The Role of Design And Graphics in The Production And Popularization of Online Games

The gaming industry began its development path by working on the quality of each project, but to the detriment of graphics due to the lack of technology at that time.

They worked on quality because of innovation and the need to attract new audiences covering the project’s development. Still, the second reason is, of course, communicating your ideas as a form of art.

The developers of that time set the goal of bringing something new to the whole industry without being tied to a publishing house or the desire to churn out similar projects solely for the sake of making money, as is happening now.

The popularization of the gaming industry began with the development of the graphic component, which increased the work and demand of designers in general.

This happened due to the growing spirit of competition in the new genre – games, with the film industry with one big difference – in games, the main character is you, not James Bond and other popular characters.

Designers must draw every object and element of the interior, and attention to such details has made a name for many game studios.

Now, when you engage in destiny carry raids, pay attention to each monster, location, and final item – all this is the painstaking work of the entire design and creative department, which is carefully selected and approved by the project manager.

Game Levels And Locations

It was the designers who radically changed the overall feeling of the environment around the player.

Previously, the player saw approximately the same location, copied many times, which did not add variety to the gameplay.

The first step designers and programmers took was creating full-fledged cities, albeit small, but unique or copied from real prototypes.

Often, this is New York or Los Angeles.

Cult Mafia was one of the first to offer players the concept of New York during Prohibition and the dawn of the Mafia, where the player could visit popular areas of the time – Little Italy, Hoboken, and other divisions into neighborhoods that were relevant at that time.

The player, as part of the tasks and the passage of the storyline, will travel through all areas by car or public transport and will be able to see how people live in the working quarter or business center.


If the Mafia turned out to be more cinematic, then the developers from Rockstar Games focused on dynamics and a living city by releasing their GTA 3 – the first active 3D project in which the player truly has freedom of action and the opportunity to interact with the open world.

Pedestrians and drivers are more active and respond to player actions. Your car could even be stolen if you drive into the wrong area.

Of course, a large degree of credit for such aspects and gameplay features falls on the programmers, but it is the designers who draw the car layouts and character models to create the weather conditions and their effect on each object.

By the way, GTA was the first game with a day and night cycle, and a game day lasts exactly 24 minutes in real-time.

Beauty is in The Details.

The best game studios attract the best teams of designers who can efficiently draw not only global objects and locations but also various little things that form the overall picture of gameplay.

For example, what did the designers of the Bethesda studio do when creating the cult projects Elder Scrolls and Fallout?

At first, many elements of equipment and interior were drawn for the theme of the Middle Ages and the decoration of dwellings, caves, and castles, in which the main events took place.

As for the post-apocalyptic world of Fallout, the task here was no less interesting. Imagine and convey to the players the format of what will remain of humanity after an artificial disaster.

It is important to depict many elements and objects from people’s former lives. You will see a lot of broken and damaged household appliances and abandoned vehicles.

The most difficult thing was to convey local monsters and mutants, as well as change people after all the events. So many characters and unique creatures were drawn to fill the game location with them and animate them with the help of programmers.

Shaders And Ray-tracing

It is one of the most advanced technologies that came to the gaming industry, thanks to the efforts of designers.

Now, all light sources have a natural refraction and change depending on the time of day, interaction with objects, and the graphic capabilities of the player’s PC.

This allows you to achieve realistic graphics that are displayed in detail.

This approach will improve the impression of sunsets and sunrises, changes in time of day and night, and weather and night light if you play projects with a dynamic day.

Reliable Projects

In the modern gaming industry, projects have emerged that replicate real territories and regions faithfully, giving players a sense of realism and pleasant associations with real events and environments.


Greater success was achieved by the developers of Euro Truck Simulator, who recreated an exact copy of the maps of Europe, in which the player can try out the role of a truck driver and drive around all the famous cities and regional roads, with a realistic model of fuel consumption, traffic, and authentically recreated routes, with all stopping points, gas stations, and even trees.

The second project was GTA 5 from Rockstar Games, which creates an exact copy of Los Angeles in the USA with all the streets and territory outside.

All the beaches and suburbs, objects around the city, and even mountains were recreated with the ability to climb it.

The designers have done a lot of work to achieve a perfect or close resemblance to the real city and all its key areas.

There will be a city center and famous beaches, a ghetto, and an expensive Hollywood area with prestigious houses for living.

The designers have recreated many types of transport, water, and depths that can also be explored, deserts, and other various locations, in which you will spend a huge amount of time online and during the passage of the storyline.