Quick Tip: Name your work

Name it to nail it

  • Quick Design Tip
  • Practicality: ♥ ♥ ♥ ♥ •
  • Theoretical: ♥ • • • •

One technique that I found to be tremendously useful when designing variations of a certain elements in a game, such as designing levels OR designing specific minigame variations, is to simply name that particular variation upfront.

For instance, when designing the “Delicious” levels for Heart’s Medicine Hospital Heat, I named my levels while designing and developing them. So one level was called “Rush Hour” and the other would be called “Toasty Tornado”, etc.

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By naming the levels, it helped me to “set the tone” of the level variation I was creating and boosted my excitement while working on them. It helped me visualize and aim to create a certain feeling or communicate a particular theme to the player, which on its turn sparked new ideas and ways to reach that goal I set out for myself.

hm3_delicious01

By naming things, I’m giving it personality, from which new associations arise. When the name reflects that what you want to evoke with your player it also becomes a measuring rod for your own design performance. For instance, with the “Rush Hour” level, after my initial level is complete I can test it and see if I feel that I created a rush hour like experience. I can become my own critic and partially do my own review, based on the goal I’ve given myself, just by adding a name. Even if I think the level might feel OK, I can still try to get closer to achieving that “Rush Hour” feel, which would increase the fun.

In a way, naming is a way to set a small design goal.