IGDA Game Design SIG

SIG Constitution – Round Two

Posted by: invicticide on: November 1, 2009

The previous SIG Constitution ratification vote failed to meet a 50-vote quorum. A review of the results suggests that this is not due to a deficiency of the document itself, but rather due to the quorum requirement being set too high for the SIG’s current level of activity. As such, the constitutional committee has elected to modify the quorum requirement to 25 votes, and to extend the voting window from one week to two. A new version of the SIG Constitution which reflects these changes is available here.

Please take a few minutes to look over the constitution draft and cast your vote using this form. Voting will be open through Sunday, November 15.

Quick links:

SIG Constitution Ratification

Posted by: invicticide on: September 12, 2009

The Constitution of the IGDA Game Design SIG is ready to be ratified. You can read it here (PDF). The schedule and procedures for the vote itself will be published within the next few days.

The Escapist : The Incredible Disappearing Teacher

Posted by: Rayna on: July 14, 2009

Rob Zacny has written an article for The Escapist on the evolution of tutorials. From very early control tutorials to games that are one long hint, designers have come a long way in making the teacher invisible, while making the learning process part of the fun.

10 Game Design Process Pitfalls

Posted by: Rayna on: May 7, 2009

Gamasutra has a features that lists the top 10 Game Design Process Pitfalls. If you’ve worked on a game, you’ve probably experienced most, if not all, the items on their list.

  1. Not structuring enough time for play
  2. Placing too much importance on paper designs
  3. Peer review not taken seriously
  4. Decision-maker picked for his producer skills
  5. Not taking advantage of placeholders
  6. Allowing the story to control the game design
  7. Not giving designers enough tools
  8. Entering production without something fun
  9. Not keeping documentation up-to-date
  10. Not making outside playtest part of the process

Unfortunately, the article doesn’t give solutions to most of the problems.

Sid Meier’s Key Design Lessons

Posted by: Rayna on: May 5, 2009

Gamasutra has reprinted an article from Game Developer magazine where the design choices made by Sid Meier are analyzed. A few of the key lessons include finding the fun, the covert action rule and make the player the star.

SIG Constitution

The Constitution of the IGDA Game Design SIG has not yet been ratified by the membership, but a vote on the matter is pending. The current ratification candidate can be viewed here (PDF), and now through Sunday, November 15, votes can be submitted via this form.

Steering Committee

Josh Sutphin
Lead Game Designer
LightBox Interactive
blog | email


Coray Seifert
Game Designer
Kaos Studios | THQ Inc.
email


Altug Isigan
Senior Instructor
Creative Writing & Game Design
EMU Faculty of Media Studies
blog | email

Initiatives

Here are the initiatives which are active or in development:


Whitepapers
Michael Lubker
Josh Sutphin


SIG Blog
Josh Sutphin
Rayna Anderson


Mailing List
Sande Chen
Ryon Levitt


Forum
Coray Seifert


Game Design Wiki
Lindsey Talbot
Altug Isigan
Markster


Newsletter
Michael Lubker


Digital/Non-Digital Exchange
Michael Lubker


Design of the Month
Rayna Anderson
Michael Lubker
Josh Sutphin


Design Round Table
Corvus Elrod


Design Patterns
Martin Herink
Doug Hill
Josh Sutphin
Francois


Design Vocabulary
Chris Keeling
Josh Sutphin


GDD Standards
Martin Herink
Doug Hill
Chris Keeling


Accessible Game Design
Reid Kimball
Michael Lubker
Deborah Teramis Christian


Childrens' Games
Martin Herink
Michael Lubker


Open Source RPG Design
Chris Keeling
Michael Lubker


Ludtopia
Altug Isigan