I’ve been sitting on the interviewer side of the table recently and it’s been clarifying how I currently think about game design.
Chuckie Eames:
“Design is a plan for arranging elements in such a way as best to accomplish a particular purpose.”
It’s hard to quantify what makes a good designer, but I’ve been looking for abstract thought, the ability to separate mechanics from story, efficiency through asset and code reuse, creativity despite this limitation, and the ability to empathize with other types of players and recognize that what is fun for you may not be fun for others. This is all colored by how articulately one can do this, given some leeway to the awkwardness of being in an interview.
Basically, whether someone can strip a design down to its component parts, prioritize them and make a case for the development time, and then repaint and reuse those building blocks in creative ways that are exploit-resistant — while supporting social interaction, addictive behavior, and scalability for currently triaged functionality.
I also like buzzwords.