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Game Design

Game Design. Aspects of Game Design Game Play Story Characters Environment Audio Interface Game Play Story Characters Environment

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Page 1: Game Design. Aspects of Game Design  Game Play  Story  Characters  Environment  Audio  Interface  Game Play  Story  Characters  Environment

Game DesignGame Design

Page 2: Game Design. Aspects of Game Design  Game Play  Story  Characters  Environment  Audio  Interface  Game Play  Story  Characters  Environment

Aspects of Game DesignAspects of Game Design

Game PlayStoryCharactersEnvironmentAudioInterface

Game PlayStoryCharactersEnvironmentAudioInterface

Page 3: Game Design. Aspects of Game Design  Game Play  Story  Characters  Environment  Audio  Interface  Game Play  Story  Characters  Environment

Game PlayGame Play

How will your game play?What genre is your game?

PuzzleActionSimulationAdventure

How will your game play?What genre is your game?

PuzzleActionSimulationAdventure

Page 4: Game Design. Aspects of Game Design  Game Play  Story  Characters  Environment  Audio  Interface  Game Play  Story  Characters  Environment

Game PlayGame Play

What will be the player’s perspective and control style? First person? (through the eyes of the hero)

Third person? (distant from the character)

Top down?

What will be the player’s perspective and control style? First person? (through the eyes of the hero)

Third person? (distant from the character)

Top down?

Page 5: Game Design. Aspects of Game Design  Game Play  Story  Characters  Environment  Audio  Interface  Game Play  Story  Characters  Environment

Game PlayMost important!Game PlayMost important!

GoodPongLemonade Stand

Desktop Tower Defense

Wii

GoodPongLemonade Stand

Desktop Tower Defense

Wii

BadGames based on Movies

Clone gamesCash in!

BadGames based on Movies

Clone gamesCash in!

Page 6: Game Design. Aspects of Game Design  Game Play  Story  Characters  Environment  Audio  Interface  Game Play  Story  Characters  Environment

Storythe glueStorythe glue

The story draws you into the game

ExamplesGood- Knights of the Old Republic

Bad- Bad Dudes

The story draws you into the game

ExamplesGood- Knights of the Old Republic

Bad- Bad Dudes

Page 7: Game Design. Aspects of Game Design  Game Play  Story  Characters  Environment  Audio  Interface  Game Play  Story  Characters  Environment

Good StoryGood Story

Long before the Galactic Civil War, an epic drama begins. Engage in this saga set in the Golden Age of the Republic - over 4,000 years before the first Star Wars film, when both Jedi and Sith number in the thousands. With the Galaxy reeling from a recent conflict with the Dark Lords, the ongoing battle between the Jedi and the Sith rages on. Your actions determine the outcome of this colossal galactic war - and your destiny as a Jedi.

Long before the Galactic Civil War, an epic drama begins. Engage in this saga set in the Golden Age of the Republic - over 4,000 years before the first Star Wars film, when both Jedi and Sith number in the thousands. With the Galaxy reeling from a recent conflict with the Dark Lords, the ongoing battle between the Jedi and the Sith rages on. Your actions determine the outcome of this colossal galactic war - and your destiny as a Jedi.

Page 8: Game Design. Aspects of Game Design  Game Play  Story  Characters  Environment  Audio  Interface  Game Play  Story  Characters  Environment

Bad StoryBad Story

“The President has been kidnapped by ninjas. Are you a bad enough dude to rescue the President?"

“The President has been kidnapped by ninjas. Are you a bad enough dude to rescue the President?"

Page 9: Game Design. Aspects of Game Design  Game Play  Story  Characters  Environment  Audio  Interface  Game Play  Story  Characters  Environment
Page 10: Game Design. Aspects of Game Design  Game Play  Story  Characters  Environment  Audio  Interface  Game Play  Story  Characters  Environment

Characters2 types

Characters2 types

PlayerPlayable CharacterEx. Mario

NPCNon Playable CharacterEx. Peach

PlayerPlayable CharacterEx. Mario

NPCNon Playable CharacterEx. Peach

QuickTime™ and aTIFF (Uncompressed) decompressorare needed to see this picture.

QuickTime™ and aTIFF (Uncompressed) decompressorare needed to see this picture.

QuickTime™ and aTIFF (Uncompressed) decompressor

are needed to see this picture.

QuickTime™ and aTIFF (Uncompressed) decompressorare needed to see this picture.

Page 11: Game Design. Aspects of Game Design  Game Play  Story  Characters  Environment  Audio  Interface  Game Play  Story  Characters  Environment

Characters2 parts

Characters2 parts

DescriptionA short explanation of the character

SketchA detailed picture of the character

DescriptionA short explanation of the character

SketchA detailed picture of the character

Page 12: Game Design. Aspects of Game Design  Game Play  Story  Characters  Environment  Audio  Interface  Game Play  Story  Characters  Environment

Charactersdescription

Charactersdescription

1. Your character's name

2. At least eight adjectives

3. A major goal of your character.

5. A physical description

6. Tell character's likes, dislikes, some actions, etc.

7. What does your character wear, or carry around?

1. Your character's name

2. At least eight adjectives

3. A major goal of your character.

5. A physical description

6. Tell character's likes, dislikes, some actions, etc.

7. What does your character wear, or carry around?

8. Your character's greatest strength.

9. Your character's greatest weakness.

10. Your character's favorite hangout.

11. Anything else interesting.

8. Your character's greatest strength.

9. Your character's greatest weakness.

10. Your character's favorite hangout.

11. Anything else interesting.

Page 13: Game Design. Aspects of Game Design  Game Play  Story  Characters  Environment  Audio  Interface  Game Play  Story  Characters  Environment

Charactersdescription exampleCharacters

description example

Malden Stonebridge: Malden is a guard in the queen’s palace. He is large for a dwarf and was chosen as a guard for his strength and skill with a pole arm. He never leaves his post and is very dedicated to the Queen. Malden wears a red uniform with a white neck ruffle and gloves. Atop his head he wears a dragon-crested helmet. He carries an ornate spear as a weapon. A creature that looks like an overgrown rodent with large luminous eyes accompanies Malden on his rounds.

Malden Stonebridge: Malden is a guard in the queen’s palace. He is large for a dwarf and was chosen as a guard for his strength and skill with a pole arm. He never leaves his post and is very dedicated to the Queen. Malden wears a red uniform with a white neck ruffle and gloves. Atop his head he wears a dragon-crested helmet. He carries an ornate spear as a weapon. A creature that looks like an overgrown rodent with large luminous eyes accompanies Malden on his rounds.

Page 14: Game Design. Aspects of Game Design  Game Play  Story  Characters  Environment  Audio  Interface  Game Play  Story  Characters  Environment

CharactersSketch exampleCharactersSketch example

Page 15: Game Design. Aspects of Game Design  Game Play  Story  Characters  Environment  Audio  Interface  Game Play  Story  Characters  Environment

Environmentthe setting

Environmentthe setting

Written descriptionGameplay features highlightedAccurate description for the Artist and Programmer

Written descriptionGameplay features highlightedAccurate description for the Artist and Programmer

Page 16: Game Design. Aspects of Game Design  Game Play  Story  Characters  Environment  Audio  Interface  Game Play  Story  Characters  Environment

Environment ExampleEnvironment Example

Dungeon Hallway The hall extends for about 40 feet from the foot of the stairway to a massive door at the far end. Along either side of the hallway about every 10 feet are doorways cut into the solid rock walls. Each doorway is fitted with a rusty ironbound wooden door about 4 inches thick. The doors have no windows and only a small slot at the base to pass through a meal tray. The floor is damp with slime water about an inch deep. The massive door at the far end of the hall looks about the same as the other doors except that it is lager by half with a painted shield on the center of the door. The painted shield is of a hangman’s noose.

Dungeon Hallway The hall extends for about 40 feet from the foot of the stairway to a massive door at the far end. Along either side of the hallway about every 10 feet are doorways cut into the solid rock walls. Each doorway is fitted with a rusty ironbound wooden door about 4 inches thick. The doors have no windows and only a small slot at the base to pass through a meal tray. The floor is damp with slime water about an inch deep. The massive door at the far end of the hall looks about the same as the other doors except that it is lager by half with a painted shield on the center of the door. The painted shield is of a hangman’s noose.

Page 17: Game Design. Aspects of Game Design  Game Play  Story  Characters  Environment  Audio  Interface  Game Play  Story  Characters  Environment

Environment PicturesEnvironment Pictures

Page 18: Game Design. Aspects of Game Design  Game Play  Story  Characters  Environment  Audio  Interface  Game Play  Story  Characters  Environment

AudioAudio

Sound effectsVoiceMusic

How loud and when?

Sound effectsVoiceMusic

How loud and when?

Page 19: Game Design. Aspects of Game Design  Game Play  Story  Characters  Environment  Audio  Interface  Game Play  Story  Characters  Environment

Audio DescriptionAudio Description

RTS Base The initial base is established on the barren hillside. In the background the lonely moan of a desert breeze is heard. Mechanical noises come from the machinery used to extract raw materials from the ground. The whine of hovercraft is heard as the units transport refined metals to the manufacturing plant. Banging and construction noises are heard from the manufacturing plant. The sound effects are kept low to create the feeling of a busy colony just starting out on a desert planet. Over the background noise, the music plays an inspiring march song. The highest level of sound is the command center giving the player audio updates on the progress of the colony and its defenses.

RTS Base The initial base is established on the barren hillside. In the background the lonely moan of a desert breeze is heard. Mechanical noises come from the machinery used to extract raw materials from the ground. The whine of hovercraft is heard as the units transport refined metals to the manufacturing plant. Banging and construction noises are heard from the manufacturing plant. The sound effects are kept low to create the feeling of a busy colony just starting out on a desert planet. Over the background noise, the music plays an inspiring march song. The highest level of sound is the command center giving the player audio updates on the progress of the colony and its defenses.

Page 20: Game Design. Aspects of Game Design  Game Play  Story  Characters  Environment  Audio  Interface  Game Play  Story  Characters  Environment

InterfaceInterface

How does the player control the game

How does the player get information

How does the player control the game

How does the player get information

Page 21: Game Design. Aspects of Game Design  Game Play  Story  Characters  Environment  Audio  Interface  Game Play  Story  Characters  Environment

InterfaceInterface

How does the player control the game Physical controls (usually set) How are they configured

Examples Good

Halo

Bad Bad camera

How does the player control the game Physical controls (usually set) How are they configured

Examples Good

Halo

Bad Bad camera

Page 22: Game Design. Aspects of Game Design  Game Play  Story  Characters  Environment  Audio  Interface  Game Play  Story  Characters  Environment

InterfaceInterface

How does the player get information Visual information Menus HUD (Heads Up Display)

Menus Good

Castle Crashers, Black Bad

Call of Duty 4, Halo

How does the player get information Visual information Menus HUD (Heads Up Display)

Menus Good

Castle Crashers, Black Bad

Call of Duty 4, Halo