The Game Designer is in charge of what the player feels.
To do this, they create a GDD, lay down solid Design Pillars, choose good Mechanics, and create an engaging Game Loop.
Among many other things like Game Balance, Narrative Design, Level Design, Game Aesthetics, Progression Systems…
And a myriad of other things. All to keep the player in the coveted state of ‘Flow’.
And all this while being able to collaborate with your team by documenting everything and respecting the Vision during development.
If you have a solid technical team, a powerful art department, but this all sounds foreign to you…
Congratulations: you probably need to involve a Game Designer in your project.
Do you recognize this feeling? You press the controller, look at the screen, and in just a few seconds, you start feeling the magic: it’s THAT game.
Possibly that design comes accompanied by a good Game Feel.
But good game design not only makes the experience fun or addictive: it makes it memorable, creating unique sensations that can remain in players’ memories for decades.
There are countless concepts and disciplines to master to achieve it, but undoubtedly the most important is to captivate the player with a good gameplay promise and be able to materialize it minute by minute during the game.
For this, the tandem role of the Level Designer is essential.
Have you ever wondered why that game, artistically flawless, doesn’t end up hooking you?
Whether it’s an empty story or characters, flat levels, or a gameplay proposal that doesn’t stand out… it probably lacks one of the fundamental pillars of Game Design.
In large teams, the designer might have the leadership of a Game Director, responsible for establishing and maintaining the product’s vision.
Thanks to this role, it is possible to ensure that the different areas of the work not only coexist but create synergies that elevate it and make it resonate as a whole much greater than its parts.