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FUNDAMENTALS OF GAME DESIGNGAME DESIGN COMPONENTS AND PROCESS
Sayed AhmedBSc. Eng. in CSc. & Eng. (BUET)
MSc. in CSc. (U of Manitoba)
http://sayed.JustEtc.net
http://www.JustETC.net
Presented at the University of Winnipeg, Winnipeg, MB, Canada
Just E.T.C for Business, Education, Technology, and Entertainment Solutions
Textbook References:Fundamentals of Game Design, 2nd Edition, Ernest Adams
TOPICS & LEARNING OBJECTIVES Game Design Process Player-centric approach to game design 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
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TOPICS & LEARNING OBJECTIVES (CONT.) Kinds of jobs required on a design team 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
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GAME DESIGN PROCESS
Imagine a Game Define the way it works Describe the elements that make up the
game Conceptual Functional Artistic And others
Transmit the game information to the Implementation team
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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
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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 have to think like a representative player
You are not the player’s opponent
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OTHER MOTIVATIONS THAT INFLUENCE DESIGN
Market-driven games Appeal to the maximum number of people
regardless of implications for harmony
Designer-driven games Designer retains all creative control
Can be detrimental to the game sometimes
Games for a specific license Book or movie license Content must fit into an existing world Limits creativity
but often very lucrative7
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OTHER MOTIVATIONS THAT INFLUENCE DESIGN (CONT.)
Technology-driven games Games built to
show off the hardware running the game Crytek’s game Crysis
Show off Crytek’s 3D graphics engine
Art-driven games Games built to show off the artwork Games are visually innovative
but seldom good otherwise; comparatively rare Myst
Both great graphics and great gameplay
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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
Think in light of player centric design
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KEY COMPONENTS OF VIDEO GAMESCORE 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 Pac man imaginary Grand Prix Legends – highly representational
Simulates the extra-ordinary danger of driving racing cars
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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
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USER INTERFACE (CONT.)
Interaction 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.
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THE STRUCTURE OF A VIDEO GAME
Structure is composed of Gameplay modes Shell menus
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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
A game is in exactly one gameplay mode at a time. It can move to another mode as necessary
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THE GAMEPLAY MODE
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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.
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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
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STAGES OF THE DESIGN PROCESS
Game Design Stages (not game development stages) Concept stage Elaboration stage Tuning stage
“Pre-production” and “production” are development stages that overlap the design stages
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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
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ELABORATION STAGE
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
During this stage, you
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TUNING STAGE
Starts 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
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GAME DESIGN TEAMS
A game design team may include Lead Designer Game Designers Level Designers User Interface Designers Writers Art Director Audio Director
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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
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TYPES OF DESIGN DOCUMENTS
High concept document Tool to sell your game concept (2 to 4 pages)
Game treatment document Primarily a sales tool
with more detail than the high concept document Summary of the basic game design
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TYPES OF DESIGN DOCUMENTS (CONT.) Character design document
Design one character in the game Usually the Avatar
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
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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
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ANATOMY OF A GAME DESIGNER
Imagination Technical awareness Analytical competence Mathematical
competence Aesthetic competence
General knowledge and ability to research
Writing skills Drawing skills Ability to synthesize
Useful skills for professional game designers
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SUMMARY
You should now understand Game design process Player-centric approach to game design Structure of a game Stages of game design Documenting game design Roles and qualities of the design team members
Qualities of a Game Designer
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