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Learn: Game Designer Profession from Scratch to PRO
Learn MoreOn August 4, Yaroslav Kravtsov, founder of the Masterskaya 15 studio, gave a lecture on "The Birth of a New School of Game Design" at the Multimedia Art Museum in Moscow. During the event, the developer revealed methods for predicting the future of the gaming industry, analyzed the current state of game design, and proposed ideas for its further development. In this article, we share the key points of his speech.

Who is Yaroslav Kravtsov and why should you listen to him?
Over 15 years of work in the gaming industry, Yaroslav has distinguished himself in a variety of roles, including developer, game designer, level designer, and producer. Throughout his career, he repeatedly attempted to create his own company, and his efforts were crowned with success on the fourth try. Remarkably, many of the topics discussed by Yaroslav at conferences subsequently proved relevant and anticipated the development of the industry.
In 2013, a report on level design was presented at the DevGAMM conference, which became a significant event for professionals in this field. At that time, information on level design in Russian was extremely limited. Most of the available materials concerned general game design, and recordings from GDC and other international events required a high level of English. Additionally, many of the talks at the GDC Vault were paid, and aspiring developers were often unaware of the resource's existence. This created barriers to learning level design and made it difficult for new professionals in the industry to develop their skills.

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Title: Interview with Yaroslav Kravtsov: Turning Points in the Industry
In this interview Yaroslav Kravtsov shares his insights on the key changes taking place in the industry. He discusses how these changes are impacting the market and the new opportunities they offer professionals. Yaroslav emphasizes the importance of adapting to new conditions and the need for continuous self-development to achieve success. In the first part of the interview, he focuses on the significance of innovation and technology shaping the future of the industry.
Yaroslav Kravtsov also discusses the impact of digitalization on work processes and the need to master new tools. He believes that the ability to adapt to change is critical for professionals seeking to remain competitive. Concluding the first part of the interview, Yaroslav shares his predictions for the future, emphasizing that successful companies will be those that can effectively integrate new technologies into their operations.
Stay tuned for the second part of the interview, where Yaroslav will continue to share his views on the future of the industry.
At DevGAMM Minsk in 2014, Yaroslav presented a report on narrative design. While this topic was already being actively discussed in the West, the term was just beginning to enter common usage in Russia and the CIS. Two years later, Yaroslav raised the issue of production, which had also previously been largely undiscussed and existed only in the context of describing the processes of large companies or as simple advice for aspiring developers. Soon after his presentations, the domestic gaming industry began to actively explore narrative design and the nuances of production, spurring the development of these areas in Russia and the CIS.
In 2019, Yaroslav shifted his focus to deeper topics and presented a talk at Geek Picnic on the importance of games for the future of humanity. In 2020, he raised abstract questions about the meaning of games. The topics he discussed remain relevant: discussions about game design, metrics, and narrative continue in the industry, but few consider what truly motivates people to play games and why some projects evoke interest and meaning while others do not. A closer look at this problem reveals solutions that can help overcome the crises in the gaming industry.
In 2020, when the pandemic led to the closure of many businesses, Yaroslav found a way to overcome the crisis by organizing corporate events on the Roblox platform. This game offers unique opportunities for creating virtual spaces for companies with thousands of employees distributed around the world. Yaroslav's team adapted the gaming experience to the event format, attracting even those who were previously uninterested in gaming. As a result, the startup "Workshop 15" has carved out a niche in the market and continues to grow steadily.
To see the future from a game developer's perspective, it is necessary to study the past. By analyzing past and present events, we can identify patterns that allow us to extrapolate and predict possible future outcomes. To do this, it is worth conducting a brief review of the history of video games. The more patterns we identify, the more accurate our forecast will be. Researching the evolution of gaming technologies, changes in player preferences, and market trends will help developers better navigate the future of the industry and create successful projects.
A Brief History of (Video)Games
Board games have deep roots, reaching back into the distant past. One of the most ancient is considered to be senet, which existed in ancient Egypt approximately five thousand years ago. The history of checkers and chess also goes back centuries, but the exact dates of their origins remain unknown. The history of card games dates back at least a thousand years. These games not only entertained people but also served as an important tool for developing strategic thinking and social interactions. Board games continue to be popular today, attracting the attention of both adults and children.

Games have been around for a long time, But the gaming industry began to take shape in 1934 with the release of the famous board game Monopoly. During this period, companies began not only producing but also taking responsibility for specific games, which became the basis for financial accountability and copyright protection. It became clear who was behind the creation of each game, which changed the approach to development and marketing. The emergence of board games like Monopoly was made possible by technological advances that allowed for mass production, duplication, and distribution. This led to increased interest in board games and marked the beginning of the modern development of the gaming industry.
Technological progress invariably influences the development of various areas of life, and video games were no exception. In 1972, the first home game console, the Magnavox Odyssey, hit the market. Despite its simplicity, consisting of moving "squares" on a television screen, this gameplay became a real discovery for many users. Video games have evolved significantly since then, introducing new elements and technologies to entertainment, making them an important part of modern culture and the entertainment industry.

In the early days of consoles, games were either built into the system or shipped on printed circuit boards included with the device. When players got bored, they often had to find a new console. In 1977, the Atari 2600 entered the market, introducing a cartridge system. This innovation allowed games to be released separately from the console, significantly simplifying production and diversifying the game selection. The cartridge system was a major step in the development of video games, opening up new opportunities for developers and players, which ultimately changed the landscape of the gaming industry.

The number and quality of Atari games steadily increased, generating growing interest among users. Pitfall! (1982) sold over 4 million copies, highlighting its popularity. However, the game release process at the time was significantly more complex and time-consuming compared to modern digital distribution methods. Creating cartridges, packaging them in boxes, and shipping them to stores took a significant amount of time and effort. First, the game itself had to be developed, which required significant resources and skills.
It was a complex and closed system, completely controlled by Atari. The company not only developed the console but also set strict rules for developers: "If you want to make games, work for us, and your name will remain anonymous to prevent leaks to competitors." As a result, the first named Easter eggs appeared, which became a way to let players know about the creators of the games.


Other manufacturers were entering the video game console market and were looking to create their own games, but Atari remained the leader.
Over time, Hollywood blockbusters began to demonstrate impressive box office receipts, prompting companies to realize the potential of games based on popular films. These games can generate significant profits, even if the well-known brand does not always imply quality content. The video game industry actively leverages the power of famous franchises, attracting audience attention and creating new revenue opportunities.
The game E.T. The Extra-Terrestrial, based on Steven Spielberg's film E.T., was released to high expectations but became one of the biggest flops in gaming history. Atari produced approximately 5 million cartridges, hoping for commercial success. However, 3.5 million copies remained unsold: they were either unsold or returned due to poor quality. Players struggled to understand the game's mechanics, often getting stuck in traps and unable to find their way out. The difficulty was too high, and the graphics weren't up to par even for the standards of the time. This failure became a landmark moment in video game history, highlighting the importance of quality and gameplay.
When Atari achieved a dominant position in the gaming industry, the company seemed to be thriving and its revenues were growing. However, in reality, users began to lose confidence in Atari products, mainly due to the declining quality of games. A prime example of this was the unsuccessful release of Pac-Man for the Atari 2600, which disappointed players. The situation was exacerbated by the release of E.T. the Extra-Terrestrial, which became a symbol of the company's failure. As a result, Atari decided to hide its unsold cartridges by burying them in a landfill near Alamogordo to conceal the failure from the public and journalists. This move became an important lesson for the entire gaming industry about the need for quality and responsibility to users.
Between 1983 and 1985, the video game industry experienced a significant crisis, marking one of the key moments in its history. Atari's profits fell from $3.2 billion to $100 million in a short period of time, a drop of nearly 97%. Since Atari's sales determined the overall market size, this threatened the existence of the entire video game industry. This crisis was a result of multiple factors, including an oversupply of games, low product quality, and increasing competition.
The crash prevented the release of the Nintendo Entertainment System (NES) and a number of lesser-known game consoles. Initially, these devices appeared in Japan, then their presence spread to other regions, including the United States. In Russia, the pirated version of the NES, Dendy, gained particular popularity. Games continued to be released on cartridges, but their quality had improved significantly compared to earlier versions.

New technologies have greatly improved the creation of complex game worlds and engaging characters. Gameplay dynamics have increased, and storylines have become more layered and interesting. The video game market has recently experienced difficult times, but it is once again showing growth and development, attracting the attention of both players and developers. Innovations in graphics, artificial intelligence, and user interaction are opening up new horizons for creating unique gaming experiences.
Nintendo, unlike Atari, which sought to control the market and ultimately led to its fall, chose a different strategy. It supported the existence of independent publishers, which contributed to the development of creative freedom among developers. Anonymity was a thing of the past, and game creators became more visible. This contributed to the formation of a free market and diversity in the gaming industry. Importantly, this approach helped Nintendo not only survive the crisis of the 1980s but also lay the foundation for the future prosperity of video games. To sum it up, we can say that the crisis of the 1980s became an important lesson for the industry, leading to changes that had a positive impact on its development.
- The industry managed to survive the crisis. It really happened, but the industry did not disappear completely. There were some losses: some left the market, while others, on the contrary, appeared.
- The Atari monopoly disappeared.
- The quality of games became much higher thanks to new technologies.
- A variety of platforms, publishers, and developers appeared. It was a flourishing period, when everyone was experimenting and looking for their own niche.
The gaming industry in Russia in the late 1990s - early 2000s
The gaming industry in Russia began to actively develop in the late nineties - early 2000s. This period is remembered by many gaming enthusiasts for the emergence of significant hits that left their mark on history. Some of these projects achieved popularity not only in the Russian market but also beyond. For example, IL-2 Sturmovik became a landmark flight simulator that received worldwide recognition. In addition, Nival Studio, working on the order of Ubisoft, developed the successful strategy Heroes of Might and Magic 5, which also contributed to the development of Russian gaming culture.

The world of video games has also seen a rise in unusual projects that are more reminiscent of artistic experiments. While "Pathologic: Utopia" can still be considered a game with commercial potential, explaining the appeal of "Vangers" to players is no easy task. Nevertheless, "Vangers" still retains a devoted fan base that fondly recalls the unique gaming universe. These games attract attention with their originality and non-standard approach, which makes them interesting for a certain audience.

Games, Games developed in Russia often possess a unique national flavor, making them particularly appealing to domestic audiences. For example, the quest "Nuclear Titbit" vividly captures the underground culture of the early 2000s. This project generated widespread interest and discussion among players, contributing to its successful market launch. As a result, the quest became a hit and even received a sequel, confirming its popularity and relevance in the Russian gaming segment.

The video game industry has constantly evolved, giving studios the opportunity to realize the most daring ideas. Developers had freedom in choosing projects and presenting them. Games often featured quirky elements and Easter eggs that were understood only by a small circle of fans. What is perceived as arthouse today was once considered a true hit, significantly influencing the development of both the industry itself and approaches to game creation. These experiments and unique ideas not only enriched the gaming space but also shaped a new culture that values creativity and originality.
The quest genre gave rise to the concept of the "Russian quest," which became a subgenre with unique plots and unusual characters. In the modern gaming world, the creation of such games, especially in the Western industry, is unlikely. However, in the past, such projects were perceived as natural and resonated with the domestic audience, as they were adapted to the local market.

When the video game industry reaches its peak, the illusion arises that users can be offered any content, as long as the game is available on a disc, runs, and provides a visual experience. Unfortunately, the domestic market is no exception. We are seeing a return to the trend of creating low-quality projects based on films for the purpose of making a quick profit. As a result, the overall quality of games has significantly deteriorated, which negatively affects the perception of the industry as a whole.

Russian realities differed significantly from events on the international market. While Hideo Kojima was creating the new Metal Gear Solid series, Boxer was fighting Sexy in the shadow of a swinging lamp. These contrasting moments highlight different aspects of the cultural and gaming environment in Russia and abroad, where the video game industry continued to develop while local events remained on the periphery of attention.

The situation was as follows:
- Games were sold only on discs. Discs were printed at a factory, packed in jewel boxes and delivered to stores. An ordinary developer couldn't do this. He had to turn to a publisher.
- Disc production was in the hands of publishers. They were the ones who launched all the logistics described above.
- Investments in development were handled only by publishers. People came to them to show a prototype and describe the idea. There were cases when a contract was signed practically on a napkin, just after reading the concept, in the hope that the local market would buy everything up.
- There were only four publishers on the market investing in development: 1C, Buka, Akella, and Novy Disk. There were also Russobit-M and Snowball Studios, but they primarily focused on localizing foreign games. In any case, the developer had to approach one of four publishers. A refusal meant the project was abandoned. If the game was approved, the developer became dependent on the publisher, as there were no alternative ways to release the game. This situation wasn't as disenfranchised as it was for Atari employees, but the studios' funding was undermined by one factor that deserves special attention.
Piracy was a significant factor that significantly impacted the market in the 1990s and mid-2000s. At the time, copyright was not taken seriously, and pirated copies of software, movies, and music were widely available at low prices. While there had previously been idealists who preferred licensed versions, with the rise of low-quality content, many began to turn to pirated products to avoid unnecessary expenses. This phenomenon significantly disrupted the market and changed consumer behavior, making piracy widespread. Publishers faced financial difficulties, resulting in losses and the inability to continue development. As a result, many companies began to close. Of the four major publishers mentioned earlier, only 1C and Buka remain today, having become part of 1C, although it continues to exist as an independent brand. Other publishers, such as Akella and Novy Disk, ceased to exist. A similar situation developed among gaming studios: after publishing houses closed, projects in development lost funding, leaving developers without the resources and opportunities to complete their games. This negatively impacted the industry, where many promising ideas never saw the light of day. The 2007-2008 industry crisis was a distinct phenomenon from the global financial crisis, but it had a significant impact on the online gaming market. Despite the difficult economic conditions, some projects survived, especially browser games. By that time, the internet had already become quite widespread, and users were actively participating in online entertainment. Browser games attracted millions of users, and many players were generous with their investments. A striking example is the game "Fight Club," which, despite its simple design with minimalist static images and text, attracted approximately 60,000 players daily in 2004. Players actively competed with each other and exchanged rare in-game items, the value of which sometimes reached the price of apartments. This demonstrates that even during the crisis, interest in browser games remained high, and the game economy created unique opportunities for users.

Casual games with simple but addictive gameplay have appeared on the market. They are easy to download and target an audience for whom video games are a new experience. These games attract players due to their accessibility and the ability to quickly immerse themselves in gameplay, making them ideal for those seeking entertainment in their free time. Mobile Java games also found their niche in the market. The interface of the stores offering such applications was quite simple, consisting mainly of small icons with game titles. The lack of descriptions and genre indications made it difficult for users to choose, as they could only select games whose titles caught their attention. This limited search and selection options, forcing many users to quickly scroll through the catalog without much interest. Creating games under license became a profitable strategy, since it was not necessary to develop a product based on a film, but it was important that the name was recognizable. Western publishers actively used this approach, acquiring franchises and finding studios willing to create a game for a reasonable price. This allowed them to minimize risks and increase the chances of commercial success, since familiar brands already had their audience. Thus, game licensing has become a key element in the industry, facilitating development and player engagement. Yaroslav worked at G5 Games, known for its games for major publishers such as Electronic Arts, THQ, and Konami. This experience contributed to the company's stability in the market. G5 Games' history includes the development of unique computer games, such as "Tanks of World War II: T-34 vs. Tiger." Subsequently, the computer games department was disbanded, and the company focused on mobile games, which led to its rapid growth. Currently, G5 is a leading international player in mobile casual gaming, offering a diverse and engaging experience for a wide audience. Casual games have become well integrated into social networks beyond mobile devices. In 2008, VKontakte introduced the ability to add custom applications, opening up new horizons for gamers and developers. This feature has significantly increased the popularity of casual games, allowing users to easily interact with games and share their achievements with friends.
The gaming industry is seeing the emergence of new solutions, which, in turn, is leading to the formation of new studios. Analyzing the founding dates of Russian-language companies from Russia and the CIS, it can be seen that most were formed after 2008. This demonstrates the dynamic development of the sector and the active involvement of specialists in game creation. New studios not only develop innovative projects, but also make a significant contribution to the evolution of gaming culture, using modern technologies and approaches in development.
- Vizor Games — 2007;
- ZeptoLab — 2009;
- Pixonic — 2009;
- Game Insight — 2009;
- Playkot — 2009;
- Belka Games — 2010;
- Social Quantum — 2010;
- CrazyPanda — 2010;
- KamaGames — 2010;
- MyTona — 2012;
- Rocket Jump (RJ Games) — 2012;
- OWL Studio — 2015;
- Playgendary — 2016;
- Easybrain — 2016.
Some companies, such as G5 Games, have successfully navigated challenging times by focusing on developing new formats. This has allowed them to adapt to changing market conditions and meet audience demands. Innovative approaches and fresh ideas have become key factors in their survival and growth in the industry.
- Playrix (2004) — casual and mobile games;
- Nekki (2002) — browser games;
- Gaijin Entertainment (2002) — console games;
- Wargaming (1998) — launch of World of Tanks in 2010;
- Nival (1998) — division into two wings: Nival Online (developed Allods Online, then bought by Mail.ru and became known as Allods Team) and Nival Network (operator of Asian MMORPGs in Russia and the CIS).
The crisis of 2007-2008 and the subsequent revival of Russian-language game development reflected the events that took place in the Western gaming industry in the 1980s. While the world was actively enjoying video games, they only began to appear in the Russian-speaking segment in 1992 with the release of Dendy. Developers working before 2008 lacked access to high-quality projects that could serve as models for learning and inspiration. Consequently, the development of game development in Russia and other Russian-speaking countries was significantly slowed, which affected the level of professionalism and innovation in this field. Modern professionals in the gaming industry grew up playing popular games from a young age. According to statistics from a large salary survey conducted in 2020 among game development workers by Values Value, the majority of respondents are between 25 and 35 years old. This means that in 2008, they were between 13 and 23 years old. It was this generation that became the founders and drivers of the industry, which is currently only 13-14 years old. Their experience and passion for games played a key role in shaping modern trends and standards in game development.
The 2007–2008 crisis had a significant impact on the Russian economy. It led to a decline in GDP, a sharp decline in production, and an increase in unemployment. Many companies faced financial difficulties, which in turn led to an increase in bankruptcies. The government was forced to take measures to stabilize the economy, including large-scale investments in banks and support for key industries. As a result, a deeper recession was prevented and economic activity was restored. However, the effects of the crisis were felt for a long time, affecting the business environment and investment climate in the country. Analysis of this period demonstrates the importance of developing strategies to prevent similar economic shocks in the future.
- The industry again survived the crisis, but did not disappear completely.
- The publisher monopoly was gone. Developers began to master new formats (mobile and browser games) without intermediaries.
- The quality of games became significantly higher. Developing trash games for local consumers became irrelevant. Interesting solutions, new technologies, and cooperation with experienced international studios were needed.
- A variety of platforms, new developers, and publishers appeared. Some of the studios that appeared after 2008 also began publishing games. The more publishers there were, the more competition grew, and this motivated them to offer more favorable conditions to developers.
The gaming industry in Russia today
Let's assess the current situation.
In modern mobile games, the emphasis has shifted to metrics. These indicators become the basis for the development and promotion of projects. The key factors of success are the number of users, retention rates, and conversion rates. Optimizing these metrics allows developers to effectively adapt content and improve the user experience, which is critical in the highly competitive mobile gaming market.
Content quality and originality play a key role in its success, but may not always guarantee a positive outcome. Unique mechanics or an original storyline may fail to attract an audience that prefers established and proven formats. In such cases, innovative ideas may be rejected, and the studio may choose a path focused on creating content similar to existing content, but with improvements. This underscores the importance of understanding audience needs and adapting to their preferences.
When discussing publisher opportunities, it is important to consider key intersections, such as game stores. These are quite limited in number. For example, if the App Store refuses distribution, the developer loses the opportunity to sell a mobile project on iOS. Similarly, a refusal by Google Play will lead to the closure of the mobile division. In the case of PC games, the failure of platforms such as Steam and the Epic Games Store can seriously complicate the lives of developers. Therefore, to successfully promote games, it's important to consider the requirements and conditions of these stores.
App stores are key monetization hubs. Restricting access to them will significantly complicate the lives of developers. As a result, many studios could face serious financial difficulties, leading to business closures and job losses. Maintaining open channels for app distribution is critical to the sustainability of the industry and the development of new projects.

The game design industry is once again facing a crisis. Until recently, many claimed the sector was thriving, but now a significant number of specialists are facing difficulties finding work. Some are deciding to change professions, while others continue to struggle to survive in the current conditions. To better understand what opportunities remain for those who want to continue a career in game design, it is worth analyzing the possible consequences of this crisis, drawing on the experience of previous periods.
- The industry will be able to survive the crisis and will not disappear completely. The question is how this will happen.
- The monopoly of platforms and payment systems will disappear. Other implementation options will have to be sought—for example, in services that have only recently opened or on sites that are not so popular.
- The quality of games, especially mobile ones, will improve significantly. While developers previously relied on metrics, monetization, conversion, and other factors, this business plan is now less relevant. It's possible that many will leave the mobile gaming industry. Perhaps, in the new environment, other components will become more important—for example, story, its presentation, and the emotions it evokes in the player. Yaroslav hopes that creative expression in games will become more in demand.
- A diversity of platforms, new developers, and publishers will emerge.
Yaroslav is confident that the industry must overcome the current crisis, as similar situations have occurred in the past and had their solutions. But how can this be achieved? The time has come to discuss various theories, not all of which can be implemented. It is important to perceive the ideas below not as recommendations, but as an incentive for reflection and the search for new paths of development.
New Sales Markets

The gaming industry is seeing several promising areas that require attention. One key trend is the growing popularity of virtual and augmented reality, which create new opportunities for immersion in gaming. Also worth noting is the development of cloud gaming, allowing players to enjoy games without the need for powerful hardware.
Furthermore, mobile gaming continues to gain popularity, offering convenient access to games anytime, anywhere. An important aspect is the implementation of artificial intelligence technologies, which make the gaming process more adaptive and engaging.
An equally significant area is the social aspect of gaming, where interaction between players is becoming an essential part of the experience. The integration of game elements into social networks and the creation of cross-platform capabilities open up new horizons for developers and users.
Thus, paying attention to these areas in the gaming industry can lead to significant success for both developers and players.
- New technologies (VR, AR, neural interfaces, voice assistants, robotics, machine learning). It is advisable to subscribe to Telegram channels dedicated to these topics to keep track of new developments in technology. Now is the time when neural networks are starting to draw better than artists. Machine learning has enormous potential, which, for some reason, is still almost not realized in games. The market for VR devices is expanding. Neural interfaces are developing. Each of these technologies can establish its own market and sales platform.
- New platforms. It is worth considering what can be made and sold on existing platforms (Roblox, Core, Decentraland, The Sandbox, Fortnite Creative). For example, Roblox is available for creating and selling games. In addition, there are other platforms where you can create games and content. An example of this is Fortnite, which has amassed a huge user base comparable to Roblox. Right now, Epic Games is focusing on Creative Mode to create new types of gameplay. A new audience (those who haven't played games before). World of Tanks is a great example. It took off not because of its existing audience, but because of people who weren't into video games. Yaroslav notes that it's not uncommon in conversations with people who "don't have time for games" to discover that they still play World of Tanks in the evenings. Many of them don't even consider themselves gamers, but WoT has hooked them. According to Wargaming founder Viktor Kislyi, the game was initially aimed at adult men with families and jobs who could spend a few free hours a week leisurely controlling tanks. It's a similar story with mobile games—projects like Angry Birds attract non-video gamers with casual mechanics that are accessible to everyone.
The secret sauce in software development. Perhaps there's something that remains unknown to developers. However, in the future, this solution will be revealed, and it will find its fans. Every new technological discovery can become the secret that changes the approach to development and draws attention to new possibilities. Anticipation of this moment creates an atmosphere of intrigue and inspiration in the IT world.
Implementation areas
We will study several promising and insufficiently researched areas for the implementation of your projects.

- Art: Original video games as art projects. Art can be perceived as something sublime, or as an industry that organizes exhibitions and auctions, attracting many connoisseurs of beauty and, most importantly, collectors. It's still unclear how anyone can collect something that sells millions of copies on Steam and belongs to a specific publisher. At the same time, the developer isn't interested in making a game for just one person. Perhaps NFT technologies will somehow influence this situation in the future.
- Events: Using video games as platforms for mass events. This is a continuation of the point about creating content on platforms like Roblox. Video games allow people to have a more immersive experience in online meetings than on Zoom calls.
- Industry: VR training simulators. VR saw a surge in popularity between 2015 and 2017. It later became clear that developing games for the technology is not easy: there aren't enough users with devices to justify the development. Therefore, VR specialists have moved into developing simulators that teach people how to use complex, expensive technology. Such solutions save companies a lot of money, meaning they are willing to pay for them.
- Care for people with disabilities: games based on alternative interfaces (voice, neural). They are in demand in situations where a person cannot hold a controller but can interact via a voice or neural interface. This applies not only to bedridden patients but also to those who find it difficult to master even a tablet. A voice assistant that speaks and responds to commands without pressing buttons will help the elderly maintain mental function, which is crucial for preventing dementia. Such apps and games can also be a source of socialization. Projects that engage people with disabilities have the potential to create a new niche and secure a place in the market. Education: Game-based learning. Gamification has been used for a long time; business games are a promising area in this area. There are business coaches who analyze company processes and create board games or role-playing situations based on them. Why not "digitize" them? This could also be useful for optimizing onboarding. Companies are constantly hiring new employees, and they need to be brought up to speed. A game could be created that allows a person to "test drive" the system in a virtual environment without the risk of breaking anything. They can independently navigate the floors, see the layout of offices and equipment, and get comfortable in the workplace. This will benefit the client: newcomers will get up to speed and begin their duties more quickly, and experienced employees won't have to be distracted from their tasks. They are also willing to pay for such solutions.
- Any other industry—it's worth considering how video games could benefit it. There are quite a few unusual examples—just recall the virtual fashion show in Animal Crossing or the news about cows wearing VR headsets to increase their milk yield. What if we made games not only for people but also for pets?
Interaction with other sectors of the economy often involves B2B orders, such as outsourcing and contracts. This provides an opportunity to estimate the game's potential income in advance, since in this case, clear agreements are established with the client regarding the budget and payment schedule. This approach is perceived as a significant relief compared to the traditional game development process, when developers spend two years creating a project with no certainty of its commercial success. This creates a lot of fear and uncertainty, and increases risks. The B2B system helps reduce these risks and make the development process more predictable and manageable.
Don't be afraid to think outside the box. Although many may consider the current situation hopeless, there are still options for development. To cope with difficulties, it is important to pay attention to the "islands of stability" that can become a support on the path to improvement. Find opportunities that will help you get out of a difficult situation.
New School of Game Design
Currently, the gaming industry is exploring new segments, technologies, and audiences. At the same time, the gameplay itself is changing. New questions arise that cannot be answered in traditional game design courses, as they are focused on an outdated industry model. The time has come for new challenges and opportunities. It's important to adapt to change and explore new approaches in game design to stay competitive and create unique gaming experiences. Yaroslav encountered the unique features of the Roblox platform during his initial introduction to it, which allows for the creation of multiplayer games for hundreds of users. Understanding this game's audience and adapting projects to it can often be challenging, especially given that most game design courses don't emphasize multiplayer. Yaroslav notes that the younger generation, who have been learning Roblox as players for many years, has a significant advantage over modern game designers. Even without a deep knowledge of game design fundamentals, they intuitively understand the platform's specifics, which sets them apart from older generations. This unique perspective allows them to be more adaptive and creative in creating gaming projects.

A similar situation is observed with Virtual reality (VR). Since its inception, many have applied concepts that aren't native to the technology, such as flat interfaces and clickable buttons. Effectively using VR requires a shift in perception and approach. The same can be said for augmented reality (AR). Despite the availability of high-quality game design courses, no one has managed to fully teach AR, as it's a new field to which users haven't yet adapted. It's important to understand that successfully mastering VR and AR requires not only theoretical knowledge but also practical experience to unlock the full potential of these technologies. The gaming industry has been actively developing in various directions for several years. At the same time, there are new, as yet unexplored technologies that have the potential to radically change the world of game development. One such area is the use of neural interfaces in combination with VR technology. This could lead to revolutionary changes in game controls, allowing players to interact with the virtual environment without physical contact. The ability to read a player's level of tension can significantly increase engagement and interest in the game. Furthermore, collecting player behavior statistics will open new horizons for improving game mechanics. It's important to monitor the development of these technologies, as they can become the basis for new game formats and improved user experience.
Now is the time to create a new school of game design. The need to adapt to modern conditions requires a change in approaches to training and game development. Although the fundamentals of programming will remain the same, including the use of the same game engines and 3D graphics, a key aspect will be changing player interaction. Our goal is to train specialists who can effectively work in this new reality and create immersive gaming experiences.
For Yaroslav, the urgency of change becomes especially evident during the development of corporate events. In IT companies, not all employees have experience with video games, including accounting, legal, and security. Often, these specialists encounter difficulties even in controlling the game character, confusing basic controls. To train new users to interact with virtual reality, it is necessary to start from the very basics. This raises many questions for game design that have not yet been answered. It is important to consider that effective training and involvement of employees in the gameplay can significantly increase their motivation and team spirit.
- How to work with a new audience?
- How to work with new technology?
- How to understand the specifics of another industry?
- What to do when there are too many players?
- How to develop the language of video games?
- What is needed to achieve new goals?
- How to define these goals?
- Why do people play games?
- What makes a game interesting?
When an important event is approaching, you can feel it. A new school of game design has been discussed for a long time, and the term "Russian School of Game Design" even arose. However, this name hides many questions: what exactly does this school include and why is it considered Russian? Yaroslav believes that each school should be associated with the name of its founder. In theater, for example, there is the Stanislavsky School and the Meyerhold School, but there is no Russian theater school as a whole. The same is true for game design: to form a true school, it is necessary to identify key individuals who will embody and develop its ideas and approaches. Yaroslav is confident that in the future, game design schools will emerge named after such outstanding figures as Nikolai Dybovsky, Evgeny Sudak, Svyatoslav Torik, and Sergey Himmelreich. These individuals made a significant contribution to the development of the industry by promoting and systematizing ideas and developing educational materials for future game designers. Such educational institutions will build on their experience and methods, which will allow for the effective transfer of knowledge and skills to new generations of game design specialists.

Perhaps you will be the one to adapt to changes in game design. It's important to accept that traditional approaches to game development are becoming outdated and gradually losing relevance. You have a choice: stick with outdated methods or join those who are successfully addressing new challenges in the industry. Updating your skills and implementing innovative solutions will help you not only survive but also thrive in the rapidly changing gaming world.

Read also:
In an interview with Yaroslav Kravtsov, it is discussed that games are available not only on the Steam platform. We explore alternative gaming platforms and consider the opportunities they offer. Yaroslav shares his experience and talks about various services where you can find high-quality games. This interview highlights the importance of diversity in the gaming industry and the need for openness to new platforms. Find out what alternative gaming sources might be interesting for gamers and how they can enhance the gaming experience.
Game Designer Profession from Scratch to PRO
A game designer creates the structure of a game. They think through the idea, rules, gameplay, and decide what emotions the plot will evoke in players. You'll master game design principles from scratch and learn how to work with popular engines like Unity and Unreal Engine. You'll learn how to retain player interest and monetize your games. And we will help you start a career in the gaming industry.
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