GAME DESIGN! Intro: Game Designers First Half: Play & Games - - PowerPoint PPT Presentation

game design
SMART_READER_LITE
LIVE PREVIEW

GAME DESIGN! Intro: Game Designers First Half: Play & Games - - PowerPoint PPT Presentation

The Code Liberation Foundation Lecture 1: Game Design and Intro to Unity Game Design GAME DESIGN! Intro: Game Designers First Half: Play & Games Second Half: Mechanics/Dynamics/ Aesthetics ( MDA) The Code Liberation Foundation Lecture 1:


slide-1
SLIDE 1

Lecture 1: Game Design and Intro to Unity The Code Liberation Foundation

GAME DESIGN!

Intro: Game Designers First Half: Play & Games Second Half: Mechanics/Dynamics/ Aesthetics ( MDA)

Game Design

slide-2
SLIDE 2

Lecture 1: Game Design and Intro to Unity The Code Liberation Foundation

Who we?

Tara / Mimi / Saskia

Game Design

slide-3
SLIDE 3

Lecture 1: Game Design and Intro to Unity The Code Liberation Foundation

Who are you?

Tell us about yourself!

Game Design

slide-4
SLIDE 4

Lecture 1: Game Design and Intro to Unity The Code Liberation Foundation

That game you love…

Game Design

slide-5
SLIDE 5

Lecture 1: Game Design and Intro to Unity The Code Liberation Foundation

Objectives

  • Role of a Game Designer
  • Talk about what makes a good game
  • Make a game
  • User testing

Game Design

slide-6
SLIDE 6

Lecture 1: Game Design and Intro to Unity The Code Liberation Foundation

What do Game designers do?

Game Design

slide-7
SLIDE 7

Lecture 1: Game Design and Intro to Unity The Code Liberation Foundation

What do Game designers do?

USER- TESTING MECHANICS

‘FEEL’

REWARDS DESIGN DOCUMENT

Game Design

slide-8
SLIDE 8

Lecture 1: Game Design and Intro to Unity The Code Liberation Foundation

What is a game?

  • A game has “ends and means”: an objective, an outcome, and a set of rules to

get there. (David Parlett)

  • A game is an activity involving player decisions, seeking objectives within a

“limiting context” [i.e. rules]. (Clark C. Abt)

  • A game has six properties: it is “free” (playing is optional and not obligatory),

“separate” (fixed in space and time, in advance), has an uncertain outcome, is “unproductive” (in the sense of creating neither goods nor wealth — note that wagering transferswealth between players but does not create it), is governed by rules, and is “make believe” (accompanied by an awareness that the game is not Real Life, but is some kind of shared separate “reality”). (Roger Callois)

Game Design

slide-9
SLIDE 9

Lecture 1: Game Design and Intro to Unity The Code Liberation Foundation

WHAT MAKES A GAME GOOD OR BAD?

GOOD BAD

Game Design

slide-10
SLIDE 10

Lecture 1: Game Design and Intro to Unity The Code Liberation Foundation

WHAT MAKES A GAME GOOD OR BAD?

GOOD BAD REWARDING NO PROGRESS CLEAR OBJECTIVE NO CLEAR OBJECTIVE CHALLENGE NO CONFLICT RE- PLAYBLE

Game Design

slide-11
SLIDE 11

Lecture 1: Game Design and Intro to Unity The Code Liberation Foundation

Play & Games: TYPES OF GAMES

There are many types of Games out there!

  • What kind of Games do you enjoy?

Game Design

slide-12
SLIDE 12

Lecture 1: Game Design and Intro to Unity The Code Liberation Foundation

Examples!

  • Action-adventure
  • Role-Playing
  • Racing
  • Strategy
  • Puzzle

Game Design

slide-13
SLIDE 13

Lecture 1: Game Design and Intro to Unity The Code Liberation Foundation

Types of fun?

  • Fun another way for ‘learning’
  • What do you think the types of fun are?
  • What can a game provide the player?

Game Design

slide-14
SLIDE 14

Lecture 1: Game Design and Intro to Unity The Code Liberation Foundation

Types of fun?

  • Fantasy - Provide make believe world
  • Sensation - Games engage sense directly
  • Narrative - Involve stories

Game Design

slide-15
SLIDE 15

Lecture 1: Game Design and Intro to Unity The Code Liberation Foundation

Types of fun

  • Challenge - Competitive (overcome challenge)
  • Fellowship - High Social component
  • Discovery - Adventure type games like Zelda
  • Expression – Express yourself through gameplay
  • Submission – on-going hobby (re-occurring events)

Game Design

slide-16
SLIDE 16

Lecture 1: Game Design and Intro to Unity The Code Liberation Foundation

Types of players

  • What types of players do you find in games?
  • What types of players can you find in an MMO ?

Game Design

slide-17
SLIDE 17

Lecture 1: Game Design and Intro to Unity The Code Liberation Foundation

Types of players

  • Achievers – gain power etc
  • Explorers – Explore the world
  • Socializers – Use games as social medium
  • Killers - have fun ruining other players chances

Game Design

slide-18
SLIDE 18

Lecture 1: Game Design and Intro to Unity The Code Liberation Foundation

Quick Tasks

Task 1: Mario Kart/ Minecraft/ Solitaire/Last of Us What are the types of fun and players type involvement? Task 2: Think of a new kind of fun? (collection)

Game Design

slide-19
SLIDE 19

Lecture 1: Game Design and Intro to Unity The Code Liberation Foundation

TREAT AND TALK: MIMI SOTUDEH!

TAMPON TRAWL!

Game Design

slide-20
SLIDE 20

Lecture 1: Game Design and Intro to Unity The Code Liberation Foundation

Breathe…….Aw A Pomsky!

Game Design

slide-21
SLIDE 21

Lecture 1: Game Design and Intro to Unity The Code Liberation Foundation

MDA: Mechanic/Dynamic/aesthetic

Game Design

slide-22
SLIDE 22

Lecture 1: Game Design and Intro to Unity The Code Liberation Foundation

Mechanics

  • “Rules” of the game
  • How is the game set up?
  • What actions need to be done?
  • When does the game end? How?

Game Design

slide-23
SLIDE 23

Lecture 1: Game Design and Intro to Unity The Code Liberation Foundation

Dynamic

  • Describes the play of the game when the rules

are set in motion

  • What strategies emerge from the rules?
  • How do the players interact?

Game Design

slide-24
SLIDE 24

Lecture 1: Game Design and Intro to Unity The Code Liberation Foundation

Aesthetic

  • Players experience of the game
  • Was it fun? Mentally stimulating? Boring?

Frustrating?

Game Design

slide-25
SLIDE 25

Lecture 1: Game Design and Intro to Unity The Code Liberation Foundation

MDA: THREE LAYERS OF A SPHERE

  • 1. Mechanics at the Core
  • 2. Dynamic surrounding
  • 3. Aesthetics as the wall

They inform each other

Game Design

slide-26
SLIDE 26

Lecture 1: Game Design and Intro to Unity The Code Liberation Foundation

Example..

Example: Spawn points are a mechanic. This leads to the dynamic where a player may sit next to a spawn point and immediately kill anyone as soon as they respawn. And lastly, the aesthetics would likely be frustration at the prospect of coming back into play only to be killed again immediately.

(Gallant, 2009)

Game Design

slide-27
SLIDE 27

Lecture 1: Game Design and Intro to Unity The Code Liberation Foundation

Emergence

  • Sometimes new mechanics or dynamics arise

during gameplay!

  • Can bring complexity and challenge to a game
  • Not always a good thing….
  • Example:
  • Combos in Tekken

Game Design

slide-28
SLIDE 28

Lecture 1: Game Design and Intro to Unity The Code Liberation Foundation

Quick tasks…

  • Task 1: Pick a game. What’s the MDA? Change a

rule? Change the feedback loop

  • Task 2: Re-design an old game or create a new
  • ne.

Game Design

slide-29
SLIDE 29

Lecture 1: Game Design and Intro to Unity The Code Liberation Foundation

Lets make a game!

(Option)Race-to –the-end! 1. First step! Draw a path, and make it into segments of a grid 2. Theme? 3. Rules, how does the player move? Can they do anything else (At least 2 rules/mechanics…max 4) 4. Every the player does must MEAN something 5. Conflict? Opponents? 6. Objective? 7. How do you win? How do you lose?

Game Design

slide-30
SLIDE 30

Lecture 1: Game Design and Intro to Unity The Code Liberation Foundation

Play testing!

SWAP GAMES!

  • What are the mechanics?
  • What are the short term goals?
  • What are the objective goals?

Game Design

slide-31
SLIDE 31

Lecture 1: Game Design and Intro to Unity The Code Liberation Foundation

Plenary

  • What worked well in your games?
  • What could you improve?
  • What do you think a games designer does?
  • Good games are…..

Game Design

slide-32
SLIDE 32

Lecture 1: Game Design and Intro to Unity The Code Liberation Foundation

That’s a Wrap!

Questions for us?

Game Design

slide-33
SLIDE 33

Lecture 1: Game Design and Intro to Unity The Code Liberation Foundation

Handy Links

  • https://apps.quanticfoundry.com/surveys/start/

gamerprofile/

  • https://www.gamedev.net/articles/game-

design/game-design-and-theory/mechanics- dynamics-aesthetics-r2983/

Game Design

slide-34
SLIDE 34

Lecture 1: Game Design and Intro to Unity The Code Liberation Foundation

Hero’s journey

The hero starts off a commoner in a common world, and this “normal” world is established. The hero receives a call to adventure. The hero may decide to follow the call, or to ignore it. In the latter case, new events then force the hero to follow the call anyway. The hero starts their journey and encounters the first barrier. There is often a guardian that must be overcome to proceed. The hero then moves through the barrier into a new, darker world. They follow a trail of trials, each more difficult than the last. Along the way, the hero grows – not just in the “experience points” and “levels” sense, but in the “coming of age” sense. The hero becomes a better person. They become, well, a real hero. Eventually, the hero encounters the final evil, and is able to overcome it. The hero claims the prize. The hero starts returning to their world. Along the way they encounter the final barrier.s Finally, the hero returns to their common world. The world may be the same, but the hero has changed.

Game Design