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NOW PRESENTING THE ART OF GAME DESIGN SPEED RUN!
CHAPTER 1: THE DESIGNER <ul><li>A game designer must be confident. You become a game designer when you say these magic wor...
CHAPTER 2: THE EXPERIENCE <ul><li>It is hard to observe an experience you are having while you are having it. But if you p...
CHAPTER 3: THE GAME <ul><li>Defining terms related to gameplay is an exercise that can greatly strengthen your analytic sk...
CHAPTER 4: THE ELEMENTS <ul><li>Every game has four basic elements: </li></ul><ul><ul><li>Technology </li></ul></ul><ul><u...
CHAPTER 5: THEME <ul><li>Theming your games unifies them, and gives them meaning.  </li></ul>
CHAPTER 6: IDEA <ul><li>Your subconscious mind does most of the actual game design. Respect it.  </li></ul>
CHAPTER 7: ITERATION <ul><li>The more iterations, the better the game.  </li></ul>
CHAPTER 8: THE PLAYER <ul><li>You must design your game around the player, which means you need to know who that really is...
CHAPTER 9: THE PLAYER’S MIND <ul><li>Reality is a construct of the mind. So are games. That’s why games are as powerful as...
CHAPTER 10: GAME MECHANICS <ul><li>There are only six kinds of game mechanics: </li></ul><ul><ul><li>Space </li></ul></ul>...
CHAPTER 11: BALANCE <ul><li>Balancing a game is nothing but asking this question: “Does my game feel right?” </li></ul>
CHAPTER 12: PUZZLES <ul><li>A puzzle is nothing but a game with a dominant strategy.  </li></ul>
CHAPTER 13: INTERFACE <ul><li>The player’s mind enters the game, and the game enters the player’s mind. The interface is t...
CHAPTER 14: INTEREST CURVES <ul><li>Good experiences are shaped like this:  </li></ul>
CHAPTER 15: STORY <ul><li>Games are bad at storytelling because time travel makes tragedy obsolete.  </li></ul>
CHAPTER 16: INDIRECT CONTROL <ul><li>The illusion of freedom is better than freedom itself.  </li></ul>
CHAPTER 17: WORLDS <ul><li>Worlds are more powerful than games and stories put together.  </li></ul>
CHAPTER 18: CHARACTERS <ul><li>Avoid the uncanny valley.  </li></ul>
CHAPTER 19: SPACES <ul><li>Christopher Alexander is the greatest genius of our time.  </li></ul>
CHAPTER 20: AESTHETICS <ul><li>Let the artists paint the light, not the engineers.  </li></ul>
CHAPTER 21: OTHER PLAYERS <ul><li>No one goes to an amusement park alone.  </li></ul>
CHAPTER 22: COMMUNITY <ul><li>Conflict is at the heart of all strong communities.  </li></ul>
CHAPTER 23: TEAM <ul><li>If the team does not love the project, it will fail.  </li></ul>
CHAPTER 24: DOCUMENTS <ul><li>There is no such thing as a “standard game design document.”  </li></ul>
CHAPTER 25: PLAYTESTING <ul><li>A playtest is like an engraved invitation that reads:  </li></ul><ul><li>You are cordially...
CHAPTER 26: TECHNOLOGY <ul><li>Technology should be like the cake, not the icing.  </li></ul>
CHAPTER 27: THE CLIENT <ul><li>The stupidest things you have ever heard in your entire life will come from the mouth of yo...
CHAPTER 28: PITCH <ul><li>Power is the ability to get what you want. Remember that you have control over both halves of th...
CHAPTER 29: PROFIT <ul><li>Eighty percent of games are sold during the Christmas season.  </li></ul>
CHAPTER 30: TRANSFORMATION <ul><li>Games can change people for the better, and for the worse.  </li></ul>
CHAPTER 31: RESPONSIBILITY <ul><li>Games will become the literature of the 21 st  century. Today’s game designers are defi...
CHAPTER 32: MOTIVATION <ul><li>You are going to die soon. Don’t waste your time making crap.  </li></ul>
 
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Agd Talk Speed Run

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Jesse Schell's Keynote @ IGDA Education Summit 2009 - San Francisco, CA.

March 24, 2009

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Transcript of "Agd Talk Speed Run"

  1. 1. NOW PRESENTING THE ART OF GAME DESIGN SPEED RUN!
  2. 2. CHAPTER 1: THE DESIGNER <ul><li>A game designer must be confident. You become a game designer when you say these magic words: </li></ul><ul><li>“ I am a game designer.” </li></ul>
  3. 3. CHAPTER 2: THE EXPERIENCE <ul><li>It is hard to observe an experience you are having while you are having it. But if you practice, you can learn to do it. </li></ul>
  4. 4. CHAPTER 3: THE GAME <ul><li>Defining terms related to gameplay is an exercise that can greatly strengthen your analytic skill. The definitions themselves are unimportant. </li></ul>
  5. 5. CHAPTER 4: THE ELEMENTS <ul><li>Every game has four basic elements: </li></ul><ul><ul><li>Technology </li></ul></ul><ul><ul><li>Aesthetics </li></ul></ul><ul><ul><li>Game Mechanics </li></ul></ul><ul><ul><li>Story </li></ul></ul>
  6. 6. CHAPTER 5: THEME <ul><li>Theming your games unifies them, and gives them meaning. </li></ul>
  7. 7. CHAPTER 6: IDEA <ul><li>Your subconscious mind does most of the actual game design. Respect it. </li></ul>
  8. 8. CHAPTER 7: ITERATION <ul><li>The more iterations, the better the game. </li></ul>
  9. 9. CHAPTER 8: THE PLAYER <ul><li>You must design your game around the player, which means you need to know who that really is. </li></ul>
  10. 10. CHAPTER 9: THE PLAYER’S MIND <ul><li>Reality is a construct of the mind. So are games. That’s why games are as powerful as reality. </li></ul>
  11. 11. CHAPTER 10: GAME MECHANICS <ul><li>There are only six kinds of game mechanics: </li></ul><ul><ul><li>Space </li></ul></ul><ul><ul><li>Objects </li></ul></ul><ul><ul><li>Actions </li></ul></ul><ul><ul><li>Rules </li></ul></ul><ul><ul><li>Skill </li></ul></ul><ul><ul><li>Chance </li></ul></ul>
  12. 12. CHAPTER 11: BALANCE <ul><li>Balancing a game is nothing but asking this question: “Does my game feel right?” </li></ul>
  13. 13. CHAPTER 12: PUZZLES <ul><li>A puzzle is nothing but a game with a dominant strategy. </li></ul>
  14. 14. CHAPTER 13: INTERFACE <ul><li>The player’s mind enters the game, and the game enters the player’s mind. The interface is the only thing that separates them. </li></ul>the player is in the game is in
  15. 15. CHAPTER 14: INTEREST CURVES <ul><li>Good experiences are shaped like this: </li></ul>
  16. 16. CHAPTER 15: STORY <ul><li>Games are bad at storytelling because time travel makes tragedy obsolete. </li></ul>
  17. 17. CHAPTER 16: INDIRECT CONTROL <ul><li>The illusion of freedom is better than freedom itself. </li></ul>
  18. 18. CHAPTER 17: WORLDS <ul><li>Worlds are more powerful than games and stories put together. </li></ul>
  19. 19. CHAPTER 18: CHARACTERS <ul><li>Avoid the uncanny valley. </li></ul>
  20. 20. CHAPTER 19: SPACES <ul><li>Christopher Alexander is the greatest genius of our time. </li></ul>
  21. 21. CHAPTER 20: AESTHETICS <ul><li>Let the artists paint the light, not the engineers. </li></ul>
  22. 22. CHAPTER 21: OTHER PLAYERS <ul><li>No one goes to an amusement park alone. </li></ul>
  23. 23. CHAPTER 22: COMMUNITY <ul><li>Conflict is at the heart of all strong communities. </li></ul>
  24. 24. CHAPTER 23: TEAM <ul><li>If the team does not love the project, it will fail. </li></ul>
  25. 25. CHAPTER 24: DOCUMENTS <ul><li>There is no such thing as a “standard game design document.” </li></ul>
  26. 26. CHAPTER 25: PLAYTESTING <ul><li>A playtest is like an engraved invitation that reads: </li></ul><ul><li>You are cordially invited to tell me why I suck. </li></ul>
  27. 27. CHAPTER 26: TECHNOLOGY <ul><li>Technology should be like the cake, not the icing. </li></ul>
  28. 28. CHAPTER 27: THE CLIENT <ul><li>The stupidest things you have ever heard in your entire life will come from the mouth of your client. </li></ul>
  29. 29. CHAPTER 28: PITCH <ul><li>Power is the ability to get what you want. Remember that you have control over both halves of that: </li></ul><ul><ul><li>the ability to get </li></ul></ul><ul><ul><li>-and- </li></ul></ul><ul><ul><li>what you want </li></ul></ul>
  30. 30. CHAPTER 29: PROFIT <ul><li>Eighty percent of games are sold during the Christmas season. </li></ul>
  31. 31. CHAPTER 30: TRANSFORMATION <ul><li>Games can change people for the better, and for the worse. </li></ul>
  32. 32. CHAPTER 31: RESPONSIBILITY <ul><li>Games will become the literature of the 21 st century. Today’s game designers are defining the thought patterns of the next generation. </li></ul>
  33. 33. CHAPTER 32: MOTIVATION <ul><li>You are going to die soon. Don’t waste your time making crap. </li></ul>
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