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The art of game design: Lesson 1-9
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  • 1. [The ART of Game Design] tales, games & life handboek: Jesse Schell Lieve Achten
  • 2. serious tales, games & life [The ART of Game Design] Lieve Achten - ik als dromen... - ik als intrepreneur... - ik als docent...;)
  • 3. [ EW32 ] serious tales, games & life Doelstelling : [EW32] stelt jongeren in staat om op een participatieve wijze kennis en inzichten te genereren over ernstige onderwerpen (sociaal, maatschappelijk, cultureel). Wij begeleiden hen in een proces tot effectief gebruik van communicatie-instrumenten, -methodes en -vormen uit het digitale tijdperk. Daarmee creëren, beleven en delen zij hún inzichten, ervaringen en oplossingen vanuit een open, collaboratieve beleving *. *in een genetwerkte wereld
  • 4. [ EW32 ]
    • ernstige onderwerpen
    • Drøme participatie methodologie
            • 21st eeuwse “geletterdheid”
            • Collaboratief “experience design”
    • “ Financiële geletterdheid”
    communicatie jongeren rollenspel digitale kloof chat inleving vaardigheden skype netlog msn sms wii suburbia hangouderen sociaal toekomst job carriere zelf ik informatie waarde twitter playstation beleving geld sex relatie facebook zij dialoog kennis kennis youtube overleven veiligheid geletterdheid ouders zingeving iphone werk geloof, hoop, liefde wij
  • 5. tales, games & life [The ART of Game Design] Programma week 1 (1-4) Designer-Experience- Game-Element DATA week 4 & 5 (15-20) experience - story - world - characters - spaces - aesthetics / artwork INFO week 3 (10-13) game - mechanics - balance-dynamics-Puzzels-Interfac e INFO week 2 (5-9) Theme-Idea-Player-Player’s mind DATA handboek: Jesse Schell
  • 6. serious tales, games & life [The ART of Game Design] Programma week 6 - KENNIS week 9 Designer – Responsibility - motivation WIJSHEID week 8 Designer-Client-Pitch-Profit WIJSHEID week 7 Game – Playtesting - technology KENNIS handboek: Jesse Schell
  • 7. tales, games & life [The ART of Game Design] Programma 30 jan. week 1 Designer-Experience- Game-Element handboek: Jesse Schell
  • 8. tales, games & life [The ART of Game Design] 1/In The Beginning, there is the Designer Magic Words
  • 9.  
  • 10. tales, games & life [The ART of Game Design] 1/In The Beginning, there is the Designer The Most Important Skill---> Listen
    • The Five Kinds of Listening
            • -> team->audience->game->Client
    What Skills Does a Game Designer Need Magic Words The Secret of the Gifted -> Minor waar je goed in bent -> Major LOVE OF THE WORK
  • 11.  
  • 12. Is This Unigue to Games Introspection:Powers, Perils and Practice The Game Is Not the Experience Three Practical Approaches:Psychology-Anthropology-Design [The ART of Game Design] 2/The Designer Creates an Experience tales, games & life
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  • 16. tales, games & life [The ART of Game Design] 3/The Experience Rises Out of a Game So, What Is a Game? A Rant About Definitions
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  • 23. [The ART of Game Design] tales, games & life handboek: Jesse Schell Lieve Achten
  • 24. tales, games & life [The ART of Game Design] Programma week 1 (1-4) Designer-Experience- Game-Element DATA week 4 & 5 (15-20) experience - story - world - characters - spaces - aesthetics / artwork INFO week 3 (10-13) game - mechanics - balance-dynamics-Puzzels-Interfac e INFO week 2 (5-9) Theme-Idea-Player-Player’s mind DATA handboek: Jesse Schell
  • 25. tales, games & life handboek: Jesse Schell 4/The Game Consists of Elements [The ART of Game Design]
  • 26. tales, games & life handboek: Jesse Schell The Game Consists of Elements [The ART of Game Design]
  • 27. 4/The Game Consists of Elements http://whatgamesare.com/2011/12/the-four-lenses-of-game-making.html What Games Are is a blog and book written by myself, Tadhg Kelly. [The ART of Game Design]
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  • 30. [The ART of Game Design] tales, games & life 5//The Elements Support a Theme
  • 31. Metropolis film van Fritz Lang uit 1927. The game was originally developed by Allan Alcorn and released in 1972 by Atari corporations
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  • 33. [The ART of Game Design] tales, games & life 5//The Elements Support a Theme Matthew Jeffery http://www.youtube.com/watch?v=qiQcANX3NNE
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  • 35. http://www.ted.com/talks/lang/en/jane_mcgonigal_gaming_can_make_a_better_world.html
  • 36. [The ART of Game Design] tales, games & life 5//The Elements Support a Theme VB: Titanic “ Love is more important than lfe, and stronger than death” Resonanse : Truth-Based (Lens 10) VB: de verbeelding en piraat te zijn Unifyning Themes : (Lens 9) 1. Ga na wat je thema is. 2 Haal alles uit de kan om je thema te versterken. Back to Reality: Theme is about focusing your work toward something that holds meaning for your players
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  • 39. tales, games & life 6// The Game Begins with an Idea State the Problem (Lens 12) Inspiration (Lens 11) [The ART of Game Design] http://www.hideandseek.net/2010/10/06/cant-play-wont-play/ vb juggler
  • 40. tales, games & life 6// The Game Begins with an Idea State the Problem (Lens 12) [The ART of Game Design] - How to sleep - Your Silent Partner -ONDERBEWUSTE Tips: Pay Attention, Record Your Ideas, Manage its appetites (evenwicht in relaties,...) , sleep, Don’t Push too Hard, ...
  • 41. tales, games & life 6// The Game Begins with an Idea State the Problem (Lens 12) [The ART of Game Design] 1. The Write Answer ( because youre memory is terrible) 15 Brainstorming tips 7.Maak grappen 8. spare No Expense 6.Immerse yourself 5.Change Your Perspective 4. Toys 3. Sketch 2. Write or Type? 11. schrijf alles op 10. De ruime onthoud 9. Schrijf op de muur 15 Find a Partner 14 praat tegen jezelf 13 mix & mach catogorien 12 nummer je lijst
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  • 45. tales, games & life [The ART of Game Design] 8// The Game is Made for a Player http://www.mindomo.com/mindmap/play-and-learn-812927caf98947e88838b31ba44a1e39 http://www.scirra.com/tutorials/188/6-steps-to-play-with-players-mind/page-1
  • 46. tales, games & life [The ART of Game Design] 10 tem 13// Some Elements are Game Mechanics http://www.amazon.com/Art-Game-Design-book-lenses/dp/0123694965 BOOK!!!
  • 47. ©1994 Nathan Shedroff 2008 Adaptation: EW32 Lieve Achten context persoonlijk — lokaal — globaal data informatie kennis wijsheid vergaren ontdekken onderzoeken creatie organisatie presentatie distributie verhaal dialoog integratie assimilatie cohesie gevoelen evaluatie interpretatie visie zingeving stimulatie begrip analyse (re)creatie collaboratie participatie beleving play Collaboratief “Experience-game Design” Creëren, spelen en delen [ EW32 ]