4. Bio Jade Adam Granger
Jeux et autres
Hardcore gamer (De 10 à 20 heures par semaine)
Jeux vidéos
Gold league à Starcraft 2
Lvl 45 Halo
Gold à League of Legends
Prestige Call of Duty
Devil May Cry, Mario World, Starcraft 2,
Soulcalibur, Mass Effect, Dragon age
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5. Bio Jade Adam Granger
Académie et profession
Primaire et secondaire en musique classique
Collège en administration
Bacc en Design Graphique
DESS en Game Design
Directeur créatif sur Antumbra
Game designer de quelques prototypes
Game designer chez Ubisoft
AC3
ACU
Projet confidentiel
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Game Designer
Assassin’s
Creed
7. GD vs LD vs ND
Game Design
Ingredients & Mechanics
Player motivation
Gameplay loops
Level Design
Challenge curve
Player experience
Variety
Narrative Design
Story
Context
Immersion
8. Communicating
Design in games end up as an
interaction between the
mechanics and the player to
create an Experience.
The experience must be seen as a whole.
Whole game experience
Gaming session experience
Experience in a section of a level
Experience of a given mechanic
Thus, Creating a good game is
creating a good experience.
How? With a good communication
between the player and the game.
With the UI, 3C, motivation, etc.
10. UI and UX
Building comfort and understanding
The Player’s experience is not only defined by gameplay
The User’s experience is also built with good UX
UX is all about communication with the user
Creating codes, paterns, languages the user can understand and use.
In games, many channels communicate with the player
Sound
UI
Models
Lightning
Animations
FX
Etc.
Most are Signs or Feedbacks
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UX: The process of enhancing
user satisfaction by improving
the usability, ease of use, and
pleasure provided in the
interaction between the user
and the product.
11. Sign
In games, a sign is something that
informs/prevents/tell the player of a
mechanic beforehand.
It is important to
create a coherent language
Take into account existing codes
Never break the rules
established in the game to
maintain trust in them
Sings can also be used to
create challenge.
Green = falls
Red = turns
12. Feedback
In games, feedbacks are used to
communicate the outcome of an
action after the player performed it.
It is used to teach, to reinforce, to
guide, to confirm, etc.
Feedback also needs to be coherent,
ideally with the sings as well.
Feedbacks are a very important
communication tool to explain the
mechanics to the player.
13. Form follows function
FFF is a key concept of all type of design,
coming from architecture design.
It implies that shape of an object
should be primarily based upon its
intended function or purpose.
FFF is a rule that helps creating good UX.
It improves readability, coherence and
must be taken into account when
creating all type of assets in the game.
Breaking the FFF can be done consciously to
create surprise or challenge.
Smooth = jump
Spike = shoot