Game Design Fundamentals

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Learn how to design a game with Seth Sivak, CEO of Proletariat. This deck covers Basic game design skills, how to analyze an entertainment experience, and tips on how to leverage common user behaviors.

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  • Learn how to design a game with Seth Sivak of Proletariat, Inc.
  • Learn how to design a game with Seth Sivak of Proletariat, Inc.
  • Learn how to design a game with Seth Sivak of Proletariat, Inc.
  • Learn how to design a game with Seth Sivak of Proletariat, Inc.
  • Learn how to design a game with Seth Sivak of Proletariat, Inc.
  • Learn how to design a game with Seth Sivak of Proletariat, Inc.
  • Learn how to design a game with Seth Sivak of Proletariat, Inc.
  • Learn how to design a game with Seth Sivak of Proletariat, Inc.
  • Learn how to design a game with Seth Sivak of Proletariat, Inc.
  • Learn how to design a game with Seth Sivak of Proletariat, Inc.
  • Learn how to design a game with Seth Sivak of Proletariat, Inc.
  • Learn how to design a game with Seth Sivak of Proletariat, Inc.
  • Learn how to design a game with Seth Sivak of Proletariat, Inc.
  • Learn how to design a game with Seth Sivak of Proletariat, Inc.
  • Learn how to design a game with Seth Sivak of Proletariat, Inc.
  • Learn how to design a game with Seth Sivak of Proletariat, Inc.
  • Learn how to design a game with Seth Sivak of Proletariat, Inc.
  • Learn how to design a game with Seth Sivak of Proletariat, Inc.
  • Learn how to design a game with Seth Sivak of Proletariat, Inc.
  • Learn how to design a game with Seth Sivak of Proletariat, Inc.
  • Learn how to design a game with Seth Sivak of Proletariat, Inc.
  • Learn how to design a game with Seth Sivak of Proletariat, Inc.
  • Learn how to design a game with Seth Sivak of Proletariat, Inc.
  • Learn how to design a game with Seth Sivak of Proletariat, Inc.
  • Learn how to design a game with Seth Sivak of Proletariat, Inc.
  • Learn how to design a game with Seth Sivak of Proletariat, Inc.
  • Learn how to design a game with Seth Sivak of Proletariat, Inc.
  • Learn how to design a game with Seth Sivak of Proletariat, Inc.
  • Learn how to design a game with Seth Sivak of Proletariat, Inc.
  • Learn how to design a game with Seth Sivak of Proletariat, Inc.
  • Learn how to design a game with Seth Sivak of Proletariat, Inc.
  • Learn how to design a game with Seth Sivak of Proletariat, Inc.
  • Learn how to design a game with Seth Sivak of Proletariat, Inc.
  • Learn how to design a game with Seth Sivak of Proletariat, Inc.
  • Learn how to design a game with Seth Sivak of Proletariat, Inc.
  • Learn how to design a game with Seth Sivak of Proletariat, Inc.
  • Learn how to design a game with Seth Sivak of Proletariat, Inc.
  • Learn how to design a game with Seth Sivak of Proletariat, Inc.
  • Learn how to design a game with Seth Sivak of Proletariat, Inc.
  • Learn how to design a game with Seth Sivak of Proletariat, Inc.
  • Learn how to design a game with Seth Sivak of Proletariat, Inc.
  • Learn how to design a game with Seth Sivak of Proletariat, Inc.
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  • Game Design Fundamentals

    1. 1. Game DesignFundamentalsSETH SIVAKCEO – Proletariat Inc.@sjsivak
    2. 2. ‣  Game Design Definitions‣  Moment Based Design‣  Experience Architecture‣  Workshop2  
    3. 3. 3  
    4. 4. Game design is the craft ofdesigning experiences that willevoke a specific emotionalresponse.5  
    5. 5. Designing systems, mechanics andstories that allow for interesting, fun,moving, emotional and challengingmoments.6  
    6. 6. Design and build stories, mechanicsand systems that create opportunitiesfor the player to make an interestingchoice that results in an engagingmoment.7  
    7. 7. Released May 20, 1980Grossed $1 Billion in 1980 (surpassing Star Wars)Spawned Animated TV Series30+ Sequels and RemakesConsistently republished for over 30 yearsA great gamehttp://www.youtube.com/watch?v=uswzriFIf_k8  
    8. 8. Pellets – eat them all to complete the levelPower Pellets – use them to eat ghostsGhosts – get hit by one and lose a lifeBonus Fruit – eat them to get more pointsLives – lose all lives and the game ends9  
    9. 9. Movement – always moves forward, movejoystick to change directionScoring – extra lives at 10,000 points, high scoreEnemies – each one has a specific movement AISpawning – Enemies and Bonus Fruit spawn atset locationsTunnels – exit a tunnel one way, return on theother side10  
    10. 10. …11  
    11. 11. What will the player feel?§  List of player experience goalsPrototype the mechanicsPlaytest the gameIterate13  
    12. 12. What will the player feel?“Players will need to cooperate to win, but thegame will be structured so they can never trusteach other”“Players will feel a sense of happiness orplayfulness rather than competitiveness”“Players will have the freedom to pursue the goalsof the game in any order that they choose”14  
    13. 13. What will the player experience?§  Specific list of momentsPrototype the momentsPlaytest the gameIterate15  
    14. 14. Outsmarting  the  AI/Game  Powerful  Feedback  Being  Surprised/Lucky  Learning/Mastering  a  Skill  Winning  16  
    15. 15. Predicting what the enemy will do§  TellsUsing a clever strategy to defeat the enemy§  Unexpected or unconventionalWinning without the game even knowinghttp://www.youtube.com/watch?v=S88t1Zswons17  
    16. 16. Every action and reaction is larger than lifeMake the player feel cool, heroic or outstandingSmall effort makes a big impacthttp://www.youtube.com/watch?v=qX1IhK9bDXs18  
    17. 17. 19  
    18. 18. Getting an unexpectedly good outcome§  This is even better if player knows it is rarehttp://youtu.be/yHHASEvy7os?t=1m18s20  
    19. 19. Learn a relationship, strategy, tell, story or skill and be forced to recall itPlayers love having the right answerhttp://youtu.be/yVL6VVw4b_w?t=39shttp://youtu.be/5XPk7DFs8v0?t=1m21s21  
    20. 20. Feedback when the player has made the right choicehttp://youtu.be/rAeKrXMeips?t=57s22  
    21. 21. http://www.youtube.com/watch?v=uswzriFIf_k23  
    22. 22. Beating a levelEating a Power PelletEating a ghostEating a bonus fruitHaving a close callLosing a lifeOutsmarting a ghostGoing through a tunnel24  
    23. 23. Jesse SchellArt of Game DesignACM Paper26  
    24. 24. The quality of an entertainmentexperience is determined by howwell the sequence of events is ableto hold the interest of the audience.27  
    25. 25. 28  
    26. 26. 29  
    27. 27. 30  
    28. 28. 31  
    29. 29. 32  
    30. 30. 33  Portal  §  Avatar/World/Setting  §  Story  §  Gameplay    Diablo  2  §  Avatar/World/Setting  §  Story  §  Gameplay  §  Investment  §  Social  
    31. 31. 34  01234567890 10 20 30 40 50 60 70 80 90InterestName   Time   Interest  Ghost  1  Out   26   1  Ghost  2  Out   28   2  Ghost  3  Out   31   2  Power  Pellet  1   35   4  Cherry  Appears   38   2  Near  Miss  1   46   5  Outsmart  1   49   7  Power  Pellet  2   52   6  Near  Miss  2   66   5  Outsmart  2   71   6  Power  Pellet  3   72   5  Power  Pellet  4   78   4  Level  Complete   83   8  
    32. 32. Use reality to reinforce gameplayBe consistentRule of 3Deliver on promisesGive feedbackSet goalsSimplify35  
    33. 33. 36  
    34. 34. Started as “21”, a game with unknown originsFirst written about in 1601 by Miguel de CervantesMost widely played casino game in the worldKnown as Blackjack due a specific payout37  
    35. 35. 38  Deal  two  cards  to  each  player  face  up  and  two  to  the  dealer  with  one  down  and  one  up  (the  down  card  is  in  the  hole)  Players  bet  on  their  chance  to  beat  the  dealer  Players  can  choose  five  different  potential  decisions:  Hit,  Stand,  Double  Down,  Split,  Surrender  
    36. 36. Surprise  of  the  initial  deal  Getting  Blackjack!  Decisions  Point  –  Hit  or  Stand  Playing  with  other  players  The  dealer  reveal  39  
    37. 37. Raise  the  stakes  Progression  /  Investment  Social    40  
    38. 38. 41  
    39. 39. @sjsivakseth@proletariat.com42  http://lmc.gatech.edu/~bschrank/2720/lectures/IndirectControl.pdf  
    40. 40. Course TitleCourse TitleINSTRUCTOR NAME

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