As one of the most powerful game design tools, the concept of pillars focuses teams around key features, player emotions and end goals of a game from inception to release. In this session we'll discuss the value of pillars, how to best employ them in a game project and discuss practical examples where pillars work towards making a better game (and a happier team!)
Note: while this session is a standalone presentation, it's best taken advantage of as a segway of DevGAMM Vilnius' 'The Craft of Game Design', which you can watch here: https://www.youtube.com/watch?v=SauOF0v-mnU
7. BOSSA
AWARDS
WHAT WE HAVE BEEN UP TO
Our track record
From our very first game getting
a BAFTA nod to accumulating
European awards over our major
titles, the team has a sturdy track
record when it comes to awards
ceremonies.
BAFTA win, Online Game
BAFTA nomination, Debut Game
Develop nominated, Use of Online
Develop nominated, Technical Innovation
Develop nominated, New IP
BAFTA nomination, Online Game
TIGA win, Best Education Game
Serious Play win, Gold Winner
GLS win, Second Place
Pocket Gamer nomination, Most Innovative Game
Pocket Gamer nomination, Best Adventure/RPG
BAFTA nomination, Strategy and Simulation
ME nominated, Original Game
Develop win, New Studio
ME win, Best Studio
Europas win, Hottest Game Studio
Develop nominated, Independent Studio
ME nominated, Best Publisher
Develop nomination, Best New Game IP
UKIE nomination, Best of Show
15. Game Promise: Race against your friends and family in the world of Mario! Grab familiar power-ups and dodge classic enemies
while taking down the competition, but keep an eye on your rear-view - it's anybody's game until the checkered flag!
Tracks will have secret item spots
Power-up abilities are the same as other Mario games
Power-sliding on curves gives a speed boost
Some power-ups can backfire or be erratic
Big pile-ups should happen n+ times per race (tuning)
Power-up boxes randomize the item inside
Tracks will have narrow / tricky shortcuts
Power-up that slows down the leader(s)
Fastest times unlock the fastest cars
Create and customize your own driver
Cars can be permanently damaged, making them slower
Nintendo and
Mario brand
Differentiator
Advantage
“Medium skill
ceiling - anyone
can get better”
Genre staple
learning track layouts is rewarding
H
getting better at mechanics / strategy is rewarding
G
C
C L H
Player Experience Goals (PEGs)
“Players should feel…”
List of features / ideas
Pillars PEG
relationship
Player- and object-crashing causes random rebounding
a sense of playfulness and whimsy, not seriousness
A
they recognize elements from Nintendo games
C
F
E A
D A
C H A
L D E A
E A
“More chaotic fun
than competition”
Differentiator
there’s always a chance to win, even in the last lap
E
there are always surprises; you can’t predict everything
D
crashing is an extremely minor setback
F
the characters are loveable, they have favorites
B
B
L H D
H D
G J
“Low skill floor -
anyone can play
and do well”
Casual staple
there are clear risk vs reward moments / decisions
L
controls are manageable, never prevent getting better
K
the amount of information is mentally manageable
J
each race improves their skill or knowledge
I
Some obstacles should move erratically D E
A F G