Designing and Developing Games

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Presentation transcript:

Designing and Developing Games hamzah asyrani sulaiman

An Approach to the Task

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 Art, Engineering, or Craft?

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 The Player-Centric Approach

http://criticalstudiesofgames. blogspot http://criticalstudiesofgames.blogspot.my/2011/11/player-centric-design-in-bastion.html

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, but often very lucrative Other Motivations That Influence Design

Other Motivations That Influence Design 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 Other Motivations That Influence Design

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 Integrating for Entertainment

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 Core Mechanics

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 User Interface

User Interface Interaction model Camera 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. User Interface

https://singhofthejungle. wordpress https://singhofthejungle.wordpress.com/design-fundamentals/design-fundamentals-2/unit-72-game-design-fundamentals/

The Structure of a Video Game

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 Gameplay Modes

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. Shell Menus and Screens

The Game 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 The Game Structure

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

The 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 The Concept Stage

Getting A Concept The Concept Stage

Defining an Audience The Concept Stage

Determining The Player’s Role The Concept Stage

Fulfilling the Dream The Concept Stage

The 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 The Elaboration Stage

Game Design Team Roles

A game design team may include Lead Designer Game Designers Level Designers User Interface Designers Writers Art Director Audio Director

Game Design Documents

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 Chapter 2 Design Components and Processes © 2009 by Pearson Education, Inc.

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 Chapter 2 Design Components and Processes © 2009 by Pearson Education, Inc.

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 Chapter 2 Design Components and Processes © 2009 by Pearson Education, Inc.

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 synthesize Chapter 2 Design Components and Processes © 2009 by Pearson Education, Inc.

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 Chapter 2 Design Components and Processes © 2009 by Pearson Education, Inc.