Agate Academy Interview Series Part 4 with Naky, The Serious Game Designer
In the previous series of Agate Academy Interview with Nel, the Game Designer of Entertainment Game division, we have gotten some insights on how the process of producing user-end games. In this part of series, Nakyta Wildan, or better known as Naky, will share his experience on how the production of serious game works.
Similar to Nel, Naky holds the role as Game Designer, but only producing the serious game. What differentiates the serious and entertainment game is the purpose and target market. While the entertainment games are purposely made for leisure and reaching mostly children to young adult, serious games are developed for the sake of educational interest or business solution.
First thing first, would you explain about your role and the scope of work?
As the Game Designer under the Level Up division, I’m entitled to supervise the workflow between team members. The work consists of GDD, level design, balancing, ideation, conducting sessions and discussion with the team member, testing, as well as checking and directing the Game Artist and Game Programmer.
What kind of skill and knowledge that are needed the most in order to execute the role’s duties?
The core of Game Designer’s work emphasises to knowledge and communication. The Game Designer needs to be aware on the kind of game that is the team creating, the mechanical reference of the gameplay, to the players’ need, and so on.
Specifically for serious game, the designer must recognise the main subtle element of the game other than its entertainment purpose, such as the advertising, branding, product awareness, or even its educational element. In addition to that, the Game Designer should also have the ability of communicating the vision of the game that will be created by the team, and of course, open for any feedbacks.
A pretty typical thing about creating serious games is the extension of Game Designer’s communication ability to the client level. The Game Designer plays a crucial part to ensure the client that the game would give some additional values to their brand. Furthermore, the Game Designer is also responsible to carefully arrange the designated purpose through the game so the player would reckon the purpose while playing it.
As to close the interview, what tips and trick would you give for those who wants to be a Game Designer?
You can always start from creating a simple game in any kind of media. If you don’t understand how to code, you can try to create a prototype using engines like Construct or even as simple as using papers to design the mock up. To enrich your ability of communicating the game idea, do a lot of experiments using different style of presentation technics and tools such as the game prototype or a simple poster.