Art Design in Computer Games creates the entire feel of the game experience for the player, so as you can understand it is a critical part of the game.
Another thing that is common these days is to mash together or combine differing genres of games.
For example: Steampunk, which combines high technology with a Victorian aesthetics and appears to become a sub-genre in it’s own right. And Western style.
LG Mobile Phones , Autodesk , and crowdSpring are partnering up to announce a new contest for all designers. The Design the Future Competition is calling for submissions that predict the future of personal mobile communication, and where it may be heading.
How we use language in a game is a power factor in creating the game world. The sounds that inhabit the game-world help suspend out disbelief. Some created langauges include Quenya and Silvarian, both created by J. R. R. Tolkien and used in Lord of the Rings, Klingon (See The Klingon Language Institute). And from highhikers guide to the galaxy, Babel Fish a translation tool (http://uk.babelfish.yahoo.com/).
There are many more besides, but it is worth considering how sound influences game play and game design.
One of the biggest areas of gaming is computer games. And one of the best ways for budding games to understand the design of good games is the Features by Gamasutra.
Probably one of the best ways to understand a game is to dissect the code and analyse whats happening, but failing that a good way is to look at “What went wrong” with big games that have been released.
Also AI (Artificial Intelligence) is a pet area of mine, in that I enjoy the idea of making machines think. http://www.gamasutra.com/view/feature/3994/developing_ai_in_darwinia.php
Gamastutra has provided some interesting article on Emotional Engineering, with the idea of manipulating the player’s emotional experience of the game. In a seance creating an emotional link to a game, much like marketeers & ad-people create an emotional link to their product.
EG. iPhone! No more need to be said. Everyone knows the product, and should have some illogical attachment to it. Shinny new technology….
Here is an excellent example of design in the real world. (http://www.vur.com.au/casestudies.htm) The site provides a brief introduction to the projects that the company has undertaken.
In each case that give the ‘Brief’ they started with, the ‘Outcome’ of the project, and a gallery of images under ‘View Project’. What this does not show is the steps taken to achieve the desired Outcome from the design brief given.
There is an exhibition of second year Graphic Design and Visual Arts students, titled Signs of Understanding, at the Australian Academy of Design. Open to the public from the July 30th until August 12th.
And here’s another which has a list of what you should consider, it is written for some briefing the designer, not the designer themselves, but will give nyou an idea of things to examine.
Here’s some info about things to consider when designing you own game. Nine Paths To Indie Game Greatness
There is also an interview with the creator of one of my favourite games ATM, Dwarf Fortress with was created by Tarn Adams. The Making of Dwarf Fortress