Video game design in the context of "Donkey Kong (1981 video game)"

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⭐ Core Definition: Video game design

Video game design is the process of designing the rules and content of video games in the pre-production stage and designing the gameplay, environment, storyline and characters in the production stage. Some common video game design subdisciplines are world design, level design, system design, content design, and user interface design. Within the video game industry, video game design is usually just referred to as "game design", which is a more general term elsewhere.

The video game designer is like the director of a film; the designer is the visionary of the game and controls the artistic and technical elements of the game in fulfillment of their vision. However, with complex games, such as MMORPGs or a big budget action or sports title, designers may number in the dozens. In these cases, there are generally one or two principal designers and multiple junior designers who specify subsets or subsystems of the game. As the industry has aged and embraced alternative production methodologies such as agile, the role of a principal game designer has begun to separate - some studios emphasizing the auteur model while others emphasizing a more team oriented model. In larger companies like Electronic Arts, each aspect of the game (control, level design) may have a separate producer, lead designer and several general designers.

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In this Dossier

Video game design in the context of Donkey Kong (arcade game)

Donkey Kong is a 1981 platform game developed and published by Nintendo for arcades. As Mario (occasionally referred to as "Jumpman" at the time), the player runs and jumps on platforms and climbs ladders to ascend a construction site in New York City and rescue Pauline (occasionally referred to as "The Lady" at the time) from the giant gorilla Donkey Kong. It is the first game in the Donkey Kong series and Mario's first appearance in a video game.

Donkey Kong was created to salvage unsold arcade cabinets following the failure of Nintendo's Radar Scope (1980), and was designed for Nintendo of America's audience. Hiroshi Yamauchi, Nintendo's president at the time, assigned the project to first-time video game designer Shigeru Miyamoto. Drawing inspiration from "Beauty and the Beast" and American media such as Popeye and King Kong, Miyamoto developed the characters and scenario and designed the game alongside chief engineer Gunpei Yokoi. Donkey Kong was the most complex arcade game released at that point, using graphics for characterization, including cutscenes to illustrate a plot, and integrating multiple unique stages into the gameplay. The game pioneered the platform genre before the term existed, is the first to feature jumping, and is one of the first video games with a damsel in distress narrative, after Sheriff. It had a limited release in Japan on July 9, 1981, before receiving a wide release in the region some weeks later.

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Video game design in the context of Shigeru Miyamoto

Shigeru Miyamoto (Japanese: 宮本 茂, Hepburn: Miyamoto Shigeru; born November 16, 1952) is a Japanese video game designer, producer and game director at Nintendo, where he has served as one of its representative directors as an executive since 2002. Widely regarded as one of the most accomplished and influential designers in video games, he is the creator of some of the most acclaimed and best-selling game franchises of all time, including Mario, The Legend of Zelda, Donkey Kong, Star Fox and Pikmin. More than 1 billion copies of games featuring franchises created by Miyamoto have been sold.

Born in Sonobe, Kyoto, Miyamoto graduated from Kanazawa Municipal College of Industrial Arts. He originally sought a career as a manga artist, until developing an interest in video games. With the help of his father, he joined Nintendo in 1977 after impressing the president, Hiroshi Yamauchi, with his toys. He helped create art for the arcade game Sheriff, and was later tasked with designing a new arcade game, leading to the 1981 game Donkey Kong.

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Video game design in the context of Tutorial (video gaming)

In the context of video game design, a tutorial is any tool that teaches player or non-player characters the rules, control interface, and mechanics of the game. Some tutorials are integrated into the game, while others are completely separate and optional. Games can have both of these at once, offering a basic mandatory tutorial and optional advanced training. Tutorials have become increasingly common due to the decline of printed video game manuals as a result of cost cutting and digital distribution. Tutorials can be important since they are a player's first impression of a game, and an overly tedious tutorial or one that does not allow for player freedom can negatively affect their view of a game. However, the lack of a tutorial can also harm a game by causing the player to become frustrated, since they cannot figure out essential game mechanics.

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Video game design in the context of Previsualization

Previsualization (also known as previsualisation, previs, previz, pre-rendering, preview, or wireframe windows) is the process of visualizing scenes, sequences, or environments before their physical production. Originally associated with film, where it is used to plan camera angles, staging, and visual effects before shooting, the practice has expanded into other creative disciplines including animation, live performance, concerts, theater, video game design, and still photography. Techniques range from traditional storyboarding with hand-drawn sketches to digitally assisted 3D simulations that allow directors and designers to explore timing, spatial composition, and technical feasibility in advance.

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Video game design in the context of Video game developer

[[File:Game Developers Choice Awards - Campo Santo.jpg|thumb|A group of game developers accepts a game developers' award.]uyjj]A video game developer is a software developer specializing in video game development – the process and related disciplines of creating video games. A game developer can range from one person who undertakes all tasks to a large business with employee responsibilities split between individual disciplines, such as programmers, designers, artists, etc. Most game development companies have video game publisher financial and usually marketing support. Self-funded developers are known as independent or indie developers and usually make indie games.

A developer may specialize in specific game engines or specific video game consoles, or may develop for several systems (including personal computers and mobile devices). Some focus on porting games from one system to another, or translating games from one language to another. Less commonly, some do software development work in addition to games.

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Video game design in the context of Bushnell's Law

Bushnell's Law or Nolan's Law is an aphorism often attributed to Atari founder Nolan Bushnell, on the subject of video game design:

Bushnell came up with the concept based on his experience with his first game Computer Space in 1971. Its controls were based on four otherwise equivalent-looking buttons but with different functions, and Bushnell found that this had confused players that were trying to learn the game due to their lack of familiarity with these types of controls. Bushnell kept this in mind in designing their future games, such as in Pong and Asteroids, to keep the controls simple and easy to grasp while maintaining a challenging gameplay. The concept is also similar to a philosophy developed by George Parker, the founder of board game publisher Parker Brothers. Parker had said that "Each game must have an exciting, relevant theme and be easy enough for most people to understand. Finally, each game should be so sturdy that it could be played time and again, without wearing out."

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Video game design in the context of Toru Iwatani

Tōru Iwatani (岩谷 徹, Iwatani Tōru; born January 25, 1955) is a Japanese video game designer who spent much of his career working for Namco. He is best known as the creator of the arcade game Pac-Man (1980). In 2009, he was chosen by IGN as one of the top 100 game creators of all time.

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Video game design in the context of Third party developer

A video game developer is a software developer specializing in video game development – the process and related disciplines of creating video games. A game developer can range from one person who undertakes all tasks to a large business with employee responsibilities split between individual disciplines, such as programmers, designers, artists, etc. Most game development companies have video game publisher financial and usually marketing support. Self-funded developers are known as independent or indie developers and usually make indie games.

A developer may specialize in specific game engines or specific video game consoles, or may develop for several systems (including personal computers and mobile devices). Some focus on porting games from one system to another, or translating games from one language to another. Less commonly, some do software development work in addition to games.

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