives into a comprehensive design concept. If the designer cannot do this, the result is that the team members are all busy and waste their time and energy on unrelated work.
The game design involves several layers of work, and each layer is different from each other, just like the marketing and user interface of the game, combining these unrelated layers, this seems a tough task. To accomplish this task, you need to understand the theoretical framework of the game design crossover and visualize the drop-down (drop-down) Effect of the game design solution.
Two pivot points of the mobile phone platform
Mobile Games give gamers a sense of integration that might not be as strong as palm games or computer games. But if you want to study the game design structure in depth, a simple mobile game is an ideal starting point for exploration. Mobile Game Development is unique based on two points: simplicity and simplicity, winning by quantity.
It can be simplified. You may have heard of the following sentence:Once all the objects that can be deleted are deleted, a game will become perfect.The Mobile Phone platform tests this argument. Even in today's iPhone Dawn era, mobile game developers still have to deal with the problem that mobile games must be limited to K space, the k Includes art, code, game data, sound, and all other game elements.
This capacity limit is almost enough to make any kind of game unable to work, but the game is still tenacious to survive-although the only result is a few simple games. These surviving games have a highly refined and clear and auditable design architecture.
Win by quantity. In a relatively tight development cycle, mobile game designers need to start several games at the same time, covering almost all the types of games you want.
Design three or four different games at the same time. You have two options: either to master the design process of all games through a common working period, or follow up on the design progress of all the games separately under crazy pressure. The following is a summary of some mobile game design experience.
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