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Design by democracy Or how to be a good fascist by Peter Molyneux.

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Presentation on theme: "Design by democracy Or how to be a good fascist by Peter Molyneux."— Presentation transcript:

1 Design by democracy Or how to be a good fascist by Peter Molyneux

2 My design history “Next time we will do it right”

3 The good old days Team size 2-5 (Populous, Powermonger, Theme Park) I was a programmer not a designer Ideas were born out of frustration and incompetence Experiment and play There was no internet community But there was press

4 Teams grow Team size 5-15 (Syndicate, Magic Carpet) I was a Designer who programmed The programmers and artist were all enthusiasts Don’t do it like that do it like this Experimental and chaotic

5 Here come the designers Team size 15-30 (Dungeon Keeper, Black&White) I was the designer who kinda did programming No longer possible to understand all aspects of the project Start of planning A lot of the design was back ended

6 Design departments Team size 40-70 (Fable, B&W II, Movies) Design lead, no other distractions Little or no idea of the technical aspects of the project Main design focused on mid project A lot more planning Design holds the games got to be great banner

7 Today and beyond Team size 50-80(Fable II, other project) Design Department, with leads Upfront design Prototyping Planning

8 Design Approach “This IS the way to do it” Really!

9 Design stages Concept Prototype First Playable Vertical Slice Production Hope

10 Concept Core of game play Core of environment Core of Gameplay Influences –Idea has to come from one person –Small team of no more than 5 –Focus on pillars –Flavor video

11 Prototype Focus on elements that cannot be seen elsewhere Don’t expect it to be ‘fun’ gameplay Full design document Influences –Wider team –Publisher –Marketing (they are your allies)

12 First playable More to do with pipelines than proving design Scary moments for design Still not ‘fun’ game play Influences –Team –Very scary publisher feed back

13 Vertical Slice The ‘is that it moment’ All threads together Don’t forget music, sfx, GUI, wrapper Influences –Play thoughs –Test –Marketing

14 Production Check and re check Play and replay Spot the mistakes Get feedback Have the tools to balance Let others have a try

15 Design Influences “who's designing this game anyway”

16 Design influences Community: Press Other games Team: Testing Marketing Play though

17 Community As press build up community becomes more vocal Its good to be inspired but not lead B&W momment

18 Press Its great to talk Show and tell but don’t promise Wait for the reaction Tough choices between reviews and sales The are gamers

19 Team Are your toughest critics Sell your ideas Passion and confidence Beware of heroes Make their idea your idea

20 Other games Make it like that but better does not work Shows and envy Polish inspiration

21 Testing Look for gamers Check for boredom Get formalised feed back Have measures of quality

22 Marketing Inform them early Make sure you have the lines for them Explain why Focus group horror

23 Play though Play, and play more Don’t be afraid to cut You have to be a fascist

24 Conclusions There is no democracy just inspiration Give people a voice Listen more than talk Your ideas are as bad as everyone else's Believe Accept the errors Design is holistic


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