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Fundamentals of Game Design

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Presentation on theme: "Fundamentals of Game Design"— Presentation transcript:

1 Fundamentals of Game Design
by Ernest Adams and Andrew Rollings Chapter 2: Design Components and Processes

2 Objectives Understand the player-centric approach to game design
Know 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 © 2006 by Pearson Education, Inc. Chapter 2 Design Components and Processes

3 Objectives (Cont.) Know the kinds of jobs required on a design team
Know the 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 © 2006 by Pearson Education, Inc. Chapter 2 Design Components and Processes

4 Art, Engineering, or Craft?
Game design is not purely an art nor an act of pure engineering Game design is a craft It requires creativity and planning It can be learned © 2006 by Pearson Education, Inc. Chapter 2 Design Components and Processes

5 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 are not the player’s opponent 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. © 2006 by Pearson Education, Inc. Chapter 2 Design Components and Processes

6 Other Motivations That Influence Design
Market-driven games Games trying to appeal to the maximum number of people, regardless of implications for harmony Designer-driven games Designer retains all creative control, usually to the detriment of the game Games for a specific license Content must fit into an existing world Limits creativity © 2006 by Pearson Education, Inc. Chapter 2 Design Components and Processes

7 Other Motivations That Influence Design (Cont.)
Technology-driven games Games built to show off the hardware running the game Art-driven games Games built to show off the artwork Games are visually innovative but seldom good otherwise; comparatively rare © 2006 by Pearson Education, Inc. Chapter 2 Design Components and Processes

8 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 Take the best from every source. If a feature is not needed, don’t keep it. © 2006 by Pearson Education, Inc. Chapter 2 Design Components and Processes

9 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 © 2006 by Pearson Education, Inc. Chapter 2 Design Components and Processes

10 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 © 2006 by Pearson Education, Inc. Chapter 2 Design Components and Processes

11 User Interface (Cont.) Interaction model Perspective
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 Perspective Player’s point of view or camera angle First person and third person are the most common perspectives 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. © 2006 by Pearson Education, Inc. Chapter 2 Design Components and Processes

12 The Structure of a Video Game
Structure is composed of Gameplay modes Shell menus © 2006 by Pearson Education, Inc. Chapter 2 Design Components and Processes

13 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 Only one gameplay mode is available at a time Use common sense to dictate which actions should be available at a particular time. © 2006 by Pearson Education, Inc. Chapter 2 Design Components and Processes

14 The Gameplay Mode © 2006 by Pearson Education, Inc.
Chapter 2 Design Components and Processes

15 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. © 2006 by Pearson Education, Inc. Chapter 2 Design Components and Processes

16 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 © 2006 by Pearson Education, Inc. Chapter 2 Design Components and Processes

17 Stages of the Design Process
Concept stage Elaboration stage Tuning stage Note that these are purely stages of design, not of development; development includes many more factors “Pre-production” and “production” are development stages that overlap the design stages It is easy to get stuck in any stage © 2006 by Pearson Education, Inc. Chapter 2 Design Components and Processes

18 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 © 2006 by Pearson Education, Inc. Chapter 2 Design Components and Processes

19 Elaboration Stage During this stage, you 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 © 2006 by Pearson Education, Inc. Chapter 2 Design Components and Processes

20 Tuning Stage You enter the tuning stage 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 © 2006 by Pearson Education, Inc. Chapter 2 Design Components and Processes

21 Game Design Teams A game design team may include Lead Designer
Game Designer Level Designer User Interface Designer Writer Art Director Audio Director © 2006 by Pearson Education, Inc. Chapter 2 Design Components and Processes

22 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 © 2006 by Pearson Education, Inc. Chapter 2 Design Components and Processes

23 Types of Design Documents
High concept document Tool to sell your game concept Two to four pages Game treatment document Sales tool with more detail than the high concept document Summary of the basic game design © 2006 by Pearson Education, Inc. Chapter 2 Design Components and Processes

24 Types of Design Documents (Cont.)
Character design document Design one character in the game 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 © 2006 by Pearson Education, Inc. Chapter 2 Design Components and Processes

25 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 © 2006 by Pearson Education, Inc. Chapter 2 Design Components and Processes

26 Anatomy of a Game Designer
Skills most useful for professional game designer Imagination Technical awareness Analytical competence Mathematical competence Aesthetic competence General knowledge and ability to research Writing skills Drawing skills Ability to compromise © 2006 by Pearson Education, Inc. Chapter 2 Design Components and Processes

27 Summary You should now understand
Player-centric approach to game design Structure of a game Stages of game design and the required documentation Roles and qualities of the design team members © 2006 by Pearson Education, Inc. Chapter 2 Design Components and Processes


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