Game Design for Game Developers by Iain Lobb

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Presentation by Iain Lobb at Mochi London 2011 on good game design and how to achieve it.

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Game Design for Game Developers by Iain Lobb

  1. 1. @iainlobb  
  2. 2. Zwok  
  3. 3. Meta4orce  
  4. 4. Stackopolis  
  5. 5. Pop  Pirates  
  6. 6. Owl  Spin  
  7. 7. Dull  Dude  Games  
  8. 8. Super  Gun  Kids  
  9. 9. Addic>ng  Game  Design  
  10. 10. Addic>ve  Game  Design  
  11. 11. I  hope  I’m  right!  
  12. 12. Without  good  game   design  you  are  guaranteed  to  fail.  
  13. 13. Tailor  your  game  to  the   market.  
  14. 14. Play  test  your  game  on  people  other  than  your   friends.    
  15. 15. Don’t  ignore  feedback.  
  16. 16. Don’t  clone.  
  17. 17. Recombine  popular   game  mechanics.  
  18. 18. Nobody  reads.  
  19. 19. Make  learning  the  rules  into  part  of  the  game.  
  20. 20. Games  should  get  easier   as  they  go,  not  harder.  
  21. 21. Flight  (Armor  Games)  
  22. 22. Humans  are  hunter-­‐gatherers.  Let  the  player  collect  coins,  power-­‐ups   and  keys.  
  23. 23. Items  and  upgrades  turn  a  skill  game  into  a   strategy  game.    
  24. 24. Whatever  you  do,  put  a   shop  in  your  game!  
  25. 25. Deep  game  play  is  based  on  decision  making,  not   manual  dexterity.  
  26. 26. Let  the  player  know  what  they  can  get  if  they  keep   playing.  
  27. 27. Randomise  rewards.  
  28. 28. Saving  the  player’s  progress  increases  their   investment  in  your   game.  
  29. 29. The  new  genera>on  of   gamers  have  never  played  games  that  don’t   save  their  progress.  
  30. 30. Don’t  make  players  repeat  large  sec>ons  of   game  play.  
  31. 31. Auto-­‐save  all  the  >me.  
  32. 32. Build  your  own  achievements  system.  
  33. 33. Tell  the  story  with  voice   ac>ng  and  game  play.  
  34. 34. Sissy’s  Magical  Ponycorn  Adventure   (Untold  Entertainment)   Meta4orce  
  35. 35. 2.5  dimensions  is  enough   for  anybody.  
  36. 36. Create  living  worlds   to  explore,  not   empty  voids.  
  37. 37. Take  the  player  on  a   journey.  
  38. 38. Li[le  Wheel  (One  Click  Dog)  
  39. 39. Puzzles  should  make  the   player  feel  clever,  not   stupid.  
  40. 40. The  wrong  theme  will  kill  your  game  before  you’ve   even  started.  
  41. 41. Cute  characters,  animals   and  friendly  monsters  have  broader  appeal  than   space  marines.  
  42. 42. ...but  consider  your   audience.  
  43. 43. Remember  what  you  liked  when  you  were  8  years  old.  
  44. 44. Keep  the  guns  but  lose  the   gore.  
  45. 45. Good  characters  are  recognisable  from  their   silhoue[es.  
  46. 46. Good  characters  are  recognisable  from  their   colour  scheme.  
  47. 47. It’s  easier  to  iden>fy  with   a  simple  character.  
  48. 48. To  iden>fy  with  a  character,   we  need  to  see  their  face.  
  49. 49. Even  viewed  from  the  side,  characters  should  face  the   camera.  
  50. 50. Characters  with  big  heads   are  more  expressive.  
  51. 51. Use  a  Zelda-­‐like  perspec>ve  rather  than  a   true  top-­‐down  view.  
  52. 52. The  same  idea  can  be  a  hit  or  a  flop  depending   on  how  well  you   implement  it.  
  53. 53. Don’t  invent  your  own   control  scheme.  
  54. 54. Polish  like  crazy!  

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