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Game Design Process
Martin Sillaots
Aug 5 2019
Design of Computer Games #2
Design Process Stages
Ernest Adams: Fundamentals of Game Design
Concept Stage
• General idea
• Genre
• Target group
• Players role
• Dreams
Production Stage
• Preproduction
– Prototypes
• Funding + Publisher
• Full production
– Iterations
• Primary gameplay mode
• Additional modes
• Core mechanics
• Character
• Game world
• Story
• Levels
Production Elements
Game Development Process
Designer
Artist
Programmer
Animator
Sound engineer
Tester
Manager
Ref: Jim Thompson, Barnay Berbank-Green, Nic Cusworth (2007)
The computer game design course: principles, practices and techniques for the aspiring game Designer
Design Team Roles
Game Design Related Roles
• Lead Designer
• Game Designer
• Level Designer
• UI Designer
• Writer
• Art Director
• Audio Director
Designer Competences
• Imagination
• Technical
• Analytical
• Math
• Aesthetics
• Research
• Writing
• Drawing
• Synthesis
What game design competences you
have?
• Project manager
• Designer
• Artist
• Writer
• Animator
• Composer
• Programmer
• Marketing manager
• Other
Mission 2
Choose a role
Role Selection Mission Details
• ALL players select preferred role for a design team
– Project manager
– Designer
– Artist
– Writer
– Programmer
– Marketing
– Other
• 1 XP
Game Design Process

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Game Design Process

Editor's Notes

  • #2: Iterative process Testing and design at the same time (endless)
  • #3: Concept – general idea Production - elaboration Adjustment – tuning – feature lock – no new ideas
  • #4: 1 X Can’t change them later Fundamental decisions Audience – target market? How to sell them? Players role – what to pretend? Activities? Dreams – which dreams game fulfills? – achievements, power, creation - essence of the experience - challenges - actions
  • #5: Idea fixed (Confidence is needed) Design and Build and Test at the same time (endless) General -> Specific PM – Scrum - Agile Sprint – short iterations (1-4w) Daily meetings
  • #6: Gameplay – challenges, actions (eg car racing) + mode – are they needed? (eg car dunning) Mechanics – game rules – how actions are related to each other? Main character – protagonist – Hero – 1st or 3rd – What to like on it? World – real? Fantasy? Physical, time, emotional, … aspects Levels = character + challenges + actions + mechanics + world + story – first playable level
  • #8: Not standardized Based on: Input – abilities of people Output – project needs
  • #9: DESIGN Lead Designer – vision keeper, evangelist, PM - 1X Game Designer – game play, core mechanics, BG research, technical W - M Level Designer – 3D modeling, scripting T - M UI Designer – screen layout - 1 Writer – intro, back story, dialogues, cut scenes, NOT technical W – 0,5 (outsource) Art Director – stile, assets (model, texture, animation, …) – 1 [equal to Lead Designer] Audio Director – audio assets (music, ambient, effects), spirit – 0,5 [equal to Lead Designer] Technical Director
  • #10: Wish list: Talent + Skills Imagination: Visual Drama Conceptual Lateral thinking – alternatives Technical Programming experience Understand what your platform can / can’t do? Analytical e.g. filter out and eliminate strategies that are unbeatable – game balancing Math Basics Trigonometry – why? Probability e.g. designing module for business simulator Aesthetics Sense of style Basics of composition Color composition Make! Innovate! Don’t copy Research How to study the background e.g. history, … Find references to resources Writing Technical writing – documenting Fiction writing – narrative Dialogue writing – drama, dialogue Drawing Games are heavily visual Synthesis Bring ideas together
  • #11: https://docs.google.com/forms/d/1oJSIi77BkgMZT-zht72kSL8b2QIjx5xqX8H4WWeXXO4/viewform