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Lecture 02 game_design_components_and_process
1. FUNDAMENTALS OF GAME
DESIGN
GAME DESIGN COMPONENTS AND PROCESS
Sayed Ahmed
BSc. Eng. in CSc. & Eng. (BUET)
MSc. in CSc. (U of Manitoba)
http://sayed.JustEtc.net
http://www.JustETC.net
Presented at the University of Winnipeg, Winnipeg, MB, Canada
Just E.T.C for Business, Education, Technology, and Entertainment Solutions
Textbook References:
Fundamentals of Game Design, 2nd
Edition, Ernest Adams
2. TOPICS & LEARNING OBJECTIVES
Game Design Process
Player-centric approach to game design
How
the core mechanics
and the user interface
work together to create gameplay
Explain
how gameplay modes
and shell menus
make up the structure of a game
Recognize
the three stages of game design
and describe the design work in each stage
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3. TOPICS & LEARNING OBJECTIVES
(CONT.)
Kinds of jobs required on a design team
Kinds of documents
that a game designer is likely to need
and what they are for
Know the qualities
required of a good game designer
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4. GAME DESIGN PROCESS
Imagine a Game
Define the way it works
Describe the elements that make up the game
Conceptual
Functional
Artistic
And others
Transmit the game information to the
Implementation team
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5. ART, ENGINEERING, OR CRAFT?
Game design is
not purely an art
nor an act of pure engineering
Game design is a craft
It includes
both creative and functional elements
It can be learned
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6. THE PLAYER-CENTRIC APPROACH
Player-centric game design
is a philosophy of design
in which the designer envisions
a representative player
Two duties in player-centric design:
Entertain the representative player
Empathize with the representative player
You are not the representative player
You have to think like a representative player
You are not the player’s opponent
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7. OTHER MOTIVATIONS THAT INFLUENCE
DESIGN
Market-driven games
Appeal to the maximum number of people
regardless of implications for harmony
Designer-driven games
Designer retains all creative control
Can be detrimental to the game sometimes
Games for a specific license
Book or movie license
Content must fit into an existing world
Limits creativity
but often very lucrative
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8. OTHER MOTIVATIONS THAT INFLUENCE DESIGN
(CONT.)
Technology-driven games
Games built to
show off the hardware running the game
Crytek’s game Crysis
Show off Crytek’s 3D graphics engine
Art-driven games
Games built to show off the artwork
Games are visually innovative
but seldom good otherwise; comparatively rare
Myst
Both great graphics and great gameplay
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9. INTEGRATING FOR
ENTERTAINMENT
Integrating characteristics to entertain players
requires designer to
Have a specific vision
Consider the audience’s preferences
Understand licensing benefits
and exploit them to the game’s best advantage
Understand the capabilities of the technology
Consider aesthetic style
Think in light of player centric design
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10. KEY COMPONENTS OF VIDEO
GAMES
CORE MECHANICS
Core mechanics generate the gameplay
Define the challenges
Define the actions
Define the player’s effect on the game world
Core mechanics
determine how realistic the game world seems to the
player
Realism is a continuum between abstract and representational
Pac man imaginary
Grand Prix Legends – highly representational
Simulates the extra-ordinary danger of driving racing cars
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11. USER INTERFACE
Mediates between the core mechanics and the
player
Interprets player’s mouse clicks or button presses
Displays the result of the player’s input
Can also be called the presentation layer
Presents the game world to the player
Includes artwork and audio effects
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12. USER INTERFACE (CONT.)
Interaction model
Identifies the way in which the player acts upon the
game world; common models include:
Avatar-based—through a character in the world
Multipresent—the player can act on many places at once
Camera model
Viewpoint of the virtual camera, and its behavior
Simple models are called perspectives. First- and
third-person are common perspectives.
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13. THE STRUCTURE OF A VIDEO GAME
Structure is composed of
Gameplay modes
Shell menus
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14. GAMEPLAY MODES
Gameplay modes consist of
the available gameplay
and user interface at a specific time
Not all actions are available at all times
Available user interface choices should be related to the
current actions
A game is in
exactly one gameplay mode at a time.
It can move to another mode as necessary
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16. SHELL MENUS AND SCREENS
Shell menus are used when the player is NOT in
a gameplay mode
The player can’t affect the game world
The player can save or load a game, adjust the
hardware, etc.
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17. FORMING THE STRUCTURE
Gameplay modes + shell menus = structure
The game switches between gameplay modes as
required:
In response to specific player requests
In response to events in the game
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18. STAGES OF THE DESIGN PROCESS
Game Design Stages (not game development
stages)
Concept stage
Elaboration stage
Tuning stage
“Pre-production” and “production” are
development stages
that overlap the design stages
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19. CONCEPT STAGE
During the concept stage, you
Define the fundamental game concept, including the
game’s genre
Define an audience
Determine the player’s role in the game
Think about how to fulfill the player’s dream
Concept should not change after this stage
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20. ELABORATION STAGE
Define the primary game
mode
Design the protagonist
Define the game world
Design the core
mechanics
Create additional modes
Create the first playable
level
Write the story
Build, test, and iterate
During this stage, you
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21. TUNING STAGE
Starts at the point when the entire design is
locked
and no more features may be added to the game
During the tuning stage,
the design team makes small adjustments
to levels and core mechanics
Polishing is a subtractive process
removing imperfections
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22. GAME DESIGN TEAMS
A game design team may include
Lead Designer
Game Designers
Level Designers
User Interface Designers
Writers
Art Director
Audio Director
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23. DOCUMENTING THE DESIGN
Design documents are used
To communicate your ideas clearly to other team
members
As sales tools
As design tools
To record the decisions made
The process of writing a document
can turn a vague idea into an explicit plan
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24. TYPES OF DESIGN DOCUMENTS
High concept document
Tool to sell your game concept (2 to 4 pages)
Game treatment document
Primarily a sales tool
with more detail than the high concept document
Summary of the basic game design
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25. TYPES OF DESIGN DOCUMENTS
(CONT.)
Character design document
Design one character in the game
Usually the Avatar
Include moveset
Include concept art in different poses
Include the character’s backstory
World design document
General overview of the game world art
Types and locations for sounds
Include a map
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26. TYPES OF DESIGN DOCUMENTS
(CONT.)
Flowboard
Document the structure—links among gameplay
modes and shell menus
List available menu items and player inputs
Story and level progression document
Tell the story
Record the player’s progression through the game
Game script document
Specifies rules and core mechanics in enough detail
to play the game
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27. ANATOMY OF A GAME DESIGNER
Imagination
Technical awareness
Analytical competence
Mathematical
competence
Aesthetic competence
General knowledge and
ability to research
Writing skills
Drawing skills
Ability to synthesize
Useful skills for professional game designers
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28. SUMMARY
You should now understand
Game design process
Player-centric approach to game design
Structure of a game
Stages of game design
Documenting game design
Roles and qualities of the design team members
Qualities of a Game Designer
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Notas do Editor
Remember that the goal is entertaining the player, not creating a game you would like to play or preventing the player from winning the game.
Take the best from every source. If a feature is not needed, don’t keep it.
Many games allow players to switch between first-person and third-person perspectives. In first person, the game world is shown as if you are the avatar. The avatar is not visible in first person because the player is looking through the avatar’s eyes. In third person, the avatar is followed by a chase camera that shows the avatar and the game world.
Use common sense to dictate which actions should be available at a particular time.