Ozi Technology Group is pioneer in mobile game development industry, and they have developed enormous number of games in U.S.A for small and major clients. Ozi game developers in U.S.A have more than 7 years of experience in game design. Ozi Technology Group game designers follow these steps in U.S.A for Game design:
When game designing for a client in U.S.A, we receive a briefing (instruction) that we must follow than we read these carefully and identify the key requirements that we need to follow. When designing the game itself, Ozi experts need to analyze the existing market, identify a gap, or select a game genre, search engine, and audience. That’s how you develop your own memory.
Research is an integral part of any design project, helping you to identify the software to use, the genres to use, the ideas to be developed, the animated characters, and much more. It is also important that you familiarize yourself with the games that are already on the U.S.A market because they compete for your game and set the standards that you need to meet or exceed for your game to succeed.
It’s just a buzzword for generating ideas, and although the process seems simple, it’s hard to come up with an idea for an original and interesting game. For example, an FPS where a senile grandmother in a local park fires in a hospital gown, carries two shopping bags, and “Soothes you!” It may be original, but is it interesting or even politically correct for your target audience? I do not think so. This phase takes time and consideration; for help and support, visit our Idea Generation article.
Once you have decided on the basic idea of the game, you must develop it further. What’s his name? What are the names of the characters? How are you? What is the purpose of the game? How many levels? Where is it established? What time is it? All these questions and more need to be resolved to develop a fully functional, accessible and interesting game world with which the player wants to get involved and interact.
After you have set all the details, you have to develop the style of the game through concept art. Concept art shows how the characters, patterns, buildings and objects will look. You can have a cartoon style, a photo realistic style or any other medium.
Now that the details are in place and the style has been chosen, the design of the game world has to be considered. Is it a free roaming card? Is it divided into areas or sections? Is it an island? These choices are yours (unless stated in the summary). This step does not have to be too detailed and serves only as a basis for the main structure of the game.
Sketched Level Design
This step is developed in the level / playing card and divided into more details. In these sketches you design building plans, plan routes and much more. These sketches include positioning enemies, objects, pickups, etc. This is an essential step in the game design process, as it is the first and last time that you have to make real-world game design decisions that directly affect gameplay. You should base these decisions on the previous steps and the results of your work during these steps.
Scale and Proportion
Each game or level can appear very large or small depending on the size of the character. Once the production phase of your game begins, no matter what software or game engine you use, you must place a character template or similar on the layer to bring it to the correct level of your level.
Blocking out the Level
This process is used to quickly design the main sections and areas of a layer. Each block can represent a building, a cliff, a vehicle or an object, etc., so you can quickly and easily get to know the environment you have created and make the necessary changes in position. It is also an ideal way to break a large layer into manageable areas / blocks that can be described one after the other.
Textures should only be added after a level has been blocked out and all static meshes have been added. This is because textures are easier to edit and change than meshes and it is therefore better to match textures to meshes than vice versa. Most game engines will have a library of ready-made textures but creating your own is recommended as it will give your game a more original feel.
Lighting is one of the most important elements of a 3D game. Good light creates an atmosphere, hides enemies, creates tension for the player and makes the game more realistic. Subtle changes and constant light reconstructions will take a lot of time to take into account in the planning. Poor lighting makes a game cheaper, it looks counterfeit and boring. Set the time when you receive the rewards.
Adding Functionality and Interactivity
In addition to the high quality textures and light features that make your game look like there are interesting and challenging elements that players can interact or play with, it will not work. Things as simple as adding light switches and sliding doors add a lot to a game, keeping the player constantly active as he walks around. More complex items like elevators, vehicles, countdown clocks etc. will further enhance the gaming experience.
Artificial intelligence refers to elements of the game that can react to players’ movements, actions or decisions. They can be enemies or friends or others. Although it is complex for the program, once programmed the same code can be used in an infinite number of equal characters, or it can only be subtly edited for different characters.
These are short interludes of “movie” in the game to inform the player about the mission or objectives of the game, to provide information about the character, to distribute clues, to show the dialogue between the characters, and so on. The reasons for using them are up to you, but they are certainly a great feature and give your game a sense of professionalism while allowing the player a brief respite from the action.
HUDs and Menus
H.U.D. provides hand-to-hand visualization and refers to the information of the game on screen that is shown to help or inform the player. The items that are normally displayed in the HUd are ammunition, time, playing card, health, etc. The HUD must provide this information without affecting the player’s view through games. In most games, the HUD can be turned on and off. The menu is the first thing the player sees, so it’s great when it’s interesting and attractive. The main function of the menu is, of course, to provide options to the player. Make sure your menu is clear and easy to use.
Once the game is packed, the process seems to be complete, but rigorous testing is still required throughout the game. Testing the game in the UDK Editor is not enough to guarantee the game is free from errors or mistakes, many technical issues are apparent after a game and, even if there are mistakes, it is important to ensure that the game is not delayed or frozen during certain elements of the game.
Based on the results obtained during the test process, multiple items may need to be repaired or redefined.
Game packaging refers to putting together game files and files into an executable version of the game that others can download, install, and play. Although this is one of the last steps, its success depends on the correct configuration of the level map and associated files in the initial stages of the production stages.
Every game design needs to be well advertised in U.S.A through eye-catching album social media, internet ads, posters, and more. Without a good promotion, no matter how good the game is, nobody will ever hear it and will never have the opportunity to play it. You can find help and help creating promotional graphics for your game in our Photoshop and Illustrator tutorials.