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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
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
2
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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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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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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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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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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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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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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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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
10
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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
11
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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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THE STRUCTURE OF A VIDEO GAME
 Structure is composed of
 Gameplay modes
 Shell menus
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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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THE GAMEPLAY MODE
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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.
16
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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
17
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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
18
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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
19
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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
20
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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
21
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GAME DESIGN TEAMS
 A game design team may include
 Lead Designer
 Game Designers
 Level Designers
 User Interface Designers
 Writers
 Art Director
 Audio Director
22
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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
23
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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
24
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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
25
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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
26
sayed@justetc.net,www.justEtc.net
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
27
sayed@justetc.net,www.justEtc.net
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
28
sayed@justetc.net,www.justEtc.net

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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 2 sayed@justetc.net,www.justEtc.net
  • 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 3 sayed@justetc.net,www.justEtc.net
  • 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 4 sayed@justetc.net,www.justEtc.net
  • 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 5 sayed@justetc.net,www.justEtc.net
  • 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 6 sayed@justetc.net,www.justEtc.net
  • 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 7 sayed@justetc.net,www.justEtc.net
  • 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 8 sayed@justetc.net,www.justEtc.net
  • 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 9 sayed@justetc.net,www.justEtc.net
  • 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 10 sayed@justetc.net,www.justEtc.net
  • 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 11 sayed@justetc.net,www.justEtc.net
  • 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. 12 sayed@justetc.net,www.justEtc.net
  • 13. THE STRUCTURE OF A VIDEO GAME  Structure is composed of  Gameplay modes  Shell menus 13 sayed@justetc.net,www.justEtc.net
  • 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 14 sayed@justetc.net,www.justEtc.net
  • 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. 16 sayed@justetc.net,www.justEtc.net
  • 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 17 sayed@justetc.net,www.justEtc.net
  • 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 18 sayed@justetc.net,www.justEtc.net
  • 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 19 sayed@justetc.net,www.justEtc.net
  • 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 20 sayed@justetc.net,www.justEtc.net
  • 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 21 sayed@justetc.net,www.justEtc.net
  • 22. GAME DESIGN TEAMS  A game design team may include  Lead Designer  Game Designers  Level Designers  User Interface Designers  Writers  Art Director  Audio Director 22 sayed@justetc.net,www.justEtc.net
  • 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 23 sayed@justetc.net,www.justEtc.net
  • 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 24 sayed@justetc.net,www.justEtc.net
  • 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 25 sayed@justetc.net,www.justEtc.net
  • 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 26 sayed@justetc.net,www.justEtc.net
  • 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 27 sayed@justetc.net,www.justEtc.net
  • 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 28 sayed@justetc.net,www.justEtc.net

Notas do Editor

  1. 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.
  2. Take the best from every source. If a feature is not needed, don’t keep it.
  3. 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.
  4. Use common sense to dictate which actions should be available at a particular time.
  5. It is easy to get stuck in any stage