Game Design
This page was last modified 16:15, 12 August 2013 by Nanochess.

Game design can be a very difficult matter as each programmers treats it in different way. There are differences in design for a lone programmer and a team where usually there is a hierarchical pyramid.

Some programmers start in a top-down approach, that is, they design the complete game in paper and then start coding calls to inner routines, recursively.

Other programmers prefer a down-top approach, that is, they design the inner specialized routines and then start building separate modules until them are tier together by a kind of master plan.

Finally also there is a method for medium-down/top approach, by example, when coding the core gameplay for a fast testing and then surround it with the other modules like title screen, sound, graphics.



Most games can be coded as a basic gameplay idea, by example, a man running through a labyrinth collecting coins. At the start the developer can choose to NOT DESIGN any graphics or draw some ugly graphics just to see how it works, drawing later the final graphics.

Other developers prefer to draw a complete tileset of graphics or preliminary graphics before starting any game. Most developers have zero graphic design abilities and require help from artists.


The music can give an epic feeling to a game or it can destroy the game. Some famous games (like the yellow ball eating coconuts in a labyrinth while chased by ghosts) used only a kind of siren.

Some developers with piano/organ knowledge can produce reasonable music. But most developers require the help from musicians.


Sound effects can be hard to design. Usually routines for sound effects are put after almost all the game is finished.


Most 80's games never had any kind of history or it was explained in the box or game instructions. This is a recent evolution of games and was seen at end of 80's and early 90's where the game tolds you the history behind the game in cut scenes in a demo or along the game.