Reading Response #3 Leyth Toubassy October 16th, 2022 Music 256a / CS476a, Stanford University Game making and production design are incredibly similar, and while this chapter of Artful Design focused more on the high level motivations of design in the reading, I think that production design skills transfer 1 to 1 to game making. The first question you need to ask youself is what world is your project taking place in, is it a tool to be used in our real world, or is it something contains a world of it's very own. You need to look at the societal conext that exists in this world, for somthing like Ocarina this would be taking in the world around us and what people needed back in the early iPhone days, for a game it may look like looking at the history of the game world. In order for design to feel realistic and immersive, a designer has to become an expert in these worlds, be it for a play, a game, or a tool, one needs an intimiate understanding of this context. Once this understanding is reached, one can begin to create things that work in this world. In a game, every item needs to work in the world of the game, it is often obvious when video game items were created with some function before being integrated in the world of the game, one needs to be able to use the context discussed earlier to make sure every aspect of an item fits in it's world (and if it doesn't, how can the world be changed to better support it). Outside of the similarities of this high level approach, there are also similarities on the more practical side of things. Because play's themselves are interactive, everything needs to be tangible. In a movie it's enough to have an actor hold a green stick and then practically anything can be placed in the hand, but in theater and games, you need some player (I'm incredibly proud of the double meaning here, but honestly the similarity in language only strengthens the connections between these fields of designs) to be able to interact with this object, the same thing applies to set design as well, you need a space that makes sense, a space that someone can walk through. I know this was kind of ramble-y, but hopefully these connections made sense. TLDR: Because of the human interaction, the philosophies behind theater design and game design are very similar. |