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I miss something vital to be game designer. Could someone help me?

SariefSarief Registered User new member
Hi! I know it's not the right topic for the question but I don't know where else can i ask that, so here goes:

I'm from Ukraine, 19, in future(hope it's near future) I'd like to be game designer. I watch this show(extra credits), create some design document and try designing games, but... i miss something vital.
The worst is - i don't know what that "vital" is...
I just don't know. Maybe that's because of the country i live in... no, there are good game designers here.

So, I miss something vital to be game designer. Could someone help me? Someone knows what that "something" is?

Posts

  • minirhyderminirhyder BerlinRegistered User regular
    Learn how to program.
    Without the ability to actually make a game, no one will care about your ideas or ability to design.

    Almost all game designers I know (and I know quite a few because I work for a video game studio) have degrees in computer science.

  • TheKoolEagleTheKoolEagle Registered User regular
    being a designer isn't an entry level position either, you need to have a strong skillset in programming for sure, being strong in art is also a huge boon in the industry, and be prepared if you work for anything bigger than a indie company, you will most likely not be designing games you think up, but instead what is handed to you.

    uNMAGLm.png Mon-Fri 8:30 PM CST - 11:30 PM CST
  • TychoCelchuuuTychoCelchuuu PIGEON Registered User regular
    What you are missing is making games. You cannot make games without making games. Start making games.

  • XixXix Miami/LosAngeles/MoscowRegistered User regular
    And as soon as your game is playable, get people to play that game and watch them play it.

    Find out what's wrong with your design, and improve on it.

    Do this over and over, until they start having fun.

    And do it relentlessly, like your life depends on it, because if you want to do this for some kind of living, it will.

  • ScooterScooter Registered User regular
    minirhyder wrote: »
    Learn how to program.
    Without the ability to actually make a game, no one will care about your ideas or ability to design.

    Almost all game designers I know (and I know quite a few because I work for a video game studio) have degrees in computer science.

    Yea, writing a design document doesn't mean much of anything. Almost everyone I know, myself included, has an idea in their head for an awesome video game concept. They could even write it out if they wanted. But unless you can code together something that actually does something, you don't have anything. Or art something for someone who codes, if you art.

  • minirhyderminirhyder BerlinRegistered User regular
    If you find any game jams happening in your area, go to one. It'll give you a great inside look into the process of making a video game.
    I can almost guarantee you it's greatly different from what you think it's like.

  • GalFridayGalFriday Community and Social Media Manager NovatoRegistered User regular
    Going to a Game Jam is great advice. Meet with people that have skills that you lack, offer skills that you have to a team that is eager to work together to get a game made. :)

    You do not need to be a programmer. You do not need to be an artist. You do need to understand the fundamentals of both of these things along with a slew of other skills.

    Check out companies that are hiring designers, see what they are looking for and compare that to the skill set that you have. See something missing? Work to fill the gap. :)

    Rather than read about my speculations about what companies want, here is an example from a real job posting looking for a game designer:
    What you need to be successful in this role:

    Excellent communication skills. You will need to communicate ideas, game vision and product goals across all levels of the company.
    Experience in building high quality social games.
    Versatility. You have both creative and analytical skills. You are comfortable making judgment calls on what is fun, and can use data to back it up.
    Integrity, optimism, common sense, responsibility and most importantly a sense of humor.
    Be the voice of the end user. Understand the needs and wants of your target audience.
    Resourcefulness. You can find creative solutions to any problem you face.
    A passion and drive to create amazing games!

    Hope that helps!

    @Ga1Friday is the twitter account I use to talk about everyday things. Sometimes work things. Lots of work things.
  • The Scottish UnicornThe Scottish Unicorn CaliforniaRegistered User regular
    Game Design is something that is pretty much incorporated into programming from my understanding. Aside from that anything I would have said has already been said by the previous people. I wouldn't be dead set on game design by itself, learn other schools of game production.

    76561198004630058.png
  • Chake99Chake99 Registered User regular
    If you want to be a game designer start making your own games on your time.

    Beyond that there's two real routes to getting into a game design team. 1) is art. 2) is programming.

    For 1 you better be a damn good artist (either concept art, 3d models, something...). I don't know the proper path for this.

    For 2 the easiest way is to do a 4 year Computer Science program at an accredited/reputable university. Focus on taking courses relevant to game creation (e.g. computer graphics). Work on your own portfolio of games. Worst case scenario you should leave with a marketable programming skillset.

    Do not go to any school or program that gears itself for "game design" unless you're certain that the graduates get jobs.

    This is a fucking amazing good article although a little too pessimistic, I think the main points are largely true.

    Hic Rhodus, Hic Salta.
  • GalFridayGalFriday Community and Social Media Manager NovatoRegistered User regular
    Or, work with a small company that has an all hands on deck, open forum strategy. You can become a game designer from QA, and frankly knowing about why a game does/does not meet milestone requirements can help keep your design within scope. Perhaps even more so than a background in art or programming.

    Yes, some game designers were once programmers or artists, but not all of them. It is not the only way to get in. Again look at that real life job posting that I quoted, that is what the company is actively looking for in a game designer right now ^_^

    Unless someone from these forums can vouch for that posting being the exception to the rule, I would say keep your ideas going, look into getting into the industry at an entry level in a position that interests you and plays to your strengths, and keep working on things on your own. Don't let not having art or programming skills stop you. That is ridiculous. Make a paper prototype, build a GDD, write a user story, and do your best to find Game Jams.

    @Ga1Friday is the twitter account I use to talk about everyday things. Sometimes work things. Lots of work things.
  • AnzekayAnzekay Registered User, Moderator mod
    Programming is by no means a requirement to be a Game Designer, but a solid grasp of the fundamentals of how it all works and functions and what impact other aspects of game development has on programming (and vice versa) is exceptionally important.

    What you do need to have, though, is some sort of solid technical skill in addition to all the designer-focused skillsets. That can be art, animation, level design, QA, programming, whatever. A technical skill will allow you to comfortably fit into a team (especially for something like a game jam) and be able to work on the actual production as well as the design.

  • GrisloGrislo Registered User regular
    GalFriday wrote: »
    Or, work with a small company that has an all hands on deck, open forum strategy. You can become a game designer from QA, and frankly knowing about why a game does/does not meet milestone requirements can help keep your design within scope. Perhaps even more so than a background in art or programming.

    Yes, some game designers were once programmers or artists, but not all of them. It is not the only way to get in. Again look at that real life job posting that I quoted, that is what the company is actively looking for in a game designer right now ^_^

    Unless someone from these forums can vouch for that posting being the exception to the rule, I would say keep your ideas going, look into getting into the industry at an entry level in a position that interests you and plays to your strengths, and keep working on things on your own. Don't let not having art or programming skills stop you. That is ridiculous. Make a paper prototype, build a GDD, write a user story, and do your best to find Game Jams.

    That posting you quoted is all well and good, but that little blurb isn't the whole story. No studio is going to hire someone off the street if that person has no real skills outside of 'being passionate about game creation.' OP needs to be told that there's a real skillset he needs if he is serious about this.

    Getting in a the indie game level will make this even more obvious - if your team is 3 people, all of those people need real skills that can be used in the production of a game.

    In this particular case, ideas are cheap and will get you nowhere in the real world.

    This post was sponsored by Tom Cruise.
  • DeebaserDeebaser on my way to work in a suit and a tie Ahhhh...come on fucking guyRegistered User regular
    When people say "I want to be a game designer" I usually read that as "I want to be a project manager, but I don't have the skills necessary to create any part of the project. Also, I want to determine the scope and goal of the project, preferably with no stakeholder authorization. Trust me. It's gonna be AWESOME"

    Gal, could you post the link to that real job post?

    I'd be curious to see it, and if I'm wrong it'd be super helpful to the OP

  • minirhyderminirhyder BerlinRegistered User regular
    GalFriday wrote: »
    Make a paper prototype

    That's a good place to start, prior to gaining any programming/art skills, you can create a board game prototype and start building your skills in thinking of game loops and features that will keep users interested.

  • Grey PaladinGrey Paladin Registered User regular
    edited September 2013
    Game design has very little to do with programming. A game does not have to be electronic. Most principles translate perfectly between video games and sports, board games, card games, and so on.

    If you want to get better at actually designing games, make games. You do not need any technical knowledge to make the above. Make sure you do not explain to people how to play verbally but write a manual. Teaching players how to play a game correctly through text alone is one of the most important things you can practice.

    Even if you want to make video games, making non-electronic games is a crucial step. Working on a video game - a product that requires multiple people to work on it for months to produce something that you can even begin to test - as your first project is not a very good idea unless what you want to practice is programming and modeling. Once you have made a game that is honestly as good as the competition, you will not only have some actual design experience but also a design-focused "portfolio" you can show to potential employers.

    Edit: Also, thread, I'd appreciate it if you'd stop implying the process of designing a game consists of telling people about your super special awesome ideas (which are totally as awesome as you think they are). It is a separate discipline, both art and science, that requires a great deal of skill.

    Grey Paladin on
    "All men dream, but not equally. Those who dream by night in the dusty recesses of their minds wake in the day to find that it was vanity; but the dreamers of the day are dangerous men, for they may act their dream with open eyes to make it possible." - T.E. Lawrence
  • GalFridayGalFriday Community and Social Media Manager NovatoRegistered User regular
    edited September 2013
    minirhyder wrote: »
    GalFriday wrote: »
    Make a paper prototype

    That's a good place to start, prior to gaining any programming/art skills, you can create a board game prototype and start building your skills in thinking of game loops and features that will keep users interested.

    I still want to stress that while programming and art skills are a plus, and may get you a job over an applicant without those skills, they should not be tossed around as a requirement. It just isn't true. Should you learn about them if you can or if you find a strength there? Absolutely! Having an art background could help you give great feedback on user interface which can greatly inform the user experience. Having a programming background can help you find a way to get a feature in within scope where others see it as something out of reach.

    Can you find a job as a game designer without those skills? Yes. Because there are other skills, arguably more core to your job, that a Game Designer requires that the aforementioned positions will not necessarily prepare you for.
    Grislo wrote: »

    That posting you quoted is all well and good, but that little blurb isn't the whole story. No studio is going to hire someone off the street if that person has no real skills outside of 'being passionate about game creation.' OP needs to be told that there's a real skill-set he needs if he is serious about this.

    Getting in a the indie game level will make this even more obvious - if your team is 3 people, all of those people need real skills that can be used in the production of a game.

    In this particular case, ideas are cheap and will get you nowhere in the real world.

    I disagree. Ideas are not cheap, a well programmed game with fantastic art that is based on a terrible idea will not sell. Well rounded, scoped, fun ideas are not cheap, they are a paramount ingredient to success.

    OP has been told that there is a real skill set he needs, but he has been erroneously told that that skill set falls only within the parameters of art or programming. Story telling, game writing, user experience flow, game economy, etc. These are the things you will fall on as a Game Designer and these are the skills he needs, the prior job experience that may help him get the position and the skills that he needs are different. You can apply a few things from art or programming but they are not required.

    I guess what I want to stress is that there are industry prerequisites for the position, those prerequisites can vary greatly by studio, project, etc.
    Deebaser wrote: »

    Gal, could you post the link to that real job post?

    Totally. Here it is. It is for a company called Arkadium and as a bonus they have jobs in the Ukraine! Nothing for design at the moment but there is a QA position there. They also offer internships, including game design internships at the New York office, I would keep an eye on the Ukraine opportunities, OP. ^_^


    Anzekay wrote: »
    Programming is by no means a requirement to be a Game Designer, but a solid grasp of the fundamentals of how it all works and functions and what impact other aspects of game development has on programming (and vice versa) is exceptionally important.

    What you do need to have, though, is some sort of solid technical skill in addition to all the designer-focused skillsets. That can be art, animation, level design, QA, programming, whatever. A technical skill will allow you to comfortably fit into a team (especially for something like a game jam) and be able to work on the actual production as well as the design.

    This is what I am talking about. Yes, you have to come from somewhere. Unless you are striking out on your own with a group of people that fill in for production, art, programming, etc, then your first job in the industry will probably not be as a designer. Having a background in an aspect of development prior to landing a design gig is a common prerequisite. At the very least knowing more about the dev process will help you become a better designer.

    GalFriday on
    @Ga1Friday is the twitter account I use to talk about everyday things. Sometimes work things. Lots of work things.
  • ceresceres When the last moon is cast over the last star of morning And the future has past without even a last desperate warningRegistered User, Moderator Mod Emeritus
    Edit: Also, thread, I'd appreciate it if you'd stop implying the process of designing a game consists of telling people about your super special awesome ideas (which are totally as awesome as you think they are). It is a separate discipline, both art and science, that requires a great deal of skill.

    I would appreciate it if people would stop telling others what they can and can't post in this thread. This is not a request.

    Also, in all the years my husband and I have looked for jobs, the one thing I have learned is that just because people have an opening doesn't mean they know how to communicate their needs in a job posting. I can almost guarantee that whoever actually does the hiring at that company is sitting around scratching his head and wondering why he can't find any talent. One or ten or a hundred postings announcing that all a company wants is a plucky go-getter means nothing until they've actually hired someone who doesn't know how to do anything else.

    If you want a job with no skills you have to apply for entry-level everything until you find someone willing to take a chance on someone with no skills, and then you take what you can get until you do have skills. That is nearly universal and you will find it in almost any field.

    And it seems like all is dying, and would leave the world to mourn
  • CelestialBadgerCelestialBadger Registered User regular
    The best way of getting a job as a game developer is to have made a game. With all the free engines, assets, and tutorials out there there really is no excuse not to have. You don't need to battle with C++ anymore to get a decent game working. A portfolio is worth any amount of love of games.

  • bowenbowen Sup? Registered User regular
    edited September 2013
    You'll still need to have some innate programming skill to do it well, make no mistake.

    I will say this, someone who's a programmer themselves, making a game requires time. A lot of time. It also requires money, lots of money.

    Why? You've got to pay people in fields you don't have skills in. While I may be a programmer, I am definitely not an artist/modeler or musician. To get art for a pretty run of the mill game, I'm probably looking to plop down almost 10-20 grand. Music and sound? Probably around the same. Okay, if I have no programming experience? That's probably going to be 50-100 grand (depending on how complex and how quickly you want this).

    Ask yourself, do you have $150,000 laying about to make a game? No? Okay, well, that's why people tell you to learn one of those skills. Picking up Unity because it's premade also carries its own requirements (royalties) and you still need to be a programmer to some degree (logic and all that). And about the only engine I know of where you don't really need programming skills is RPG Maker.

    Okay so you have ideas, right? How do you get your ideas across? You think someone is going to bankroll an entry level person into an unknown game project? Hahaha. No they won't. You need to start on the ground floor. You look at a company like Blizzard. Chris Metzen is one of their pretty big name game designers. Guess where he started? Art and animation.

    So you have two options here:
    - learn an appropriate skill and work in the gaming field
    - make your own game

    Also, there's a reason I didn't pick the first one. It sucks, the hours suck, and it will kill your soul. Working in the gaming industry is some of the worst hours, pay, and benefits because everyone wants to do it.

    bowen on
    not a doctor, not a lawyer, examples I use may not be fully researched so don't take out of context plz, don't @ me
  • CelestialBadgerCelestialBadger Registered User regular
    bowen wrote: »
    I will say this, someone who's a programmer themselves, making a game requires time. A lot of time. It also requires money, lots of money.

    Time yes, money, no. It only costs money to make a game that's commercial quality in appearance. Making a freeware game or a game for a portfolio, does not require money. You can just use free assets, or make your own ugly assets.

    Paying money for assets for a non-commercial game is like paying money to vanity publish a novel. It does not make you look more professional.

    Unity doesn't have royalties. You pay a steep fee ($1500) for the pro version, but no hobbyist needs to do that.

    RPGMaker is a great choice for the beginner in making games. You can get a feel for making games without having to learn anything difficult. I'd recommend Adventure Game Studio for the same reason.

  • bowenbowen Sup? Registered User regular
    Sorry, confused unity for the other one that's royalty based. And while no, you don't need them, you're not going to really be considered for a 'game designer' position with unpublished non-commercial games. Sorry.

    not a doctor, not a lawyer, examples I use may not be fully researched so don't take out of context plz, don't @ me
  • NightDragonNightDragon 6th Grade Username Registered User regular
    Yeah, UDK is royalty-based, as far as I know...but it only kicks in after you've earned like $50k, I think? Pretty good deal.

    Unless OP is planning on seriously monetizing though, I think either would be a pretty good option to just get the handle on "creating/designing a game". Don't need to publicly release it and hope for income.

  • CelestialBadgerCelestialBadger Registered User regular
    bowen wrote: »
    Sorry, confused unity for the other one that's royalty based. And while no, you don't need them, you're not going to really be considered for a 'game designer' position with unpublished non-commercial games. Sorry.

    Game designer is a hard position to get into, with no standard path of entry. I know a few game designers, and they all got into the trade in different ways. It sounds like it'd be easier to become a designer than an artist, producer, or programmer because there are no specific skills, but there are so many people who want to do it, it is hard.

    In game development, designers are massively outnumbered by artists and programmers. If you can at all be an artist or a programmer, that is the place to start. You can move sideways into design from there. (though you may not want to, as designers tend to earn less.)

  • StericaSterica Yes Registered User, Moderator mod
    Basically, the concept of "idea guy" is a myth that needs to die yesterday.

    Even Shigeru Miyamoto was an artist before becoming the revered legend he is today. You have to bring something to the table besides ideas.

    YL9WnCY.png
  • minirhyderminirhyder BerlinRegistered User regular
    Which is a concept easiest learned by making a game. Whether you set out to do it yourself, find some like minded people, or attend a game jam, you will find that the heavy lifting will be done by the programmer and artist if your game is art intensive. The rest of the team will be sitting around twiddling their thumbs after the first day of "game designing."

  • Grey PaladinGrey Paladin Registered User regular
    edited September 2013
    Rorus Raz wrote: »
    Basically, the concept of "idea guy" is a myth that needs to die yesterday.

    Even Shigeru Miyamoto was an artist before becoming the revered legend he is today. You have to bring something to the table besides ideas.
    An "idea guy" to a game designer is as a guy who can write to a writer. When you examine fields like board games the concept falls apart. Diplomacy or Settlers of Catan did not succeed due to the map being beautiful or the craftsmanship of the game pieces. Board games live and die by their design, and the industry recognizes this. Only in the video game industry does the idea that anyone can make a game and so technical work is more valuable prevails. The result is an ever-increasing number of functional, pretty games which fail because they are utterly uninspired. Elemental : War of Magic crashed and burned because the team spent years on the engine and art assets, believing that was the hard part, while leaving much of the design to be done by the lead AI programmer during the last 3 months before launch. They game bombed so badly that the CEO (Brad Wardell) actually apologized. They hired the guy who made Fall from Heaven (a Civilization 4 mod) to design the (now critically acclaimed) sequel from the ground up. An anecdote like this does not proves anything, but I wanted to bring up an actual example. It is a dangerous and infectious trend which killed more than a few studios.

    The term "idea guy" was invented for people who believe that they can contribute to a studio with no qualifications. It is being severely misused.

    Edit:
    minirhyder wrote: »
    Which is a concept easiest learned by making a game. Whether you set out to do it yourself, find some like minded people, or attend a game jam, you will find that the heavy lifting will be done by the programmer and artist if your game is art intensive. The rest of the team will be sitting around twiddling their thumbs after the first day of "game designing."
    There are a lot of trading card games. Magic: The Gathering remains the market leader. You could argue that there are many reasons for this, but if you ask me, I will answer that this is because each set of Magic is developed and playtested over a period of 2 years. The amount of work a designer does depends on the studio.

    Grey Paladin on
    "All men dream, but not equally. Those who dream by night in the dusty recesses of their minds wake in the day to find that it was vanity; but the dreamers of the day are dangerous men, for they may act their dream with open eyes to make it possible." - T.E. Lawrence
  • Grey PaladinGrey Paladin Registered User regular
    edited September 2013
    I wish I could say this was a double post, but I just accidentally pressed "post reply" instead of "save draft". Sorry.

    Grey Paladin on
    "All men dream, but not equally. Those who dream by night in the dusty recesses of their minds wake in the day to find that it was vanity; but the dreamers of the day are dangerous men, for they may act their dream with open eyes to make it possible." - T.E. Lawrence
  • minirhyderminirhyder BerlinRegistered User regular
    minirhyder wrote: »
    Which is a concept easiest learned by making a game. Whether you set out to do it yourself, find some like minded people, or attend a game jam, you will find that the heavy lifting will be done by the programmer and artist if your game is art intensive. The rest of the team will be sitting around twiddling their thumbs after the first day of "game designing."
    There are a lot of trading card games. Magic: The Gathering remains the market leader. You could argue that there are many reasons for this, but if you ask me, I will answer that this is because each set of Magic is developed and playtested over a period of 2 years. The amount of work a designer does depends on the studio.

    Well I'm not arguing that game designers are useless. On the contrary, in a large game studio they play a very important role of making sure games are balanced, are heading in the right direction during production, iron out problems post production, etc. etc.

    However, you don't just start being a game designer. A game designer makes 0 sense when you're not working for a sizeable game studio and are just starting out. Which is why all the advice to the OP is "make a game, any way you can." Because that's how you learn all the aspects of making a game (something that a game designer absolutely needs to know), and you can actually have something to show when you're interviewing for a real game studio.

  • hsuhsu Registered User regular
    I will point out that the main role a game designer plays in a large studio is that of project manager. His title may be game designer, but what he ends up actually doing will look almost exactly like a project manager to an outsider. Especially a project manager in a scrum/agile development environment.

    In fact, Derrik Paxton, the Fall of Heaven guy mentioned, spent several years of a his life as a project manager before being hired by a game studio as their lead game designer. You can bet your ass that his project management skills were a big reason for his success.

    Note that project management is a reasonably common, well paying career, so if you don't end up in a game studio, your skills are transferable.

    iTNdmYl.png
  • Grey PaladinGrey Paladin Registered User regular
    minirhyder wrote: »
    minirhyder wrote: »
    Which is a concept easiest learned by making a game. Whether you set out to do it yourself, find some like minded people, or attend a game jam, you will find that the heavy lifting will be done by the programmer and artist if your game is art intensive. The rest of the team will be sitting around twiddling their thumbs after the first day of "game designing."
    There are a lot of trading card games. Magic: The Gathering remains the market leader. You could argue that there are many reasons for this, but if you ask me, I will answer that this is because each set of Magic is developed and playtested over a period of 2 years. The amount of work a designer does depends on the studio.

    Well I'm not arguing that game designers are useless. On the contrary, in a large game studio they play a very important role of making sure games are balanced, are heading in the right direction during production, iron out problems post production, etc. etc.

    However, you don't just start being a game designer. A game designer makes 0 sense when you're not working for a sizeable game studio and are just starting out. Which is why all the advice to the OP is "make a game, any way you can." Because that's how you learn all the aspects of making a game (something that a game designer absolutely needs to know), and you can actually have something to show when you're interviewing for a real game studio.
    Hey, I will be the first one to agree that if you are to call yourself a game designer you better have actually made some games. Neither do I object to the notion that if you want to make video games some knowledge of the technical side is very important. What I am protesting is the idea that if you want to be a game designer you should focus on how to get the job (i.e. learn another field to get your foot in the door) instead of actually getting good at the job you are hoping to fulfill. One does not comes at the price of the other and you can only benefit from doing both, but you are not going to magically become good at designing games by being hired as a programmer.

    If you want to get good at designing games non-electronic games are by far the superior learning platform. They allow you to get right to work without spending time on other crafts. You can rapidly iterate and drastically change the game without having to rework your engine, assets, and so on. If you need to present your work to a company you can hire an artist to replace your placeholders at a significantly cheaper cost.

    "All men dream, but not equally. Those who dream by night in the dusty recesses of their minds wake in the day to find that it was vanity; but the dreamers of the day are dangerous men, for they may act their dream with open eyes to make it possible." - T.E. Lawrence
  • SariefSarief Registered User new member
    Thank you all for your answers :)

    from what i learned here, and searched elsewhere, i pointed out this:
    1) I missed the point that I'm far away from where I want to be. Game industry has developed so much that I didn't even think of, until it was pointed out for me. For example, why I need math in my studies of programming. And that all that I'm learning is just so small in comparison. It frightens and excites me...
    2) To become better at creating games I have to create them. Simple, really. Better to do non-electronic, this way i won't be bugged by the technical aspects and will do what I wanted to do from the start.
    3) I can't be lazzy. I know nearly not enough. Study, study and study. And I must learn both - programming AND art(even for a bit).

    And the thing I missed turned out to be real simple:
    I didn't know what I was seeing. The big picture. I didn't know that games used the technologies that are superior to everything in todays world. What I must learn or what I must know. From where I was there was no way for me to learn those things. And there was only one true way to do that - know, what I'm searching for. Asking the right questions. Those that know - can't think that someone don't know about that. Those that don't know - can't even guess about what they should ask.

    Thank you all for your answers. They really helped. I don't say that I will become game designer in future for I am no prophet but I hope I'm on the right path.

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