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Game design

Game design. Your Personal opinion vs Your Professional opinion. Milton Glazer on failure. http://vimeo.com/23285699. Game design. Gathering ideas Creating game concepts Writing Game design docs Guide production Test, test and more testing. And also. Presenting Writing and rewriting

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Game design

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  1. Game design

  2. Your Personal opinionvsYour Professional opinion

  3. Milton Glazeron failure http://vimeo.com/23285699

  4. Game design • Gathering ideas • Creating game concepts • Writing Game design docs • Guide production • Test, test and more testing

  5. And also • Presenting • Writing and rewriting • Discussions with arguments! • And Listening! • Analyzing • Reflecting

  6. Desk work? • Game concepts and game designs • Word, Excel, Visio, Illustrator • Functional design document • Rule sets/mechanics, enemies, levels, playing time and pace, difficulty, etc • Keeping and overview, keep an eye out for new ideas and threats • Making sure everybody knows what to do…and why!

  7. First assignment:Create a pitch document

  8. Rules • Setup of lessons • A look at the concepts at hand • A bit of theory • Time for work, discussions and help with your doc. • Create a pitch doc for the digital version of the Party game. • Same groups as the party games from Tim Bosje • Same Concept as the party games from Tim Bosje • 100% attendance is mandetory • Next Monday

  9. Requirements • 1 A4 page • Naming convention – [ADP2013_yournames_your game title.doc] • Contents • Title • Intro text that is descriptive of your game. Explain and spark interest • Platform • Genre • USP • Setting (story if applicable) • Game, goals and rewardsThe following questions should be answerd. What are you doing in the game? why? How? And what are you getting in return and how does this lead to progression and how is this linked to the ultimate goal? • Highlites (optional) • SWOT analysis

  10. Some Document tips

  11. Common items • Intro • Platform / genre / etc. • For who are you writing the document? • Don’t assume • Don’t be afraid to repeat stuff • Be specific • Names • Numbers • Examples

  12. Read you own doc …he got petrified in the war and was lost forever until a group of scientist dug him up and unpetrified him… Wait what??

  13. Be aware of… • The nameless one (have a game title and name mechanics) • Vague bullshit (Make sure your mother can understand) • The-Next-Big-Thing syndrome • Self projection • Thinking you know your reader • Would / should / could / think / believe

  14. Ask yourself: “Why?” Each feature must have a reason to be in the game. It should support the core experience in some way.

  15. Setting: What does it feel like? Era/ reality Emotion Theme

  16. What are you known for? Name your USP Special or different? Hook

  17. What is the player doing?Where does the fun come from? Story goals Macro / Chapter / Level goals Micro / Level / Loop goals

  18. Who are your players? • Target audience • Who are they • What do they like/ are they looking for • You sell your game here • NOT a rating thing only • An M rating is not what you want

  19. Special experiences / highlights A typical description of what your game is going to be known for.

  20. You don’t create games for yourself, unless you want to buy 1 million copies yourself.

  21. Kill your Darlings!

  22. Implicit rules vs Explicit rules

  23. Implicit rules vs Explicit rule Explicit Implicit Created by the player You allowed the possibility Can be changed at any moment • Created by you • Is an actual mechanic • Can not be ignored in the game

  24. Allow players to add their own rules

  25. Give the player the idea or ability to out smart the system

  26. Progression & rewards READ IT! Gameplay Design Fundamentals: Gameplay Progression By Mike Lopez

  27. What are you going to reward?

  28. Skill display = Reward

  29. Time investment = Reward

  30. Which one is it for you? Skill? Time investment? or both?

  31. You need to plan your progressionand your rewards

  32. Key Elements of Gameplay Progression • Game Mechanics • Experience Duration • Ancillary Rewards (visual, aural, decorative, etc.) • (in other words with an Environmental Progression • Practical Rewards (gameplay relevant) • Difficulty

  33. Tell me I am doing well!

  34. Requirements • 1 A4 page • Naming convention – [ADP2013_yournames_your game title.doc] • Contents • Title • Intro text that is descriptive of your game. Explain and spark interest • Platform • Genre • USP • Setting (story if applicable) • Game, goals and rewardsThe following questions should be answerd. What are you doing in the game? why? How? And what are you getting in return and how does this lead to progression and how is this linked to the ultimate goal? • Highlites (optional) • SWOT analysis

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