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

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Game Design Course

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

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