However we used to come up with good concepts and designs of the next game or new things that be cool on that title and even when I was in year Eight, we had to do this jobs thing on the computer back school (forgot what it was called, a lot of rubbish really) However I remember back then I wanted to do something with Games and it's funny from all the decisions and paths I have experience, I am now on the path of being a artist but more so an Game Artist and on a course called Game Art Design.
Before this course I didn't quite understand how much hard work, commitment, effort and the responsibilities in producing a game and from the subset game development, on the pre-production stage from certain individuals or teams that will create and design content and rules within gameplay, environment, storyline and characters.
The next designer I like to mention a bout is
Is a video game design formerly employed by Capcom and Clover Studio. Kamiya is currently working with former Clover Studio members at Platinum Games.
Strangely Namco wanted him to be an artist rather than his desire to be a game designer, Though he joined Capcom as a designer in 1994 and his early works such as Resident Evil 1 and 2 and then director of the both Devil May Cry and Viewtiful Joe and other titles after.
Which again must watch, still to this day the game has aged well and still better then most games to date. The design direction and most things, was obviously inspired from Resident Evil his previous games he had apart from, which really suited this Gothic, devilish, 3rd person hack and slash game, which was one of the first in this genre. The boss battles, game play, environment, cut scenes and even the design of the character, that Dante is one of the most famous game character to date.