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with Clay Ewing and Lien Tran
 We     teach at the University of Miami Our    MFA in Interactive Media starts this  Fall Clay  • @claytical / c.ewing...
 Designing non-digital games is a great way to learn about systems The ideas we’re going to talk about apply to interact...
ObjectsAttributesRelationshipsEnvironment
ObjectsAttributesRelationshipsEnvironment
ObjectsAttributesRelationshipsEnvironment
ObjectsAttributesRelationshipsEnvironment
ObjectsAttributesRelationshipsEnvironment
 What’s   up with golf?
 We   abide by artificial rules Subject    ourselves to constraints Suspend     our disbelief Usually,   because it’s ...
 Let’s    play a game, it’s called “HIGHEST NUMBER”
 Choices   are ambiguous Immediate   rewards vs. delayed gratification Actions   have consequences
 Mechanics  • What you do in the game:    shooting, building, running, jumping, bidding, etc. Dynamics  • Sets of mechan...
 Intrinsic   Reward  • Intangible. A sense of achievement. For the love    of the game. Extrinsic   Reward  • Tangible. ...
 Positive   Feedback  • Hooray! Have some more points! Negative   Feedback  • Die! Give me back those points!
 Split   into groups Draw    a card, this is your theme. Make a game with at least two objects from the table that fits...
 Imagineyou are a detective trying to figure out what works and what doesn’t Have  questions to ask before you even star...
 People   learn by playing, not reading the rules Let    them make mistakes, but take notes when they do Youwant to see...
 Think   outloud  • “I’m not sure if…”  • “I don’t understand…”  • “I’m confused because…”  • “I like… because …”
 Group 1 plays Group 2’s game Group 2 plays Group 3’s game Group 3 plays Group 4’s game Group 4 plays Group 5’s game ...
 Itcan hurt, but it will lead to a better final  product Of   course, be constructive, not nasty
 Hold   up one of the objects you used
I   always wanted one of those, hand it over!
Game Design dorkShop at LAB Miami
Game Design dorkShop at LAB Miami
Game Design dorkShop at LAB Miami
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Game Design dorkShop at LAB Miami

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From the Game Design dorkShop held at The LAB Miami on April 13th

Game Design dorkShop at LAB Miami

  1. 1. with Clay Ewing and Lien Tran
  2. 2.  We teach at the University of Miami Our MFA in Interactive Media starts this Fall Clay • @claytical / c.ewing@miami.edu / claytical.com Lien • @lient / l.tran@miami.edu / lienbtran.com
  3. 3.  Designing non-digital games is a great way to learn about systems The ideas we’re going to talk about apply to interactive media and user experience Designing digital games isn’t much different, there is just a lot more pieces to worry about
  4. 4. ObjectsAttributesRelationshipsEnvironment
  5. 5. ObjectsAttributesRelationshipsEnvironment
  6. 6. ObjectsAttributesRelationshipsEnvironment
  7. 7. ObjectsAttributesRelationshipsEnvironment
  8. 8. ObjectsAttributesRelationshipsEnvironment
  9. 9.  What’s up with golf?
  10. 10.  We abide by artificial rules Subject ourselves to constraints Suspend our disbelief Usually, because it’s fun
  11. 11.  Let’s play a game, it’s called “HIGHEST NUMBER”
  12. 12.  Choices are ambiguous Immediate rewards vs. delayed gratification Actions have consequences
  13. 13.  Mechanics • What you do in the game: shooting, building, running, jumping, bidding, etc. Dynamics • Sets of mechanics that build the core gameplay: territorial acquisition, survival, collection, trading, etc. Agency • The ability for a player to make a choice
  14. 14.  Intrinsic Reward • Intangible. A sense of achievement. For the love of the game. Extrinsic Reward • Tangible. If you play my game I’ll give you candy
  15. 15.  Positive Feedback • Hooray! Have some more points! Negative Feedback • Die! Give me back those points!
  16. 16.  Split into groups Draw a card, this is your theme. Make a game with at least two objects from the table that fits into your given theme.
  17. 17.  Imagineyou are a detective trying to figure out what works and what doesn’t Have questions to ask before you even start the test to ask afterwards Sometimes it can be super specific, but it doesn’t have to be
  18. 18.  People learn by playing, not reading the rules Let them make mistakes, but take notes when they do Youwant to see how they solve the problem
  19. 19.  Think outloud • “I’m not sure if…” • “I don’t understand…” • “I’m confused because…” • “I like… because …”
  20. 20.  Group 1 plays Group 2’s game Group 2 plays Group 3’s game Group 3 plays Group 4’s game Group 4 plays Group 5’s game Group 5 plays Group 1’s game
  21. 21.  Itcan hurt, but it will lead to a better final product Of course, be constructive, not nasty
  22. 22.  Hold up one of the objects you used
  23. 23. I always wanted one of those, hand it over!
  • AlirezaRanjbarSHoura

    Feb. 22, 2015
  • MPBishop

    Apr. 17, 2013

From the Game Design dorkShop held at The LAB Miami on April 13th

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