Game Design is not visual at all, it's pure logic. "when I pull the trigger, find the thing I am pointing at, if it has armor, reduces its health by 10, otherwise reduce its health by 20"
Game Art is all visual. Red is scary, green is good, sort of.
They are completely separate paradigms.
I imagine you’ve probably been a software dev for a long time - and come from a history of game dev?
(Ha - yeah - you did. I looked you up, you worked on ‘Bioshock’? It is to my credit that I could figure that out before I looked it up, though.)
You see - unlike the ‘00’s - Unity, and even recent UDK updates, etc - have created a fairy “plug and play” sense of game development that was a fever dream in the ‘90’s, and even most of the ‘00’s.
The tech has changed - the approach has changed, massively.
I mean - hell - even 10 years ago cross-platform shit was a nightmare compared to today. It’s because a lot of that underlying code has been taken care of for 90% of average developers. Only AAA developers need worry about low-level shit.
We are very much living in a design-first era. Which is - frankly - awesome. But it’s so easy to forget that or not see that as primarily a developer.