The design team are the architects of the player’s journey. They craft the rules, systems and structures that guide how the game is played, felt and remembered. Designers don’t animate characters, build 3D models or compose music - but they do define the why, how and what of every mechanic, loop and interaction.
Whether you’re working in a massive studio or a quaint game jam squad, designers are the voice of the player. They’re part philosopher, part engineer and part storyteller. They are always questioning what makes a game feel good.
🔍 What Does A Game Designer Do?
Game Designers create blueprints for gameplay. They define mechanics, progression systems, level layouts and user experience. They work cross-functionally with artists, programmers, producers and audio teams to ensure everything feels intentional and immersive.
Some designers specialize (like narrative or systems), while others generalize, especially in smaller studios. But no matter the project, their mission is the same - to make something players want to engage with again and again and again.
🧠 What Skills Do You Need?
Hard Skills
-
Prototyping - Quickly building and testing gameplay ideas.
-
Scripting - Basic knowledge of Blueprints, C# or Lua.
-
Game balancing - Creating fair and fun mechanics.
-
Documentation - Writing clear and readable design documents.
-
Level design tools - Unreal Engine, Unity or In-House Engines.
Soft Skills
-
Player empathy - Anticipating how users feel and behave.
-
Critical thinking - Breaking down systems into repeatable logic.
-
Communication - Sharing complex ideas with clarity.
-
Iteration mindset - Comfort with feedback and constant change.
-
Collaboration - Working fluidity with cross-discipline teams.
🧰 Tools Of The Trade
Tool |
Purpose |
---|---|
Unreal/Unity |
Engine for prototyping and testing gameplay |
Miro/Figma |
Planning flows, sketching level ideas, wireframing UI |
Confluence/Docs/Notion/Obsidian |
Writing GDDs, brainstorms, tracking ideas |
Excel/Sheet |
Balancing systems, economy tracking, pacing plans |
Twine/Ink |
Interactive narrative prototyping tools |
Draw.io/Whimsical |
Flowcharts, progression mapping, logic systems |
🧱 Designer Role Breakdown
Here is a typical ladder of roles, though titles and responsibilities can shift by studio size.
Associate Designer
-
Entry-level
-
Typically focused on small features
-
Balancing tasks under supervision
-
Learning the ropes while assisting the team
Game Designer
-
Mid-level
-
Designing systems or levels from scratch
-
Level polishing
-
Balancing tasks under supervision
Senior Game Designer
-
Leads features
-
Mentors juniors
-
Fluent in an engine
-
Balances design with production needs and scope
Lead Designer
-
Can manage a team of designers
-
Leads features
-
Leads design direction
-
Works closely with creative directors and producers
Specialised Designers
Some studios have dedicated roles that work within the team.
🕳️ Other Roles You May Find
Game Designer
The generalist. They define core mechanics, systems and the overall vision for how the game feels.
Level Designer
They create and iterate level layouts challenges and pacing. They test player engagement, emotional peaks and navigation clarity.
Systems Designer
Master of numbers. Focuses on gameplay systems like economy, progression, crafting, abilities and balance.
Narrative Designer
Designs how the story is told through gameplay; dialogue trees, lore integration, environmental storytelling and emotional beats that reinforces player decisions.
Combat Designer
Focuses entirely on gameplay responsiveness in combat; enemy AI, weapon systems, combos, hitboxes, feedback and feel.
UX Designer
Ensure that user interaction is intuitive, frictionless and responsive.
Technical Designer
The bridge between code and design. They prototype mechanics, support scripting and create tools for other designers to use.
Monetization Designer
Crafts in-game economies, shops and engagement loops that sustain revenue without compromising player experience.
💬 Tips From The Trenches
-
Design is problem-solving, not just dreaming. If it doesn’t solve a player problem or enhance the experience, it’s fluff.
-
Play a wide variety of games. Not just what you like, but study other genres you dislike to understand why they work.
-
Paper prototype your ideas. Fast, cheap and brutally revealing.
-
Every system connects. Don’t build in isolation, understand how your work fits the whole picture.
👤 Want To Become A Designer?
Here’s how to start building your path:
-
Mod existing games using tools like RPG Maker, Dreams or the Skyrim Creation Kit.
-
Join a game jam; start small, fail fast and learn faster.
-
Write your own GDDs for the games you’ve played, practice reverse engineering.
-
Build a portfolio of prototypes, flowcharts and system breakdowns. Studios want to see how you think.
📚 Further Learning & Resources
📖 Books
-
“The Art of Game Design” by Jesse Schell
-
Uses the concept of “lenses” to see different perspectives to analyze and improve.
-
-
“The Gamer’s Brain” by Celia Hodent
-
Provides an overview of how the brain learns and processes information with research findings from cognitive science and psychology.
-
-
“The Architectural Approach to Level Design” by Christopher Totten
-
Applies architectural principles to creating game environments, understand real life structures and language.
-
💻 Articles & Blogs
-
https://celiahodent.com/author/celiafraggle/
-
Insight into player psychology and human-centered design.
-
-
https://raindrop.io/ishan/game-design-resources-47355461
-
Lots of imagery of different aspects on game design.
-
-
-
Game Maker’s Toolkit Blog along with his YouTube channel.
-
📺 Videos & Talks
-
-
Deep dives into mechanics, systems and design philosophy.
-
-
-
Search “Design” to access a goldmine of free talks from actual designers across AAA and indie studios.
-
-
https://www.youtube.com/watch?v=1LM9b-t30UI&ab_channel=NordicGame
- A game designer gives an in-depth presentation on designing features Hitman.
🌐 Communities
-
https://www.reddit.com/r/gamedesign/
-
Reddit hub for asking questions, giving feedback and dissecting design
-
-
-
Live testing ground for your ideas in the wild.
-
-
-
Welcoming space for game devs to learn, network and share work.
-