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How important are Game Designers really?

A topic by Skrovitch created Apr 20, 2026 Views: 840 Replies: 28
Viewing posts 1 to 14

I mean, I've been studying programming for a while, trying to break into the game industry, but I had to stop due to personal problems. But I don't want to give up on my dream, and to avoid stopping, I started studying game design. I've been looking into it for a long time and decided to practice. I picked a game I like and started creating a GDD for it. Looking for tips (on Reddit), I saw some comments that really scared me about GDDs and game designers themselves. "There's no GDD without an initial prototype," "GDDs are never completed," and I started thinking that most indie developers have to be programmers AND game designers. What is the real reality of an beginner game designer? Are there chances of getting into game jams, for example, offering myself as a game designer?

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I can tell you that a game design document is a living document. It evolves with the project and acts as a source of guidance and truth in the present moment. I personally couldn't see the point in "creating" the whole game in the document before actually making the game. The document is initially very simple and rough and is guided by the project goals as you run into design challenges spread through all skills (level design, gameplay, sound design, music, art, vfx, programming, etc) related to the project.

Got it! Thank you!

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Creating a game as a product is a task that requires a team of people with diverse skills, where a game designer plays a central and crucial role.

In a game jam and especially at an amateur level, the truth is that most people tend to work as one-man army. And it's almost impossible for a group to search for a game designer.

What you should do is design your game and then look for a programmer, graphic artist, musician, etc., who are willing to help you bring your idea to life, whether for a game jam or not. But I think it's highly unlikely that it will happen the other way around.


Regarding the GDD (Game Design Document): It's not necessary to have a prototype beforehand, but having one helps, as it allows you to know if a certain idea or mechanic works or not. Creating a good design document helps with game development, but actually creating it takes time, and in a game jam, time is often scarce. Therefore, it's almost impossible for a team to afford to wait for someone to create a GDD before starting to develop the game itself. They're usually created on the fly and in a very simple way, and frankly, they're not usually created at all.

Got it! Thank you 

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Whether you try to design up-front with a design document before production starts or you design on the fly as you're programming, you're still designing.  And in my experience, designing is always the hardest part of game development.

Getting into a game jam as a beginning designer who only designs would be difficult, not because design is unimportant, but because it's too important to trust a beginner.

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Everything you've heard about game designers is also true about requirements engineers or business analysts in the wider software industry. If they just write a spec and then bugger off, things aren't gonna go well.

That doesn't mean they aren't "important", it means they have to be deeply integrated into the development process and iterate on their ideas together with team members from other disciplines (especially programmers) to deliver good work.

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What happens on Itch is not typically the game industry.

Roles like "game designer" are implicit or outside the scope of a small game. You do not need that kind of analysis and prediction for small indie games. Or rather it is unaffordable.

I mean, just look at publishing on Itch. Actual professional games typically have a publisher. Itch does not even have the capacity for that abstraction layer. It is very rare to see a publisher here. It is all self publishing by the developers.

A lot of dedicated roles are non existant for games on Itch. Even for teams. There is just more roles than persons.

If you do not have a team, seeking one will probably make you look like the "ideas guy".

So for indie games, you likely will have to contribute more than a gdd. A gdd is basically a plan what to make and why.

Yes, I understand that GDD isn't something that will last continuously. However, what got me thinking was the starting point, because I keep wondering, how does someone begin this kind of career? Especially since their only knowledge would be in Game Design. And I see Itch not only as an indie platform but also as a starting point, so I thought about jams and such... even knowing that this type of role would be unfeasible for jams.

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In terms of game jams, teams still tend to be on the small side so obviously roles will get "compacted" and team members will wear multiple hats. You also really do not need GDDs for the conplexity of the average jam game.

As someone who is a programmer by daylight, I want to do my own game design when I do gamedev so I am flat-out not looking for a game designer. For me, that's the "juicy" part.

So having some other skills (e.g. also being able to do art) are gonna increase your odds of being able to find a team where you get the "game designer hat" compared to if you only can do game design.

Best case would be if you were able to do solo projects, of course - that way, nobody can tell you what to do! So learning to program, at least in some sort of low-code environment, might be worthwhile. Or maybe you could try your hand at a board game, with zero programming required.

Will any of that stuff help you to break into the industry? Iunno. I'm not in the industry and have no desire to be.

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how does someone begin this kind of career

From existing jobs by specializing in game design. Or by having a degree in it.

You did mention you started studying it. Is that a translation issue or something? I was under the impression that you are a student. A formal student in an institution where they give courses and you will end up having a degree.

Did you per chance mean self learning, by "studying"?

If so, entering chances might be better than in other fields, but try imagining a company hiring a self taught engineer. That's not gonna happen. You need a degree or work experience. And having side gigs on a self publishing site like Itch is not the work experience I am talking about. Professionals are rare here. Oh, there are some one-person-developers and even some commercially successful games. But game studios are rather rare.

And even if you find a small game studio here, chances are, they are so small, that a dedicated game designer is not what they seek. You would need to have other skills. A dedicated role of game designer maybe starts at studios with 10+ people. In other words, you need people to coordinate, to have the role of a coordinator ;-)

Due to the nature of that role, I am not sure, if that is done by freelancers, the way art can be commissioned. It's basically the thing that is the core of the game. Can't really outsource that. But other people will know more about this than me.

Okay, let's break it down: I don't know if I can consider it a course as "self-learning," but it doesn't give me any diploma, certificate, or anything like that. I study at a "school" called Orango, but again, it's nothing like a bachelor's degree, for example. My country doesn't have many incentives in the game development field, and it also doesn't have much tradition in the area, although it already has some world-renowned indie developers. Because of this, the only university that actually offers this area of study is more than 700km away from me, and I can't attend right now, I intend to, but I can't now.

And I understood what you meant. My fear is always the beginning, how it starts, and even though I haven't actually started a degree in the field yet, I wanted to try to take my first steps, try to build a portfolio, etc., etc. And the fear of what the beginning is like led to the suggestion for the post. Thank you for your comment, it was very enlightening.

If that field is "new", any local game studio will probably be more willing to hire people with no formal degree.

From what I've read, that Orango is more like a beginner's introduction course. Like maybe one week or three worth of study of a topic. And it's aimed more at giving people opportunity to try out if they would like a thing or not. (But maybe I've read about the wrong thing.)

This should give you enough knowledge to have structure in creating your own games on Itch and for jams that should be more than enough to have fun in creating a game from beginning to end.

But you seem to ask and aim for game designer. That's a specialist occupation in big teams.

If you wonder how those specialists started, I suggest you pick a few games, favorably created in your country, and look at the credits at places like  https://www.mobygames.com/  Do they have a game designer that only did game design? And how does their previous credit history look like. If they are famous, maybe they have a public listing of their previous work or education.

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I guess that depends.  With everyone going to engines and AI because making a game is too much like work these days, it is becoming one of those things that seem to matter less as time goes on.

Sad but true, as soon as the AI market emerged, prices for graphics cards, for example, have been getting increasingly expensive. In my country, there are MUCH more universities that teach AI than game dev.

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And the biggest worry is people don't see any problem with this.

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In theory, a game designer is supposed to balance a game, assemble the pieces of the project, and make it fun and engaging. In practice, indie developers act like project managers and just give orders to implement their ideas (often stupid ones). In short, indie gd are just gamers with no skills who want to use others to fulfill their fantasies.

oh

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the best way if you are good dev, be the designer and find artist friend or learn 3d/2d

on itch you will never find serious people, just gammer with fantasie

so i chouse to learn all i need for make game

i am bad on 2d and 3d but i learned anough for make a game alone

the only hardest way is time/work you have to do 100% of the projkect alone

I understand. Yes, ever since I made that post I've been trying to do something, it's difficult because the PC isn't even mine (I had to sell mine to make a down payment on a Royal Enfield motorcycle that costs 20 times my salary), it's been kind of complicated but that's how it is, really, I don't want to give up, many things have been discouraging me but I really dream of having my own AA company in the future.

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I'm not a role model; I do this out of passion, I don't want to work in this field. But if you do want to work in this area, and if I can give you some advice: Build up your portfolio, do small projects, sign up for Relance, and do a solo project that's not too big. Get your name out there, and either you'll eventually find a spot in a reputable studio or you'll showcase your own studio. ;) In any case, I wish you good luck! This profession isn't easy!

Thank you so much for the tips! It's great to be able to clear up these doubts and get the opinion of other people who are in the field (even if not professionally)

Game designers are extremely important—honestly, they’re the backbone of any good game 🎮. They decide how the game feels to play, not just how it looks. A great artist can make a game look beautiful and a programmer can make it run smoothly, but it’s the game designer who figures out things like mechanics, progression, balance, difficulty, rewards, and overall fun.

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Game designers are extremely important—honestly, they’re the backbone of any good game 🎮. They decide how the game feels to play, not just how it looks. A great artist can make a game look beautiful and a programmer can make it run smoothly, but it’s the game designer who figures out things like mechanics, progression, balance, difficulty, rewards, and overall fun.

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"ChatGPT, write a response to a thread titled 'How important are game desigerns really?' Make sure to completely ignore the post's actual content."

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I've been coding and creating games for years now, I see that many people have taken to using AI like kids in candy store to get the bulk of the repetitive work done, and this is fine, it becomes a problem when often simple scripts and programs become overfilled with meanless rubbish that has been placed there by AI that an otherwise skilled coder would leave out and debloat, making the file much smaller and run much quicker. The more we rely on AI  the more we become lazy, as to needing game designers... what planet did you come from, without the process of having intuitive imaginative design, every game will fall into the border lands of being the same tired thing.  What do you do when you want to have a game created and you cannot think it through for yourself, your budget isn't there and your AI is expensive and hopeless, you ask people like myself and many like me for advice, this is why you need game designers.

And it undermines jams, big time.  With a snap of a finger, you can have the AI (which I have ethical serious issues regarding the source of the data) generate a project for you and it's done and that is supposed to compete with those who slave, toil and work their butts off to come up with their own games and projects.  What is the point of a jam or challenge or competition if the 'cheat' option is allowed?

I disagree. Mostly because typical jams have specific rules about ai. Most of them would not allow a submission like you described.

But each jam is different. Some are even about such experimental ai made games.

AI is not something to brag about in games. It is tolerated for some indie games, imho. But at the end of the day, a game is recreational activity and art at that. People do not like ai in that. I would liken it to people going to a restaurant. They would not accept microwaved industrial food there.

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There's a semantics problem that's actually relevant with all this: What do you mean by "game designer"? Because that's like saying "I wanna be a scientist" or "I wanna work with computers" in the sense that it's a wide umbrella term.

"Game Designer"

  • Systems Design (inventory, combat, etc)
  • Level Design (mapping, interaction, puzzles, etc)
  • World Design (how things look, why things look, where things exist, etc)
  • Character Design (costumes, hair styles, vibe, etc)
  • Writer (storyline, dialogue, events etc)
  • Artist (physical art assets, pictures, graphics, etc)
  • Composer (music, which music when, etc)
  • Audio Effects (sound effects, UI noises, etc)
  • UI Design (what buttons go where, which layouts are most intuitive, etc)

The list goes on, and you can even break all these up into sub-categories or oversee each part with a director, even going as far as adding in another person as a coordinator between areas of expertise.

There's nothing stopping you from trying to do it all yourself. Though, in reality, even solo devs rely on assets from other independents. This very website is a good case and point. In that regard, you'd be acting as a directer, designer, and self-coordinator when it comes to anything not physically done yourself (like adding in your favorite musician's sweet background music).

Solo devs do it all, and move slow to pay the passion tax. Small teams will have multi-talented individuals. Myst was made with 2 guys, an artist and a guy who did everything else... and while that might sound unbalanced on the surface, I can tell you from experience I wish I had a friend like that lol!