Game Design Quotes & Sayings
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Top Game Design Quotes
You all know that each title in the Chronicles has a chess theme; that's partly because of the overall design of the Chronicles themselves - the game of chess as an analogue of the game of life. — Dorothy Dunnett
I have never seen a game's graphics look so sharp and clean. The sound design for the game is also unique on the Xbox. The memory on this system allowed us to provide the user with 5.1 Dolby surround sound for home theatre owners. — Don Bluth
My earliest interest in game design came when I was in primary school, and my parents bought a Commodore 128 computer. I taught myself to write programs in BASIC, and then I made my own games. — Brendan Myers
There's established gaming IP that's coming from console to mobile, which is interesting. Everything is converging a little bit toward mobile devices in the living room. On the casual side, the graphics and animation and game design and all of those variables are improving. — Chris DeWolfe
If you take away the fancy graphics of today's games, most of the time you're left with a shell of a game that has been done to death a million times. — Herman Leonard
Life is like a game of bridge ... we did not invent the game or design the cards;
we did not frame the rules and we cannot control the dealing. The cards are dealt out to us whether they be good or bad... But we can play the game well or play it badly. A skillful player may have poor hand and win the game. A bad player may have a good hand and yet make a mess of it. Our life is a mixture of necessity and freedom, chance and choice... we may not change events but we can change our approach to events. — Dr. S Radhakrishnan
I did not design this game; I did not name the stakes. I just happen to like apples; and I am not afraid of snakes. — Ani DiFranco
I could make Halo. It's not that I couldn't design that game. It's just that I choose not to. One thing about my game design is that I never try to look for what people want and then try to make that game design. I always try to create new experiences that are fun to play. — Shigeru Miyamoto
There are now college degrees in game design and interactive media, so if I were starting now, I would probably do that. When I started, you had to break into design from QA or programming or art, but it's really not true anymore. — Jane Jensen
It is very important to lead the field and innovate in game design. — John Romero
It's can you, Steve Wozniak, design the same computer - maybe it's a Varian 620i - can you design it on paper with fewer chips than last month? Can you design it with 79 chips instead of 80 chips?I had played this game so long that I had all these little tricks in my head that I can't even explain. Nothing was wasted; absolutely zero waste. I told this story recently to the Resource Recovery Association, recycling, and they loved to hear I didn't believe in waste. — Steve Wozniak
Patience's design flaw became obvious for the first time in my life: the outcome is decided not during the course of play but when the cards are shuffled, before the game even begins. How pointless is that? — David Mitchell
Gaming in general is a male thing. It isn't that gaming is designed to exclude women. Everybody who's tried to design a game to interest a large female audience has failed. And I think that has to do with the different thinking processes of men and women. — Gary Gygax
Gamers can feel when developers are passionate about their games. They can smell it like a dog smells fear. Don't be afraid to hold onto your unique vision: just be aware that it may not turn out exactly how you envisioned. — Scott Rogers
The last 10% of game design is really what separates the good games from the great games. It's what I call the clean-up phase of game design. Here's where you make sure all the elements look great. The game should look good, feel good, sound good, play good. — Garry Kitchen
The reason is that good management itself was the root cause. Managers played the game the way it was supposed to be played. The very decision-making and resource-allocation processes that are key to the success of established companies are the very processes that reject disruptive technologies: listening carefully to customers; tracking competitors' actions carefully; and investing resources to design and build higher-performance, higher-quality products that will yield greater profit. These are the reasons why great firms stumbled or failed when confronted with disruptive technological change. — Clayton M Christensen
Looking back, video game design seems a natural fit, although there was no such thing when I was growing up. I built a Tic-Tac-Toe playing machine in my teens which went up in smoke on the night it was scheduled to go to a science fair. — David Crane
VanessaPlace Inc. is a trans-national corporation whose sole mission is to design and manufacture objects to meet the poetic needs of the human heart, face, and form. What is poetry really worth? What is poetry's purpose - personally, culturally, politically, financially? VanessaPlace offers a language-based solution to these and other dilemmas facing the culture business today. The poetry-products of VanessaPlace turn cultural capital into capitalized culture through a game-changing, dynamic shift of focus from manifesto to manifestation. — Vanessa Place
Game design isn't just a technological craft. It's a twenty-first-century way of thinking and leading. — Jane McGonigal
The Game gives you a Purpose. The Real Game is, to Find a Purpose. — Vineet Raj Kapoor
Whenever I design any variant, or when anybody sends me one, I always say if at all possible within the context of the game don't have two home supply centers touching each other. — Fred Davis
NPR editors and journalists found themselves caught in a game of trying to please a leadership team who did not want to hear stories on the air about conservatives, the poor, or anyone who didn't fit their profitable design of NPR as the official voice of college-educated, white, liberal-leaning, upper-income America. — Juan Williams
Game design is a funny thing. There are people out there who are really good at it, but it's not clear that they can teach it. It's a very intuitive process. It's an art. — Luis Von Ahn
Design isn't about getting your way, it's not about being a great genius or auteur who is followed by everyone else on the team, and it's not even about doing a great job of communicating your vision to the rest of the team. Design isn't about you; it is about the project. Working as a game designer is about collaborating with the rest of the team, compromising, and above all listening. — Jeremy Gibson
I've always been a proponent of the idea that technology doesn't matter to game design. The example I always like to point out is 'Tetris,' one of the greatest games ever made. — Tim Schafer
A good game has to have a fun core, which is a one-sentence description of why it's fun. — Paul Reiche III
I've wanted to design golf courses ever since I was a kid. I suppose it comes from the way I've played the game. To find the proper way to play any hole, I've always begun by asking myself what the architect has tried to do with it. — Jack Nicklaus
Nothing should be more obvious than that the business organism cannot function according to design when its most important "parameters of action" - wages, prices, interest - are transferred to the political sphere and there dealt with according to the requirements of the political game or, which sometimes is more serious still, according to the ideas of some planners. — Joseph Alois Schumpeter
I'm always thinking about whatever game I'm working on. My brain works subconsciously on design pretty much every hour I'm awake. — Jane McGonigal
Ideas are cheap. A dime a dozen, as they say. It's the implementation that's important! The trick isn't just to have a computer game idea, but to actually create it! — Scott Adams
Rules of Play is an exhaustive, clear, cogent, and complete resource for understanding games and game design. Salen and Zimmerman describe an encyclopedia of game design issues, techniques, and attributes. In particular, they analyze the elements that can make a game experience richer, more interesting, more emotional, more meaningful, and, ultimately, more successful. It should be the first stop you make when learning about game design. — Nathan Shedroff
Keep it simple, stupid. Good game design shouldn't keep you looking at the manual but should have enough depth where you feel like you bring something new to the game every time you play. — Rob Manuel
The stakes in this game are not low. Our enterprise is no less than the introduction of an alternative language, and with the language an altered perspective, for a group of phenomena that tradition tended to refer to with such words as 'spirituality', 'piety', 'morality', 'ethics' and 'asceticism'. If the manoeuvre succeeds, the conventional concept of religion, that ill-fated bugbear from the prop studios of modern Europe, will emerge from these investigations as the great loser. Certainly intellectual history has always resembled a refuge for malformed concepts - and after the following journey through the various stations, one will not only see through the concept of 'religion' in its failed design, a concept whose crookedness is second only to the hyper-bugbear that is 'culture'. — Peter Sloterdijk
The linear design of FFXIII had a great advantage in providing players with enough time to become familiarized with the new battle system and the unique world. But on the other hand, it led to players feeling like the majority of the game was a tutorial. — Motomu Toriyama
Developing games for the PC and consoles is all about everything and the kitchen sink. In many ways, you don't have design decisions to make. You do it all. So I enjoy going back to making decisions about what's important as I'm working on a game. — John Carmack
There has to be the popcorn genre element, or I don't engage the same way. I like action and vehicle design and guns and computer graphics as much as I like allegory. It's a constant balancing game. I want audiences to be on this rollercoaster that fits the Hollywood mould, but I also want them to absorb my observations. — Neill Blomkamp
I wonder sometimes if I'm not, after all, a piece in some other player's game, following blindly his grand designs without ever knowing that my path along the board is only a feint, while the important matters are played out elsewhere by other men.
But whether there's some grand design really matters little to me. My only hope was this: To see what might be, to believe that it should be, and then to do all I could to bring it to pass, whatever the cost. When a life spins out as joyfully as mine has done, then the price, one paid so painfully, is now recalled in gladness. I have received full value. Here among the shepherds, my cup is filled with the water of life; it overflows. — Orson Scott Card
Immortals is without doubt the best-looking awful movie you will ever see. Eiko Ishioka's costume designs alone deserve an Oscar nomination. "They weren't at all historically accurate," grumbled a woman in the elevator after the sneak preview, as if lots of documentation exists about the wardrobes of the gods. She added: "I guess that's what we deserve for using free tickets we got at a Blackhawks game. — Roger Ebert
I think I just have an idea in my head about how big an adventure game should be, so it's hard for me to design one that's much smaller than Grim Fandango or Full Throttle. There's just a certain amount of scope needed to create a complex puzzle space and to develop a real story. At least with my brain, there is. — Tim Schafer
The Escalation programmers come from a completely different background, and the codebase is all STL this, boost that, fill-up-the-property list, dispatch the event, and delegate that. I had been harboring some suspicions that our big codebases might benefit from the application of some more of the various "modern" C++ design patterns, despite seeing other large game codebases suffer under them. I have since recanted that suspicion. — John Carmack
I wanna design a video game where you'd have to take care of all the people shot in all the other video games. — Demetri Martin
There is only One Man Playing your Game, You! — Vineet Raj Kapoor
I am a design chauvinist. I believe that good design is magical and not to be lightly tinkered with. The difference between a great design and a lousy one is in the meshing of the thousand details that either fit or don't, and the spirit of the passionate intellect that has tied them together, or tried. That's why programming - or buying software - on the basis of "lists of features" is a doomed and misguided effort. The features can be thrown together, as in a garbage can, or carefully laid together and interwoven in elegant unification, as in APL, or the Forth language, or the game of chess. — Ted Nelson
I have been wildly enthused about gaming since I was younger, and a career path I chose not to go down but did really consider was getting into programming and game design. — Trent Reznor
I am tremendously excited to introduce a unique 'Metal Gear Solid' experience to a new audience of gamers as well as collaborate with my mentor in game design, Mr. Miyamoto, on 'Metal Gear Solid: The Twin Snakes' for Nintendo GameCube. — Hideo Kojima
Don't just buy a new video game, make one.
Don't just download the latest app, help design it.
Don't just play on your phone, program it. — Barack Obama
Game design is dead. Long live the architecture of play. — Miguel Sicart
CONTENTS Epigraph Characters Introduction: How This Book Came to Be CHAPTER ONE Childhood: Abandoned and Chosen CHAPTER TWO Odd Couple: The Two Steves CHAPTER THREE The Dropout: Turn On, Tune In . . . CHAPTER FOUR Atari and India: Zen and the Art of Game Design CHAPTER FIVE The Apple I: Turn On, Boot Up, Jack In . . . CHAPTER SIX — Walter Isaacson
For many years, Darrel Royal was the football coach for the University of Texas at Austin. They always had great teams and winning records. Sometimes, however, when they won a close game, a sportswriter would suggest that while the Longhorns were skilled, they had been lucky on that day. Hearing it one time too often, Coach Royal finally said, "Luck is partly the residue of design, the simple act of being prepared for luck when it arrives." And there is something else to luck, Royal said - luck follows speed. Move, and luck finds you. Move quickly, and it finds you more often. — Mac Anderson
When the Knicks won the championship in 1970, our fans rallied behind us and became our sixth man because they saw a group of five distinct personalities come together and play as one seamless unit. Winning takes a game plan and that's where a great coach comes in. He has to have the vision. He has to be the architect and design a particular style of play that his players can work together and excel at. The great Celtics teams that won 11 championships in the span of 13 seasons ( 1957-69) never changed their system. They played the same game regardless of who their cast was. — Walt Frazier
Decorating is like math, a game of adding and subtracting. — Charlotte Moss
His Presbyterian minster father had believed in a divine design, and Mozasu believed that life was like this game where the player could adjust the dials yet also expect the uncertainty of factors he couldn't control. He understood why his customers wanted to play something that looked fixed but which also left room for randomness and hope. — Min Jin Lee
