Presentation is loading. Please wait.

Presentation is loading. Please wait.

Game Design Workshop. About The Workshop Started in 2001 Started in 2001 Hands-on Hands-on Focused on iteration Focused on iteration Grounded in a formal.

Similar presentations


Presentation on theme: "Game Design Workshop. About The Workshop Started in 2001 Started in 2001 Hands-on Hands-on Focused on iteration Focused on iteration Grounded in a formal."— Presentation transcript:

1 Game Design Workshop

2

3 About The Workshop Started in 2001 Started in 2001 Hands-on Hands-on Focused on iteration Focused on iteration Grounded in a formal approach Grounded in a formal approach Intended to be open-ended Intended to be open-ended

4 What It’s NOT about… How to get a job as a game designer How to get a job as a game designer How to write a design document How to write a design document Where game ideas “come from” Where game ideas “come from” How to get your game funded How to get your game funded How to use a level editor How to use a level editor

5 In Other Words... It’s not about the Business (Getting a job, pitching a game, getting funded) It’s not about the Business (Getting a job, pitching a game, getting funded) It’s not about the Profession (Writing documents, tracking bugs, using tools) It’s not about the Profession (Writing documents, tracking bugs, using tools) It’s about the Craft (Making games that are fun) It’s about the Craft (Making games that are fun)

6 What You’ll be Doing Playing games Playing games Analyzing games Analyzing games Critiquing games Critiquing games Modifying games Modifying games Refining games Refining games

7 Schedule Overview ● 10am-6pm both days ● Lunch from 12:15-1:45 ● Coffee breaks at 11am & 4pm ● 2-3 hour design exercises Info and signups at gdc.8kindsoffun.com

8 The Faculty ● Jonathan Hamel ● Crystal Dynamics/Eidos ● Jeb Havens ● Google ● Robin Hunicke ● Thatgamecompany ● Frank Lantz ● Zynga ● Marc LeBlanc ● Electrified Games ● Andrew Leker ● Electrified Games ● Stone Librande ● EA/Maxis ● Art Min ● Rumble Entertainment ● Tim Stellmach ● As Himself

9 A Few Ground Rules Please stay for both days Please stay for both days PvE, not PvP PvE, not PvP Save the “meta-discussion” for the very end Save the “meta-discussion” for the very end Turn the laptop off Turn the laptop off Last but not least…

10 Fail Fast!

11 Test Analyze Revise

12 Follow the Fun! Test Analyze Revise Fail Fast!

13 TED Talk: Marshmallow Challenge

14 Channel your inner kindergartener…

15 Let’s Play! Rock, Paper, Scissors vs. MAHK

16 Break Into Rooms Rock236 Paper220 Scissors 224

17 Game/Software Parallels =

18 The MDA Framework Mechanics Dynamics Aesthetics

19 Mechanics ● Cards ● Shuffling, Trick-Taking, Bidding ● Shooters ● Ammunition, Spawn Points ● Golf ● Sand Traps, Water Hazards

20 Room Dynamics

21 Chance in 36 Die roll Dynamics

22 Psychology = Human Dynamics ● Perception ● Attribution Bias ● Cognitive Dissonance

23 Sometimes…

24 The Idea of Dynamics ● Behavior is separate from rules. ● The same behavior can emerge from many different rules.

25 Eight Kinds of “Fun” ● Sensation ● Fantasy ● Narrative ● Challenge ● Fellowship ● Discovery ● Expression ● Submission

26 Some examples… Formulating an “Aesthetic Model” For each aesthetic goal: ● Write a formal definition ● List criteria for success ● List modes of failure ● Serves as an “aesthetic compass” ● These are often reusable

27 Goal: Competition ● Definition: A game is competitive if players are emotionally invested in defeating each other. ● Success: ● Players are adversaries. ● Players want to win. ● Failure: ● A player feels that he can’t win. ● A player can’t measure his progress.

28 Goal: Pirate Fantasy ● Definition: A pirate fantasy conforms to the genre conventions of pirate movies, and permits the player to engage in certain kinds of anti-social pirate behavior.

29 Goal: Pirate Fantasy ● Definition: A pirate fantasy conforms to the genre conventions of pirate movies, and permits the player to engage in certain kinds of anti-social pirate behavior. ● Success: ● Empowerment ● Independence ● Greed ● Treachery ● Prey upon Weak Failure:Failure:  Vulnerability  Compassion  Generosity

30 Goal: Drama Definition: A game is dramatic if: ● Its central conflict creates dramatic tension. ● The dramatic tension builds towards a climax.

31 Goal: Drama ● Success: ● A sense of uncertainty ● A sense of inevitability ● Tension increases towards a climax ● Failure: ● The conflict’s outcome is obvious (no uncertainty) ● No sense of forward progress (no inevitability) ● Player doesn’t care how the conflict resolves.

32 Aesthetic Models are an Important Tool ● It’s hard to solve problems we can’t describe. ● Especially in a large group.

33 The Point: ● In some sense, it isn’t about this: Mechanics Dynamics Aesthetics

34 The Point: ● It’s about this:

35 The Point: ● This is where game design happens.


Download ppt "Game Design Workshop. About The Workshop Started in 2001 Started in 2001 Hands-on Hands-on Focused on iteration Focused on iteration Grounded in a formal."

Similar presentations


Ads by Google