
At the present computer science is growing rapidly and this area has potential to even develop further in the future. In this industry webs of all kinds, e-commerce apps, and game development are having peak demands in the market. In this article we will first take a look at game development, some hazards and pitfalls that we shouldn’t meet during the game creation process.
Not structuring time for game playing
This first pitfall seems trivial, but can actually have a large impact on the quality and efficiency of the design process. Ideally pre-production would include a set amount of time for everyone on the design team to play games in the genre they are about to take a shot at. Unfortunately, not all game designers have enough free time to play every game out there. Generally, the older the game designer is, the less free time he'll have. Furthermore, the games a designer chooses to play in his free time may not line up with the games he should play for development purposes. Many mediocre games, for example, contain interesting ideas and are valuable as learning tools.
Placing too much importance on paper designs
A designer can try to imagine how a level is going to play in his head, but any of the hundreds of interacting elements -- the environment, the controls, the game mechanics, the physics, or the AI can each make a huge impact on the overall fun. This is one reason that he shouldn’t put too much weight on paper designs. The second reason is that sometimes the best ideas are discovered through experiments and happy accidents. Building and testing the game for real is more important than only sketching it on papers.
Peer review not taken seriously
Many designers in a team have a habit of not playing with each other's work. They 've definitely fallen into the trap of being so focused on their own work that they neglect to play the work of others. Regularly playing other designers' levels leads to cross-pollination of ideas and generally makes a better game. By that designers have chances to learn from each other and develop their skills better as well as their games. We recommend that a team should have weekly scheduled peer review sessions where all designers are told to put down their own work and spend the afternoon reviewing the work of their teammates.
Not giving designers enough tools
There are many arguments for limiting what a designer is capable of doing with a game's tool set. The more functions and variables a designer has access to, the more he can do wrong. There's nothing that a programmer dislikes more than having to debug poorly organized designer code. Furthermore, designers aren't trained to program so, the logic goes, they'll waste time trying to do what a programmer was trained to do.
Not keeping design documentation up to date
How many times have you heard someone say, "Don't read those, they're not up-to-date"? If the answer is zero, you're either not in the games industry or you're very lucky. Out-of-date design documents are a common fixture in development teams. It may seem like an unavoidable failure. Features almost never ship exactly as they were designed on paper. Rather they change many times after their original implementation. Keeping the documentation in step with the changes can be a real chore. Time-consuming as it may be, the consequences for not doing so are fairly serious. For when documentation is not kept up-to-date, people lose faith in it. They assume that whatever is in the source control isn't valid. They don't bother using it as a reference when they have a question. Then, rather they will prefer to ask a member of the design team directly. Once the designers realize that their documentation isn't being read, they will put even less energy into maintaining it. Eventually the team will come to the conclusion that "design documents are worthless".
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