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How to Start Designing Games On Your Own (and What that Really Means)

How to Start Designing Games On Your Own (and What that Really Means)

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Page 1: How to Start Designing Games On Your Own (and What that Really Means)

How to Start Designing Games On Your Own (and What that Really Means)

Page 2: How to Start Designing Games On Your Own (and What that Really Means)

How to Start Designing Games On Your Own (and What that Really Means)

Tom SloperSloperama.com

Page 3: How to Start Designing Games On Your Own (and What that Really Means)

What does “design” mean?

» "Design" doesn't mean "programming."

» "Design" doesn't mean "art."» "Design" doesn't mean "story."» You don't have to be a

programmer. But it helps.» You don't have to be an artist. But

it helps.» Story ≠ game. It's a subset.

Page 4: How to Start Designing Games On Your Own (and What that Really Means)

Everybody wants to be the game designer» It takes a lot of people to make a

video game.» Not everybody can be the

designer.» They only give the job to someone

they trust.» To become the designer, you need

lots of experience.» Do the job to get the job.

Page 5: How to Start Designing Games On Your Own (and What that Really Means)

Ways you can design games on your own are:» Write concept pitch documents.» Write GDDs.» Create game storyboards.» Create board game prototypes.» Create card games, parlor games,

paper RPGs...» Make mods.» Whichever suits your talents.

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WHY design games on your own?

» Not to sell them (necessarily).» Why not just because it's fun?!» Because you're driven to.» Because nobody can stop you from

doing it.» Because it's good practice.» It can lead to a career.

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Concept pitch docs» Log line (high concept)» Elevator pitch» 2-page concept» Treatment (~10-20 pages)» Powerpoint

» Audience: game execs, VC's» Tone: exciting yet informative» Present tense» Competitive analysis» The plan: Who'll develop it? Will it be

expensive?

Page 8: How to Start Designing Games On Your Own (and What that Really Means)

Elevator pitch

» 45 seconds» Have it memorized» Smooth delivery» What is the concept?» What's exciting (different and

good) about it?» Log line / high concept» Audience, purpose of pitch...

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Concept doc» 2 pages» Exciting opener» Evocative image» Brief description of game» Minimal description of story (if

applicable)» Target audience, platform» Competitive analysis» Audience for / purpose of doc...

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Treatment

» ~12-20 pages» More detail about the game

concept and gameplay» More detail about the story,

characters, universe» Description of the team who'll

create the game; what's the plan?» Audience / purpose of treatment...

Page 11: How to Start Designing Games On Your Own (and What that Really Means)

Powerpoint

» 10 slides – 20 minutes – 30-point font

» Verbal fill» Present while audience flips

through treatment» Audience, purpose – what you're

really selling: yourself... your team(?)

Page 12: How to Start Designing Games On Your Own (and What that Really Means)

Design docs

» Describe every detail of the game.» Tone: descriptive, to the point.» Not like a game instruction manual.» Not like a movie script. Games are

interactive.» Feature details similar to, different

from, features of other games?» May be collection of docs / specs» Audience / purpose of GDD...

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GDD contents (part 1)

» Log line» Elevator pitch» Concept» Treatment» Main game screen(s)» Story elements» User controls» UI

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GDD contents (cont’d.)

» Game structure» Story breakdown/structure» Goal

Win conditions Lose conditions

» AI behavior» Scripted events» Gameplay walkthrough

Page 15: How to Start Designing Games On Your Own (and What that Really Means)
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GDD contents (cont’d.)

» Levels» Modes» Scoring, achievements» Shell (front end)» Menus» User editing tools (if applicable)

Page 17: How to Start Designing Games On Your Own (and What that Really Means)
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Other docs

» TDD» Art Design» Art asset list» Sound Design» Sound asset list

SFX list Music spec VO script

» Onscreen text

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Board games, paper RPGs

» To test your game ideas, to balance them;

» Or to make fun games to play on a tabletop.

» Great portfolio material.» Rough prototype to playtest;» Better prototype for portfolio.» The publishing problem...

Page 20: How to Start Designing Games On Your Own (and What that Really Means)

Prototyping board games

» Boards» Pieces» Randomizers

Dice (cubical or multi-sided) Spinners, dreidels

» Cards» Rules / instructions

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Card games

» To test your game ideas, to balance them;

» Or to make fun games to play on a tabletop.

» Great portfolio material.» Easy to design, print. Card

protectors/sleeves.» Getting published, though...

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Storyboards

» For the artistic. If you can't, don't.» As supplement to pitch docs or

GDDs, not to replace them.» To illustrate your game ideas.» Not just to illustrate the

cinematics. Not just about "story."

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Storytelling

» Story ≠ game, but know how to tell good stories.

» The Hero With a Thousand Faces, the hero's journey (Joseph Campbell)

» Literature, novels, mythology, movies, TV, and yes, comic books

» Screenwriting» Emotion!!

Page 35: How to Start Designing Games On Your Own (and What that Really Means)

Mods» Make a mod yourself, if able.» Otherwise, collaborate with others.» Some moddable games:

Half-Life Unreal Max Payne Neverwinter Nights Quake Morrowind Battlefield Battlezone 2 Dungeon Siege Freedom Force

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Organize

» Gamer contests» Developer gatherings» Promotional events» Online events» Ads, flyers – good portfolio fodder

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Network» Three rules of networking:

No talking No résumés Business cards

» Rules are meant to be broken» Where to network:

IGDA gatherings Game conferences Start a game dev group @ school Online

Page 38: How to Start Designing Games On Your Own (and What that Really Means)

Portfolios» Design portfolios: the "unsolicited

submission" problem» What else can go into a design

portfolio Photos of board games, card games

you designed Fliers of events you organized Articles, reviews you wrote Articles about you Your art (if applicable) Your code (if applicable)

Page 39: How to Start Designing Games On Your Own (and What that Really Means)

Business plans

» Why write one? Not because you'll get a loan... ...Not yet anyway... But because it's good practice, you'll

learn a lot. And it’s a necessary part of a pitch.

» What goes into a business plan?

Page 40: How to Start Designing Games On Your Own (and What that Really Means)

Business plan contents

» Not just a single game idea» An entire business plan» Staffing plan» Office plan» Money needed

For startup For ongoing costs For how long

» Profitability plan

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Review

» There are many aspects to game design;

» There are many ways you can design games on your own.

» Why do it? Because you want to.» You can't sell a game design.» There are always exceptions.

Page 42: How to Start Designing Games On Your Own (and What that Really Means)

Thanks for listening

» Questions?

Tom Sloperwww.sloperama.com