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with Clay Ewing and Lien Tran
Designing non-digital games is a great way
to learn about systems
Designing digital games isn’t much
different, there is...
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 fun
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 mechanics th...
Intrinsic Reward
• Intangible. A sense of achievement. For the love
of the game.
Extrinsic Reward
• Tangible. If you pla...
Positive Feedback Loop
• Hooray! Have a power up!
• Destablizing
Negative Feedback Loop
• Die! Lose a turn!
• Stabilizing
Split into groups
Take a dataset/infographic
Figure out a game mechanic that could be
used to explain this data
You ha...
Using your selected mechanic, create a
game
You can use all of our fun prototyping
objects
You have 30 minutes
Split your group in half
One half should migrate to another split
group
Playtest your games within these groups
Game Design Workshop for SEEDS at the University of Miami
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A brief overview of game design principles with an exercise for rapid prototyping. We used data from infographics found at www.informationisbeautiful.net

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Game Design Workshop for SEEDS at the University of Miami

  1. 1. with Clay Ewing and Lien Tran
  2. 2. Designing non-digital games is a great way to learn about systems Designing digital games isn’t much different, there is just a lot more pieces to worry about
  3. 3. Objects Attributes Relationships Environment
  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. What’s up with golf?
  9. 9. We abide by artificial rules Subject ourselves to constraints Suspend our disbelief Usually, because it’s fun
  10. 10. Let’s play a game, it’s called “HIGHEST NUMBER”
  11. 11. Choices are ambiguous Immediate rewards vs. delayed gratification Actions have consequences
  12. 12. 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
  13. 13. 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
  14. 14. Positive Feedback Loop • Hooray! Have a power up! • Destablizing Negative Feedback Loop • Die! Lose a turn! • Stabilizing
  15. 15. Split into groups Take a dataset/infographic Figure out a game mechanic that could be used to explain this data You have 10 minutes
  16. 16. Using your selected mechanic, create a game You can use all of our fun prototyping objects You have 30 minutes
  17. 17. Split your group in half One half should migrate to another split group Playtest your games within these groups

A brief overview of game design principles with an exercise for rapid prototyping. We used data from infographics found at www.informationisbeautiful.net

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