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Designing

G A M E S !              Parsons Summer 2010 Game Design
                                            Simeon Poulin




Day One - Introduction
Why Games
• Games as...
 -   Interaction

 -   Social Tool

 -   Education

 -   Art/Social Commentary

 -   ...FUN!



                      2
What Kinds of Games?
• Analog (Board/Card Games)
• Table-top (Role Playing Games)
• Locative Games (Mobile)
• Digital
  -   Level Design

  -   2D Platform

  -   Casual
                     3
What makes a game?
• Concept/Story
• Rules
• Mechanic
• System
• Win State

          4
How are they Designed?
• Concept
• Prototype
• Test
• Refine
• Repeat...

          5
Concept
• What is your game about?
• What is the story?
• Who is the audience?
• Informs the play


                   6
Prototype
 • Build it!
 • Make it lo-fi
 • Do not spend too much time on this



                    7
Test
 • Put it in front of people
 • Let them play it - do NOT tell them how!
 • Watch them
 • Ask them questions
 • Take Notes

                     8
Refine
• Take feedback from your play-testers
   and use it to improve the game.
   -   Do your instructions work?

   -   Is it fun?

   -   Did anyone win?




                         9
Repeat
• Iterative Design
  -   Continue to refine

  -   Different testers

  -   Remain open to feedback




                          10
About Me
• Interactive Designer
• Graphic Design Background
• Advertising/Marketing
• Games as Narrative


                  11
About You
• Favorite Game
  -   Why?

 • Least Favorite Game
  -   Why?

 • What do you want to learn?
 • Digital or Analog?
                    12
Questions?




             13

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Game Design at Parsons Day1

  • 1. Designing G A M E S ! Parsons Summer 2010 Game Design Simeon Poulin Day One - Introduction
  • 2. Why Games • Games as... - Interaction - Social Tool - Education - Art/Social Commentary - ...FUN! 2
  • 3. What Kinds of Games? • Analog (Board/Card Games) • Table-top (Role Playing Games) • Locative Games (Mobile) • Digital - Level Design - 2D Platform - Casual 3
  • 4. What makes a game? • Concept/Story • Rules • Mechanic • System • Win State 4
  • 5. How are they Designed? • Concept • Prototype • Test • Refine • Repeat... 5
  • 6. Concept • What is your game about? • What is the story? • Who is the audience? • Informs the play 6
  • 7. Prototype • Build it! • Make it lo-fi • Do not spend too much time on this 7
  • 8. Test • Put it in front of people • Let them play it - do NOT tell them how! • Watch them • Ask them questions • Take Notes 8
  • 9. Refine • Take feedback from your play-testers and use it to improve the game. - Do your instructions work? - Is it fun? - Did anyone win? 9
  • 10. Repeat • Iterative Design - Continue to refine - Different testers - Remain open to feedback 10
  • 11. About Me • Interactive Designer • Graphic Design Background • Advertising/Marketing • Games as Narrative 11
  • 12. About You • Favorite Game - Why? • Least Favorite Game - Why? • What do you want to learn? • Digital or Analog? 12

Editor's Notes