Game Design Course
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Client Side Web Application Development. Faculty Of Computer Science. Alexandru Ioan Cuza University of Iasi. Course held by dr. Sabin Corneliu Buraga

Client Side Web Application Development. Faculty Of Computer Science. Alexandru Ioan Cuza University of Iasi. Course held by dr. Sabin Corneliu Buraga

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Game Design Course Game Design Course Presentation Transcript

  • Game DesignClient Side Web Application Development Faculty of Computer Science, Alexandru Ioan Cuza University of Iasi
  • Game DesignCan and will become fun, once you learn it.
  • Motivation GameplayElements LevelsStorytelling InterfaceCharacters Other
  • Motivation South Park - Make Love, not Warcraft (episode)http://southpark.wikia.com/wiki/Make_Love,_Not_Warcraft
  • WHO? WHY?will they play your game?
  • WHO? WHY?First do some research!
  • Research! Game market, Player motivationCompetition, Knowledge, Addiction Geographics, Demographics
  • Player motivation 4 types of players socializers killers achievers explorer
  • Second Life Call of DutyJourney
  • Game Elements Application Entertainment | EducationCommunity Building | Serious Games
  • Example: Virtual Attain as a Serious Gamehttp://seriousgamesmarket.blogspot.ro/2012/12/virtual-attain-serious-games-for-patrol.html
  • Game Design PlatformPC | Consoles | Arcade | Kinetic Handhelds | Board Games
  • Risk (Wikipedia)http://en.wikipedia.org/wiki/File:Risk_2210_game_board_01.jpg
  • Game Design Time IntervalTurn Based | Real Time | Time limited
  • Heroes 3http://mugshare.blogspot.ro/2012/12/heroes-of-might-and-magic-3-complete.html
  • Game Design Player ModeSingle player | Multiplayer | Co-op
  • Example: Prince of Persiahttp://www.oxm.co.uk/7492/reviews/prince-of-persia-review/
  • Game Design GenreAction | Adventure | Racing | Platformer Shooter | Fighting | Puzzle | Casino RPG | Simulation | Strategy | MMO
  • Game Design Rating
  • StorytellingHollywood Three Act 123
  • StorytellingPremise | Backstory | Synopsis | Theme Setting | Plot | Realism | Cinematics Player Control | Shifting focus | Foreshadowing Events | Suspension of disbelief Ballancing Conflict
  • CharactersHero | Shadow | Mentor | Allies | Guardians Trickster | Herald | Protagonist | Antagonist | Shapeshifter
  • Character arc Humanity Community Team Interpersonal Intrapersonal
  • Hitmanhttp://gamescreens.org/hitman/
  • Supermanhttp://logo-s-collection.blogspot.ro/2009/11/superman-logo-wallpaper-collection.html
  • Point of viewFirst Person VS Third Person
  • Character name Donkey Konghttp://www.noupe.com/graphics/the-evolution-of-mario.html
  • Visual Character dev Concept Art | Style | Modelling Texturing | Animation
  • CITYQUEST
  • CITYQUEST
  • Verbal development Naration | Monologue | Dialogue | Reveal Character | Reveal Emotion Advance the Plot | Reveal ConflictEstablish Relation | Comment on Action
  • Max Payne 2http://frelesquif.files.wordpress.com/2009/02/cut-scene.jpg
  • Character MovementSignature | Idle | Walking cycle
  • Character BackgroundBackground | History | Advancement
  • GameplayVictory Condition VS Loss Condition
  • GameplayInteractivity modes Player-to-game Player-to-playerPlayer-to-developerPlayer-to-platform
  • Game Design zero - sum non - zero - sum
  • Types of Challenges Implicit VS ExplicitPerfect VS Imperfect Information Intrinsic VS Intrinsic knowledge Pattern recognition Spacial Awareness Micromanagement Reaction Time
  • CITYQUEST
  • NFS: The Runhttp://i1138.photobucket.com/albums/n524/Bitmob/1%20Bitmob%20Games%202/Need%20For%20Speed/nfstherun_dfa_6a.jpg
  • Game GoalsAdvancement Chase Race Organization Puzzle Escape Exploration Taboo Conflict Construction Capture Solution Outwit
  • Duck Hunthttp://cdn0.hark.com/images/000/002/401/2401/original.gif
  • BalanceConsistency | Fairness | Fun
  • Balance (static)Obvious strategy, Symmetry, Trade-offs Combination, Feedback
  • Balance (dynamic)Destruction, Maintainence, Restoration
  • Minecrafthttp://media.edge-online.com/wp-content/uploads/edgeonline/2012/10/Minecraft-360.jpg
  • Level Design Structure Goal Flow Duration Availability Relationship Preogression Difficulty
  • FEZhttp://www.ztgd.com/wp-content/gallery/fez/01.jpg
  • Level Design Time Authentic Limited Variable Player-Adjusted Altered
  • Far Cry 2http://www.thebitbag.com/wp-content/uploads/2012/11/far-cry-2.jpg
  • Level Design SpacePerspective & Camera Aerial Omnipresent Isometric Side scrolling
  • Diablo 2http://theisozone.com/images/screens/windows_2863-41294641734.jpg
  • Level Design OtherTerrain & Materials Lightning Scale Boundaries Realism Style
  • Mark of the Ninjahttp://www.nerd4sure.com/wp-content/uploads/2012/10/Mark-of-the-Ninja-61.jpg
  • Game InterfaceManual Controller, Arcade, Computer, Console, Visual Interface
  • Microsoft Flight Simulatorhttp://www.bruceair.com/msfs/images/C172NormalPanel_03.jpg
  • Game Interface Score Lives & Powers Map Characters Start Screen
  • Dead Spacehttp://oyster.ignimgs.com/ve3d/images/03/52/35231_normal.jpg
  • Game Interface Controls Visual Audio Save Game
  • Papa Sangrehttp://www.knowyourapps.com/wp-content/uploads/2011/02/mzl.lltdghve.320x480-75.jpg
  • Other Team Roles ProductionManagement Marketing
  • http://www.highdefdigest.com/blog/wp-content/uploads/2012/07/arkham.jpg
  • Resourceshttp://profs.info.uaic.ro/~busaco/teach/courses/.hci2011/hci-film.html
  • https://www.coursera.org/
  • Game Development Essentials: An Introduction, 2nd Edition Jeannie Novak
  • http://www.gamasutra.com/
  • http://www.pixelprospector.com/the-big-list-of-game-design/
  • http://www.youtube.com/watch?v=l33obYYtpPQhttp://www.youtube.com/watch?v=JYghhWBYHyY