This document outlines the early game development process from concept to proposal. It discusses developing the initial game idea, refining it into a concept document that establishes the premise, player motivation, unique selling proposition, target market, and other key details. The concept is then expanded into a full project proposal that provides additional details on gameplay mechanics, story/characters, production schedule/budget, development team, and risks. The goal is to take the initial game idea and sell the concept to key decision makers to gain approval for full development.
The researched products all featured tactical shooter gameplay with a focus on eliminating targets or securing objectives. Common elements included character customization, unlocking new weapons and gear, and team-based communication. Interviewees emphasized the importance of co-op gameplay and communities shaping games over time. Questionnaire respondents preferred modern or near-future settings to balance realism and creativity. They suggested healing abilities and shields to aid tactical combat. Overall, the research indicates a focus on realistic, team-oriented tactical shooters would appeal to the target audience.
The document provides an overview of the game design process, outlining key stages from brainstorming game ideas to prototyping and playtesting core mechanics to balancing dynamic elements, with a focus on iterative design and playtesting to involve players throughout development. It also discusses techniques for brainstorming such as coming up with game concepts and mechanics, refining ideas, and testing concepts with potential players to help narrow down the best ideas.
This document provides guidance on developing a game concept, including defining key elements such as high concept, genre, target player, play value, competition, uniqueness, and game engine. It emphasizes that a high concept can succinctly communicate the core idea of a game. Game genres are classified based on gameplay rather than setting, with many examples provided across common categories like action, role-playing, simulation and strategy. Defining the target player involves considering their interests, demographics, and motivations for play. Competition refers to similar existing games, while uniqueness outlines how the concept differs.
1. Pandemic uses cooperation as players must work together to treat disease outbreaks around the world before they get out of control. Players share resources and have a common goal of curing diseases.
2. Cartagena the Escape has a rescue mechanic as players work cooperatively to escape from a prison. They must overcome obstacles and rescue each other from guards.
3. Space Alert puts players on a team as they cooperate to navigate a spaceship and complete missions amid threats. Players must communicate and work together in real-time to survive threats and accomplish their goals.
In this presentation we introduce the game balance "interesting strategies". It is especially important as games with a single dominant strategy are boring. No strategy must be much better than others and without drawbacks.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
LAFS SVI Level 3 - Game Design and AnalysisDavid Mullich
The document discusses the core elements of game design, including the roles of players and designers. It outlines the iterative design process that designers go through, from initial ideas and prototyping to playtesting and refinement. Key aspects covered include brainstorming ideas, creating game documentation, pitching concepts, and defining core elements like objectives, rules, and resources. The document provides an overview of different genres and explains how genres can be combined.
Game Studies Download 2009 - Top 10 Research FindingsJane McGonigal
Ian Bogost, Mia Consalvo, and Jane McGonigal present a curated list of the top 10 most interesting, surprising, and useful findings from game studies research over the past year. Presented at the 2009 Game Developers Conference
The document discusses web game design and development using PHP. It provides an overview of key considerations for web game design such as goals, rules, gameplay, types of games, implementation, testing, documentation, and balancing. It also lists resources for web game development including libraries, tools, and examples of existing PHP-based web games. The presenter aims to convey differences between web applications and games and provide pointers without extensive technical details.
The researched products all featured tactical shooter gameplay with a focus on eliminating targets or securing objectives. Common elements included character customization, unlocking new weapons and gear, and team-based communication. Interviewees emphasized the importance of co-op gameplay and communities shaping games over time. Questionnaire respondents preferred modern or near-future settings to balance realism and creativity. They suggested healing abilities and shields to aid tactical combat. Overall, the research indicates a focus on realistic, team-oriented tactical shooters would appeal to the target audience.
The document provides an overview of the game design process, outlining key stages from brainstorming game ideas to prototyping and playtesting core mechanics to balancing dynamic elements, with a focus on iterative design and playtesting to involve players throughout development. It also discusses techniques for brainstorming such as coming up with game concepts and mechanics, refining ideas, and testing concepts with potential players to help narrow down the best ideas.
This document provides guidance on developing a game concept, including defining key elements such as high concept, genre, target player, play value, competition, uniqueness, and game engine. It emphasizes that a high concept can succinctly communicate the core idea of a game. Game genres are classified based on gameplay rather than setting, with many examples provided across common categories like action, role-playing, simulation and strategy. Defining the target player involves considering their interests, demographics, and motivations for play. Competition refers to similar existing games, while uniqueness outlines how the concept differs.
1. Pandemic uses cooperation as players must work together to treat disease outbreaks around the world before they get out of control. Players share resources and have a common goal of curing diseases.
2. Cartagena the Escape has a rescue mechanic as players work cooperatively to escape from a prison. They must overcome obstacles and rescue each other from guards.
3. Space Alert puts players on a team as they cooperate to navigate a spaceship and complete missions amid threats. Players must communicate and work together in real-time to survive threats and accomplish their goals.
In this presentation we introduce the game balance "interesting strategies". It is especially important as games with a single dominant strategy are boring. No strategy must be much better than others and without drawbacks.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
LAFS SVI Level 3 - Game Design and AnalysisDavid Mullich
The document discusses the core elements of game design, including the roles of players and designers. It outlines the iterative design process that designers go through, from initial ideas and prototyping to playtesting and refinement. Key aspects covered include brainstorming ideas, creating game documentation, pitching concepts, and defining core elements like objectives, rules, and resources. The document provides an overview of different genres and explains how genres can be combined.
Game Studies Download 2009 - Top 10 Research FindingsJane McGonigal
Ian Bogost, Mia Consalvo, and Jane McGonigal present a curated list of the top 10 most interesting, surprising, and useful findings from game studies research over the past year. Presented at the 2009 Game Developers Conference
The document discusses web game design and development using PHP. It provides an overview of key considerations for web game design such as goals, rules, gameplay, types of games, implementation, testing, documentation, and balancing. It also lists resources for web game development including libraries, tools, and examples of existing PHP-based web games. The presenter aims to convey differences between web applications and games and provide pointers without extensive technical details.
This document provides guidance on developing game narratives. It recommends defining the desired player experience first before creating the story. Key elements to consider include challenge, theme, premise, characters, and story structure. Challenge should be dynamic based on player skill. Theme sets the context while premise establishes the goal. Characters should have agency for the player and potential for empathy. Story can emerge from gameplay rather than a predetermined structure. The goal is an uncertain outcome resolved by player actions rather than a traditional authored conclusion.
LAFS Game Mechanics - Narrative ElementsDavid Mullich
Here is a proposed cut scene and ultra powerful event for telling a story's complication and climax on the LMS:
Cut Scene: After completing a difficult dungeon, the players witness a cut scene where the villain unleashes a powerful spell, destroying the nearby city and killing its inhabitants. This raises the stakes by showing the villain's power cannot be stopped.
Ultra Powerful Event: Deep in the final dungeon, the players enter a large chamber to face the villain. However, once inside they have no control as the room starts collapsing around them. Large chunks of debris fall that cannot be avoided, narrowly missing the characters. After much damage, the floor gives out, plunging the characters into an abyss. They regain
This document provides instructions for a case study assignment on a video game released within the last 5 years. It instructs the student to discuss key terminology from the lecture and how it is used in the game, the game's use of audio, how the game represents its genre, graphics comparisons to similar games, the game engines and required hardware, annotated screenshots, and a paragraph on video game addiction quoting an article on the topic. It also provides instructions on compressing images and includes example discussions of terminology, characters and avatars, game types and narrative, perspective and inventory, and the game world for a level in Counter-Strike: Global Offensive.
LAFS Game Design 10 - Fun and AccessabilityDavid Mullich
The document discusses various factors that contribute to fun in games, including surprise, anticipation, progress, rewards and punishments, meaningful choices, and avoiding issues like micromanagement, stagnation, and arbitrary events. It also examines specific examples of fun mechanics in games like Monopoly, Tetris, and World of Warcraft. Game designers are advised to get feedback from playtesters and address issues that are preventing their games from being fun.
LAFS Game Design 1 - Structural ElementsDavid Mullich
This document discusses key concepts in game design such as players, objectives, procedures, rules, resources, conflict, boundaries, and outcomes. It provides examples and tips for how to effectively incorporate each concept into game design. Players can include single player, multiplayer, and different player roles. Objectives should be clear, challenging but achievable goals. Procedures define allowable actions and gameplay. Rules establish boundaries and restrictions. Resources are assets used to achieve objectives. Conflict creates competition or obstacles. Boundaries separate the game world. Outcomes determine a winner or end state. Good design maximizes choices within clear but not overly complex rules.
The document discusses prototyping for game design. It defines prototyping as creating an early playable version of a game to test mechanics and gather feedback. Prototypes should be playable, quick to make, and easy to change. Different types of prototypes are discussed, including physical prototypes using items like paper and cardboard, as well as digital prototypes. Rapid prototyping is recommended to quickly test ideas. Examples of prototyping board games, first-person shooters, and game mechanics are provided. The importance of player feedback is emphasized.
LAFS Game Mechanics - Randomness and RiskDavid Mullich
This document discusses various concepts related to game mechanics including game state, information distribution, randomness, luck, surprises, rewards, penalties, and more. It provides examples and considerations for how designers can implement these mechanics. The key messages are that game mechanics should create interesting decisions for players, balance challenge and success, and support player goals through predictable and unpredictable systems.
The document discusses various concepts related to balancing difficulty, complexity, and player skill in game design. Some key points:
- Game balance refers to matching a game's difficulty to a player's skill as they progress, or ensuring all multiplayer players have an equal chance to succeed regardless of starting position or resources.
- Difficulty is the skill needed to reach a goal, while complexity refers to the number of actions. The right levels are intended by the designer to avoid boredom or frustration.
- Balancing can be achieved through clues, varied goals, obstacles, or complexity adjustments like indirect control or role reversals.
- Smooth learning curves allow players to progress from novice to mastery through consistent,
LAFS Game Mechanics - Information and Game MechanicsDavid Mullich
Here are a few games I could analyze and some aspects of information quality and distribution I could examine for each:
Pandemic:
- Players have imperfect information about the location of disease cubes on the board. This encourages cooperation.
- Players share information openly during their turns, making it symmetric. This supports strategic planning.
Secret Hitler:
- Players have asymmetric roles that are concealed, creating uncertainty. This enables bluffing and betrayal.
- Policy cards are revealed publicly each round, providing a closure point that reduces uncertainty.
Codenames:
- Teams have perfect information about their own words but not the other team's. This encourages creative clue giving within limits.
- The board represents the
LAFS Game Design 1 - The Player ExperienceDavid Mullich
Here are the steps to create a simple Bounce the Ball game in Game Maker:
1. Open Game Maker and create a new project.
2. Add a sprite for the ball from the GD1 1 Resources folder.
3. Create an object for the ball. Add code to the Step event to move and bounce the ball off the edges of the room.
4. Create a room the size of the screen and add the ball object.
5. Run the game. Test that the ball bounces around the screen as intended.
6. Add scorekeeping - increment a score variable each time the ball bounces. Display the score on the screen.
7. Play with gravity,
In this presentation we introduce the concept game balance, its different types, and the most useful methods to study it.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
This document discusses fundamental concepts of game design, including:
1. Games have four key elements - play, rules, goals, and the magic circle. Video games also involve players, user interfaces, code, and mechanics.
2. Game design involves imagining the game concept, defining how it works through core mechanics and user interface, and describing its elements.
3. Challenges are a key part of gameplay and can involve physical skills, logic, exploration, conflict, economics, and lateral thinking. Balancing challenges is important for a fair game.
4. User interfaces must provide feedback to players on their status, challenges, and progress. Indicators and other interface elements convey necessary information.
This document summarizes a presentation on designing creative mobile games. It discusses defining player actions or "verbs", incorporating different types of challenges, considering categories of player pleasure, and designing for constraints like screen size and processing power. It also covers multiplayer game design, dealing with latency issues, designing for community features, and incorporating a "metagame" to increase player interest. The presentation emphasizes that there is no single methodology for game design and that considering what players do and what pleasures and constraints exist provides a good starting point.
00 aft715 narrative skill of game content developmentkrishn verma
This document outlines a course on narrative skill development for game design. The course aims to provide students with an understanding of game history, culture, and the game industry. Key topics covered include quest design principles, the game development process, and prototyping games without coding. Students will analyze and present on existing games, write blog posts, and develop a basic non-coded game for evaluation. Debate around the role of narrative in games is also discussed.
The document provides guidance on playtesting games during development. It discusses that playtesting involves gaining feedback from players to improve a game's experience. Playtesting is not the same as internal design reviews, focus groups, usability testing, or quality assurance testing. The goal of playtesting is to ensure a game is functioning as intended, complete, balanced and fun. It recommends conducting iterative playtesting as a game develops to catch design issues. Key aspects of playtesting covered include finding suitable playtesters, running testing sessions, collecting both qualitative and quantitative feedback, and dealing with feedback received.
A game design document is a highly descriptive document created by game designers, artists, and programmers that provides a guiding vision for a video game's narrative, characters, environments, mechanics, interface, and assets. It must include detailed descriptions in these key areas and can include supporting drawings. The document is created early in development and attached to agreements with publishers to communicate the game's vision throughout production.
Game Balance 3: Player Equality and FairnessMarc Miquel
In this presentation we introduce the game balance type "player equality and fairness". It is essential so the players do not feel the game is unworthy of playing. All the players must feel they are given the chances to win.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
The developers of Animal Crossing New Leaf took a philosophical approach to redesign by focusing on communication and community-building rather than gameplay overhaul. They emphasized real-life mirroring elements like gift-giving and home customization to foster pride and social bonds. These changes helped Animal Crossing New Leaf become a unique and satisfying experience for players by turning the game into a tool for relationship-building.
The document provides an introduction to the fundamentals of game design. It outlines the course targets which include being introduced to Unreal, learning major elements of game design and gameplay, developing a game design, and documenting a game design using a game design document. It then discusses various elements of game design like character development, storytelling, user interfaces, gameplay, mechanics, balancing, and level design. It also defines what game design entails and discusses the anatomy of a game designer.
This document provides guidance for students to research and report on similar games already in the market for their proposed game idea. It instructs students to list 5 current games in the same genre, rank them by revenue, and label each with developer, publisher, and platforms. It outlines the required sections for their similar products report, including developer/publisher, platforms, gameplay features, sales information, and a conclusion on each game's success. Finally, it provides 30 minutes for initial research and instructs students to continue researching in their next period.
This document provides guidance for proposing a new video game concept without fully designing the game. It includes requirements such as providing a title, high concept description, one-page pitch document, and explanation of genre, premise, target audience, gameplay, and themes. It also lists additional deliverables such as an initial game design document, narrative treatment, gameplay flowcharts, concept art, and game board design if applicable. Descriptions and examples are provided for various elements of gameplay, genres, and other concepts to help inform the game proposal.
This document provides guidance on developing game narratives. It recommends defining the desired player experience first before creating the story. Key elements to consider include challenge, theme, premise, characters, and story structure. Challenge should be dynamic based on player skill. Theme sets the context while premise establishes the goal. Characters should have agency for the player and potential for empathy. Story can emerge from gameplay rather than a predetermined structure. The goal is an uncertain outcome resolved by player actions rather than a traditional authored conclusion.
LAFS Game Mechanics - Narrative ElementsDavid Mullich
Here is a proposed cut scene and ultra powerful event for telling a story's complication and climax on the LMS:
Cut Scene: After completing a difficult dungeon, the players witness a cut scene where the villain unleashes a powerful spell, destroying the nearby city and killing its inhabitants. This raises the stakes by showing the villain's power cannot be stopped.
Ultra Powerful Event: Deep in the final dungeon, the players enter a large chamber to face the villain. However, once inside they have no control as the room starts collapsing around them. Large chunks of debris fall that cannot be avoided, narrowly missing the characters. After much damage, the floor gives out, plunging the characters into an abyss. They regain
This document provides instructions for a case study assignment on a video game released within the last 5 years. It instructs the student to discuss key terminology from the lecture and how it is used in the game, the game's use of audio, how the game represents its genre, graphics comparisons to similar games, the game engines and required hardware, annotated screenshots, and a paragraph on video game addiction quoting an article on the topic. It also provides instructions on compressing images and includes example discussions of terminology, characters and avatars, game types and narrative, perspective and inventory, and the game world for a level in Counter-Strike: Global Offensive.
LAFS Game Design 10 - Fun and AccessabilityDavid Mullich
The document discusses various factors that contribute to fun in games, including surprise, anticipation, progress, rewards and punishments, meaningful choices, and avoiding issues like micromanagement, stagnation, and arbitrary events. It also examines specific examples of fun mechanics in games like Monopoly, Tetris, and World of Warcraft. Game designers are advised to get feedback from playtesters and address issues that are preventing their games from being fun.
LAFS Game Design 1 - Structural ElementsDavid Mullich
This document discusses key concepts in game design such as players, objectives, procedures, rules, resources, conflict, boundaries, and outcomes. It provides examples and tips for how to effectively incorporate each concept into game design. Players can include single player, multiplayer, and different player roles. Objectives should be clear, challenging but achievable goals. Procedures define allowable actions and gameplay. Rules establish boundaries and restrictions. Resources are assets used to achieve objectives. Conflict creates competition or obstacles. Boundaries separate the game world. Outcomes determine a winner or end state. Good design maximizes choices within clear but not overly complex rules.
The document discusses prototyping for game design. It defines prototyping as creating an early playable version of a game to test mechanics and gather feedback. Prototypes should be playable, quick to make, and easy to change. Different types of prototypes are discussed, including physical prototypes using items like paper and cardboard, as well as digital prototypes. Rapid prototyping is recommended to quickly test ideas. Examples of prototyping board games, first-person shooters, and game mechanics are provided. The importance of player feedback is emphasized.
LAFS Game Mechanics - Randomness and RiskDavid Mullich
This document discusses various concepts related to game mechanics including game state, information distribution, randomness, luck, surprises, rewards, penalties, and more. It provides examples and considerations for how designers can implement these mechanics. The key messages are that game mechanics should create interesting decisions for players, balance challenge and success, and support player goals through predictable and unpredictable systems.
The document discusses various concepts related to balancing difficulty, complexity, and player skill in game design. Some key points:
- Game balance refers to matching a game's difficulty to a player's skill as they progress, or ensuring all multiplayer players have an equal chance to succeed regardless of starting position or resources.
- Difficulty is the skill needed to reach a goal, while complexity refers to the number of actions. The right levels are intended by the designer to avoid boredom or frustration.
- Balancing can be achieved through clues, varied goals, obstacles, or complexity adjustments like indirect control or role reversals.
- Smooth learning curves allow players to progress from novice to mastery through consistent,
LAFS Game Mechanics - Information and Game MechanicsDavid Mullich
Here are a few games I could analyze and some aspects of information quality and distribution I could examine for each:
Pandemic:
- Players have imperfect information about the location of disease cubes on the board. This encourages cooperation.
- Players share information openly during their turns, making it symmetric. This supports strategic planning.
Secret Hitler:
- Players have asymmetric roles that are concealed, creating uncertainty. This enables bluffing and betrayal.
- Policy cards are revealed publicly each round, providing a closure point that reduces uncertainty.
Codenames:
- Teams have perfect information about their own words but not the other team's. This encourages creative clue giving within limits.
- The board represents the
LAFS Game Design 1 - The Player ExperienceDavid Mullich
Here are the steps to create a simple Bounce the Ball game in Game Maker:
1. Open Game Maker and create a new project.
2. Add a sprite for the ball from the GD1 1 Resources folder.
3. Create an object for the ball. Add code to the Step event to move and bounce the ball off the edges of the room.
4. Create a room the size of the screen and add the ball object.
5. Run the game. Test that the ball bounces around the screen as intended.
6. Add scorekeeping - increment a score variable each time the ball bounces. Display the score on the screen.
7. Play with gravity,
In this presentation we introduce the concept game balance, its different types, and the most useful methods to study it.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
This document discusses fundamental concepts of game design, including:
1. Games have four key elements - play, rules, goals, and the magic circle. Video games also involve players, user interfaces, code, and mechanics.
2. Game design involves imagining the game concept, defining how it works through core mechanics and user interface, and describing its elements.
3. Challenges are a key part of gameplay and can involve physical skills, logic, exploration, conflict, economics, and lateral thinking. Balancing challenges is important for a fair game.
4. User interfaces must provide feedback to players on their status, challenges, and progress. Indicators and other interface elements convey necessary information.
This document summarizes a presentation on designing creative mobile games. It discusses defining player actions or "verbs", incorporating different types of challenges, considering categories of player pleasure, and designing for constraints like screen size and processing power. It also covers multiplayer game design, dealing with latency issues, designing for community features, and incorporating a "metagame" to increase player interest. The presentation emphasizes that there is no single methodology for game design and that considering what players do and what pleasures and constraints exist provides a good starting point.
00 aft715 narrative skill of game content developmentkrishn verma
This document outlines a course on narrative skill development for game design. The course aims to provide students with an understanding of game history, culture, and the game industry. Key topics covered include quest design principles, the game development process, and prototyping games without coding. Students will analyze and present on existing games, write blog posts, and develop a basic non-coded game for evaluation. Debate around the role of narrative in games is also discussed.
The document provides guidance on playtesting games during development. It discusses that playtesting involves gaining feedback from players to improve a game's experience. Playtesting is not the same as internal design reviews, focus groups, usability testing, or quality assurance testing. The goal of playtesting is to ensure a game is functioning as intended, complete, balanced and fun. It recommends conducting iterative playtesting as a game develops to catch design issues. Key aspects of playtesting covered include finding suitable playtesters, running testing sessions, collecting both qualitative and quantitative feedback, and dealing with feedback received.
A game design document is a highly descriptive document created by game designers, artists, and programmers that provides a guiding vision for a video game's narrative, characters, environments, mechanics, interface, and assets. It must include detailed descriptions in these key areas and can include supporting drawings. The document is created early in development and attached to agreements with publishers to communicate the game's vision throughout production.
Game Balance 3: Player Equality and FairnessMarc Miquel
In this presentation we introduce the game balance type "player equality and fairness". It is essential so the players do not feel the game is unworthy of playing. All the players must feel they are given the chances to win.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
The developers of Animal Crossing New Leaf took a philosophical approach to redesign by focusing on communication and community-building rather than gameplay overhaul. They emphasized real-life mirroring elements like gift-giving and home customization to foster pride and social bonds. These changes helped Animal Crossing New Leaf become a unique and satisfying experience for players by turning the game into a tool for relationship-building.
The document provides an introduction to the fundamentals of game design. It outlines the course targets which include being introduced to Unreal, learning major elements of game design and gameplay, developing a game design, and documenting a game design using a game design document. It then discusses various elements of game design like character development, storytelling, user interfaces, gameplay, mechanics, balancing, and level design. It also defines what game design entails and discusses the anatomy of a game designer.
This document provides guidance for students to research and report on similar games already in the market for their proposed game idea. It instructs students to list 5 current games in the same genre, rank them by revenue, and label each with developer, publisher, and platforms. It outlines the required sections for their similar products report, including developer/publisher, platforms, gameplay features, sales information, and a conclusion on each game's success. Finally, it provides 30 minutes for initial research and instructs students to continue researching in their next period.
This document provides guidance for proposing a new video game concept without fully designing the game. It includes requirements such as providing a title, high concept description, one-page pitch document, and explanation of genre, premise, target audience, gameplay, and themes. It also lists additional deliverables such as an initial game design document, narrative treatment, gameplay flowcharts, concept art, and game board design if applicable. Descriptions and examples are provided for various elements of gameplay, genres, and other concepts to help inform the game proposal.
Essential Guide to game content development for those who think they have a great game idea, but don't know what to begin with.
The Guide covers:
pre-production - idea development, plot overview, how to staff your game development team and schedule game production,
production - game development stages, insights from real-life game development cases
Game thinking - Differences Between Games, Serious Games, Gamification and More.Andrzej Marczewski
The aim of this article is to present an umbrella term for the use of games and game-like solutions in non-game contexts.
Many people lump this all under Gamification. I have chosen the term Game Thinking instead and hopefully by the end of this, you will understand why and also have a better understanding of the differences between games, gamification, serious games and more.
A video game proposal is a brief document that aims to convince managers and investors to fund a new game idea. The proposal covers key elements at a high level, including the game title, genre, platform, narrative or objective, character and environment designs, gameplay mechanics, and features. It may include comparisons to other successful games. The goal is to attract backing for the idea before fully developing the design. Managers provide feedback that can strengthen the proposal. If approved, the full design process can begin.
Game design is the process of imagining and defining how a game will work, including its story, rules of interaction, and elements. It involves both creative and technical aspects. While there is no single process for game design, most successful games incorporate common elements such as rules, player roles and challenges. A game design document is important to communicate the design to the development team and ensure consistency.
Game design is a creative process that involves imagining a game concept, defining how it will work through elements like story, rules and gameplay, and communicating the idea to developers. It draws on both artistic and scientific principles. While there is no single process, successful games often share common elements like core mechanics, storytelling and interactivity. An important part of design is creating documentation like a high concept document, treatment, or in-depth script to plan and guide development. Effective game designers draw on skills like imagination, analysis, math competence and technical writing.
Game design is a creative process that involves imagining and defining how a game will work, including its story, rules, and elements. A game designer performs tasks like conceptualizing the game, designing its functionality and aesthetics, and communicating the design to a team. Game design incorporates both artistic and scientific principles - the conceptualization of ideas and aesthetics involve creative arts, while ensuring the game functions well may require principles from science and math. An effective game design balances elements like core mechanics, storytelling, and interactivity, and is documented in a design document to guide development.
This document provides an outline for a 10-page design document, with each page covering a different essential aspect of the game design. Page 1 introduces the game basics. Pages 2-3 describe the story, gameplay, and game flow. Pages 4-5 cover characters, controls, gameplay concepts, and platform-specific features. Pages 6-7 explain the game world and interface. Pages 8-9 discuss mechanics, power-ups, enemies, and bosses. Page 10 concludes with cutscenes, bonus material, and competitor games. The goal is to hit all the major design points while keeping the document concise and engaging to read.
This document provides an outline for a 10-page design document, with each page covering a different essential aspect of the game design. Page 1 introduces the game basics. Pages 2-3 describe the story, gameplay, and game flow. Pages 4-5 cover characters, controls, gameplay concepts, and platform-specific features. Pages 6-7 explain the game world and interface. Pages 8-9 discuss mechanics, power-ups, enemies, and bosses. Page 10 concludes with cutscenes, bonus material, and competitor games. The goal is to hit all the major design points while keeping the document accessible and exciting to read.
Embark on a thrilling journey through the gaming universe with our article, "Unlocking the Wonders: A Deep Dive into the Top 3 Mobile Games." Discover the captivating graphics, immersive gameplay, and community engagement that set these games apart. Dive into trends, explore the impact on social connections and skill development, and glimpse into the future of mobile gaming. Find your perfect game match and stay ahead in the ever-evolving world of mobile gaming.
Narrative skill of game content developmentDurgesh Pandey
Topic covered:
Why Put Stories in Games?
degree of realism and emotional richness
intreactive stories
role of narrative in-game
eight-point arc
difference between a linear and non-linear story.
fold backstories and branching stories.
emergent narrative
focalization
granularity
Universal Design Lessons - Boston Games ForumDave Bisceglia
The document provides design lessons for various stages of game development including ideation, prototyping, building, testing, polishing, and growing. It emphasizes keeping ideas simple, finding the fun through prototyping, getting early feedback, showing progress, optimizing monetization, balancing games, and giving players a story to share. Key lessons include focusing on engagement, retention, monetization and virality metrics.
For more information, visit: www.adriancrook.com
There are many reasons to opt for the Free-To-Play monetization model. At the forefront is that Free-to-Play games are generating more money than premium sales at nearly a 10-1 margin.
It is not just the big AAA productions that can succeed. With an average of 15,000,000 Steam Players online at any given time and 90 million console gamers in the US alone, strictly considering a mobile publishing avenue severely limits your audience reach. In addition, plenty of these platforms are doing their best to embrace the F2P evolution in gaming.
A+C has 10 years and over 130 clients worth of freemium experience. From increased monetization to retention and virality, we have delivered for clients such as LEGO, Pokemon, Electronic Arts, Zynga and many more.
This is a presentation we gave at Gameplay Space in Montreal recently, to a room full of indie developers.
Contact us at www.adriancrook.com today.
This document discusses estimating game development and provides lenses for analyzing game development. It begins by asking the reader to form a group, pick a game, and analyze its development. It then provides additional perspectives called "lenses" to use for the analysis, such as dimensions of game mechanics, narrative, complexity, and more. Finally, it suggests drawing a line towards creating a prototype as the next step after analyzing game development.
This document provides an overview of key aspects of game design for a class project. It discusses gameplay elements like objectives, progression, and mechanics. It also covers structural roles in game development such as game designer, art designer, and level designer. The document aims to help students understand the process of designing a game and provides examples and resources to support building a game design document.
This booklet outlines important aspects of game design including; controls, mechanics, gameplay (achievements, competition and challenge), learning, immersion, storyline (characters, plot, location), graphics and sound.
Contention Aware Lock Scheduling For Transactional DatabasesNima Ghaedsharafi
Lock managers are among the most well-studied components in concurrency control and transactional systems. However, one question seems to have been generally overlooked: “when there are multiple lock requests on the same object, which one(s) should be granted first?”
Nearly all existing systems rely on a FIFO (first in, first out) strategy to decide which transaction(s) to grant the lock to. However, in this paper, we show that the choice of lock scheduling has significant ramifications on the overall performance of a transactional system. Despite the large body of research on job scheduling outside the database context, lock scheduling presents subtle but challenging requirements that render existing results on scheduling inapt for a transactional database. By carefully studying this prob- lem, we present the concept of contention-aware scheduling, show the hardness of the problem, and propose novel lock scheduling algorithms (LDSF and bLDSF), which guarantee a constant factor approximation of the best scheduling. We conduct extensive experiments using a popular database on both TPC-C and a microbenchmark. Compared to FIFO— the default scheduler in most database systems—our bLDSF algorithm yields up to 300x speedup in overall transaction latency. On the other hand, our LDSF algorithm, which is simpler and achieves comparable performance to bLDSF, has already been adopted by open-source community, and chosen as default scheduling strategy in MySQL 8.0.3
The document provides an overview of the ATMega32 microcontroller. It describes the microcontroller's key features which include being 8-bit, low-power, and having 32Kbytes of programmable flash memory. It also outlines the microcontroller's ports, power sources, and oscillator options. Programming tools that can be used with the ATMega32 like various compilers and hardware programmers are also listed.
This document discusses different types of Ethernet networking technologies and protocols. It covers IEEE 802 standards for local area networks including Ethernet, fast Ethernet, and Gigabit Ethernet. It also describes common cabling types and frame formats used in Ethernet networks. Different media access control methods are examined, such as carrier sense multiple access with collision detection.
This document discusses medium access control protocols for local and metropolitan area networks. It covers static and dynamic channel allocation and describes several multiple access protocols including ALOHA, carrier sense multiple access, collision-free protocols, and limited-contention protocols. Specific protocols covered in more detail include pure ALOHA, persistent and nonpersistent CSMA, CSMA/CD, bit-map and binary countdown collision-free protocols, and wireless LAN protocols.
ARM is a type of reduced instruction set computer (RISC) microprocessor architecture. It is used in many smartphones, tablets and other mobile devices. ARM licenses its chip designs to many companies like Samsung, Qualcomm and nVidia. ARM chips are cheaper than other designs because they use less power, transistors and die area following the principles of performance per watt or PPA. This allows ARM to spread the large R&D costs across the industry. As a result, ARM has seen great market penetration in mobile applications and is expanding into other areas like robotics and appliances.
The document discusses game engines, which are systems that handle the creation and development of video games. Game engines include components like a rendering engine, physics engine, collision detection, sound, scripting, animation, and artificial intelligence that are reused across games. Popular game engines like Source, Unreal Engine, and Unity are discussed, along with examples of games made with each engine. The document recommends Unity as a game engine due to its simplicity, power, cross-platform support, large community, and asset store.
A SYSTEMATIC RISK ASSESSMENT APPROACH FOR SECURING THE SMART IRRIGATION SYSTEMSIJNSA Journal
The smart irrigation system represents an innovative approach to optimize water usage in agricultural and landscaping practices. The integration of cutting-edge technologies, including sensors, actuators, and data analysis, empowers this system to provide accurate monitoring and control of irrigation processes by leveraging real-time environmental conditions. The main objective of a smart irrigation system is to optimize water efficiency, minimize expenses, and foster the adoption of sustainable water management methods. This paper conducts a systematic risk assessment by exploring the key components/assets and their functionalities in the smart irrigation system. The crucial role of sensors in gathering data on soil moisture, weather patterns, and plant well-being is emphasized in this system. These sensors enable intelligent decision-making in irrigation scheduling and water distribution, leading to enhanced water efficiency and sustainable water management practices. Actuators enable automated control of irrigation devices, ensuring precise and targeted water delivery to plants. Additionally, the paper addresses the potential threat and vulnerabilities associated with smart irrigation systems. It discusses limitations of the system, such as power constraints and computational capabilities, and calculates the potential security risks. The paper suggests possible risk treatment methods for effective secure system operation. In conclusion, the paper emphasizes the significant benefits of implementing smart irrigation systems, including improved water conservation, increased crop yield, and reduced environmental impact. Additionally, based on the security analysis conducted, the paper recommends the implementation of countermeasures and security approaches to address vulnerabilities and ensure the integrity and reliability of the system. By incorporating these measures, smart irrigation technology can revolutionize water management practices in agriculture, promoting sustainability, resource efficiency, and safeguarding against potential security threats.
CHINA’S GEO-ECONOMIC OUTREACH IN CENTRAL ASIAN COUNTRIES AND FUTURE PROSPECTjpsjournal1
The rivalry between prominent international actors for dominance over Central Asia's hydrocarbon
reserves and the ancient silk trade route, along with China's diplomatic endeavours in the area, has been
referred to as the "New Great Game." This research centres on the power struggle, considering
geopolitical, geostrategic, and geoeconomic variables. Topics including trade, political hegemony, oil
politics, and conventional and nontraditional security are all explored and explained by the researcher.
Using Mackinder's Heartland, Spykman Rimland, and Hegemonic Stability theories, examines China's role
in Central Asia. This study adheres to the empirical epistemological method and has taken care of
objectivity. This study analyze primary and secondary research documents critically to elaborate role of
china’s geo economic outreach in central Asian countries and its future prospect. China is thriving in trade,
pipeline politics, and winning states, according to this study, thanks to important instruments like the
Shanghai Cooperation Organisation and the Belt and Road Economic Initiative. According to this study,
China is seeing significant success in commerce, pipeline politics, and gaining influence on other
governments. This success may be attributed to the effective utilisation of key tools such as the Shanghai
Cooperation Organisation and the Belt and Road Economic Initiative.
ACEP Magazine edition 4th launched on 05.06.2024Rahul
This document provides information about the third edition of the magazine "Sthapatya" published by the Association of Civil Engineers (Practicing) Aurangabad. It includes messages from current and past presidents of ACEP, memories and photos from past ACEP events, information on life time achievement awards given by ACEP, and a technical article on concrete maintenance, repairs and strengthening. The document highlights activities of ACEP and provides a technical educational article for members.
Embedded machine learning-based road conditions and driving behavior monitoringIJECEIAES
Car accident rates have increased in recent years, resulting in losses in human lives, properties, and other financial costs. An embedded machine learning-based system is developed to address this critical issue. The system can monitor road conditions, detect driving patterns, and identify aggressive driving behaviors. The system is based on neural networks trained on a comprehensive dataset of driving events, driving styles, and road conditions. The system effectively detects potential risks and helps mitigate the frequency and impact of accidents. The primary goal is to ensure the safety of drivers and vehicles. Collecting data involved gathering information on three key road events: normal street and normal drive, speed bumps, circular yellow speed bumps, and three aggressive driving actions: sudden start, sudden stop, and sudden entry. The gathered data is processed and analyzed using a machine learning system designed for limited power and memory devices. The developed system resulted in 91.9% accuracy, 93.6% precision, and 92% recall. The achieved inference time on an Arduino Nano 33 BLE Sense with a 32-bit CPU running at 64 MHz is 34 ms and requires 2.6 kB peak RAM and 139.9 kB program flash memory, making it suitable for resource-constrained embedded systems.
DEEP LEARNING FOR SMART GRID INTRUSION DETECTION: A HYBRID CNN-LSTM-BASED MODELgerogepatton
As digital technology becomes more deeply embedded in power systems, protecting the communication
networks of Smart Grids (SG) has emerged as a critical concern. Distributed Network Protocol 3 (DNP3)
represents a multi-tiered application layer protocol extensively utilized in Supervisory Control and Data
Acquisition (SCADA)-based smart grids to facilitate real-time data gathering and control functionalities.
Robust Intrusion Detection Systems (IDS) are necessary for early threat detection and mitigation because
of the interconnection of these networks, which makes them vulnerable to a variety of cyberattacks. To
solve this issue, this paper develops a hybrid Deep Learning (DL) model specifically designed for intrusion
detection in smart grids. The proposed approach is a combination of the Convolutional Neural Network
(CNN) and the Long-Short-Term Memory algorithms (LSTM). We employed a recent intrusion detection
dataset (DNP3), which focuses on unauthorized commands and Denial of Service (DoS) cyberattacks, to
train and test our model. The results of our experiments show that our CNN-LSTM method is much better
at finding smart grid intrusions than other deep learning algorithms used for classification. In addition,
our proposed approach improves accuracy, precision, recall, and F1 score, achieving a high detection
accuracy rate of 99.50%.
A review on techniques and modelling methodologies used for checking electrom...nooriasukmaningtyas
The proper function of the integrated circuit (IC) in an inhibiting electromagnetic environment has always been a serious concern throughout the decades of revolution in the world of electronics, from disjunct devices to today’s integrated circuit technology, where billions of transistors are combined on a single chip. The automotive industry and smart vehicles in particular, are confronting design issues such as being prone to electromagnetic interference (EMI). Electronic control devices calculate incorrect outputs because of EMI and sensors give misleading values which can prove fatal in case of automotives. In this paper, the authors have non exhaustively tried to review research work concerned with the investigation of EMI in ICs and prediction of this EMI using various modelling methodologies and measurement setups.
1. The Early Game
Development Process
From Concept to Proposal
2. 2
The First Idea
Most games begin with a single idea.
This idea can revolve around:
A character
A setting
A story
A style of gameplay
A philosophy
A new technology
And so on
3. 3
The First Idea
Sometimes the idea is completely original, but
more often it builds on existing work.
Totally new ideas can be good, but they are also
unproven, and consequently untested.
New variations on something already established is
safer, and often more easily accepted by game
publishers.
So, while you do need something new,
innovative or interesting, don’t despair over
similarities to existing games.
If it is truly original, it still might be an idea
worth fighting for, however.
4. 4
Concept Development
The first phase of game development is
concept development.
It starts with the first game idea.
The main goal is to take this idea, refine it and flush
it out to decide what the game will be all about.
You must decide on story and character elements,
gameplay, setting, and so on.
Concept art should also be developed.
In the end, a concept or pitch document is written,
followed by a more detailed project proposal.
If you work for an independent developer, this
phase will not likely be funded by another
company … few people pay to sit and think!
5. 5
Concept Development
For a concept to be successful, you must keep
in mind the publisher’s goals, needs, and
concerns when developing it.
Publishing strategy (many inexpensive games, or a
few more expensive projects).
Risk tolerance.
Scheduling constraints.
Licensing conditions and issues.
Preferred platform and technologies.
Type of game wanted (totally new, sequel,
conversion, adaptation).
And so on.
6. 6
Concept Development
The key elements that can be manipulated
during concept development are:
Gameplay
What is involved in playing the game?
Good gameplay is independent of time or budget
availability.
Scope
How big is the game?
Effectively determines cost and schedule constraints.
Technical Risk
What potential difficulties lie ahead?
Too much risk will scare away a publisher … not
considering or discussing it will too!
7. 7
The Concept Document
(or Pitch Document)
The point of this document is to convey the
goal and purpose of the proposed game.
This helps management (or a prospective
publisher) assess if the game is viable, timely,
and feasible.
The purpose of this document is to sell the game
concept to the key decision makers needed to
approve further development.
The document should be brief, approximately
five pages in length, more or less, and should
discuss the topics on the following slides.
8. 8
The Premise
(or High Concept)
A short paragraph description of what the
game is about and what its unique hook is.
Can be as short as one or two sentences.
If your game cannot be summarized in this way, it
could be too unwieldy and complex.
Must be exciting and catch the reader’s attention.
An example:
Echoing back to the Gladiators and arenas of ancient
Rome, human, alien and other more sinister warriors
are locked into battles where there can only be two
outcomes – victory or death … (UT3 aka UT2007)
9. 9
Player Motivation
This section should discuss the player's
victory condition and what will drive the
player to actually play the game to that
end.
For example, a player could be driven to
complete, solve puzzles, or explore the
game world.
Think back to the player motivations
discussed earlier in the course.
10. 10
Unique Selling
Proposition (USP)
In essence, this section describes what
makes your game stand out from other
games.
What makes your game unique?
Why is it special?
What are its distinguishing characteristics?
What features make it exceptional?
Think of the things you would like to put
on the back of the packaging for the
game, and you are on the right track.
11. 11
Target Market
This is a statement of who the intended
players of the game are.
Children?
The mass market?
Niche market of special interest fans?
This section also generally includes
some historical information about how
this type of game has sold to the target
demographic.
12. 12
Genre
The goal here is to provide a basic genre
statement for your game.
What genre(s) are you choosing for your
game? Just what type of game is it?
How will your game be following or breaking
with genre conventions?
Explain any new twists your game
provides on genre conventions or on the
genre itself.
13. 13
Target Rating
The point here is to identify the target
Entertainment Software Rating Board
(ESRB) rating for your game.
What rating are you aiming for?
Why?
14. 14
Target Platform
In this proposal section, you identify the target
platform(s) on which your game will be played
and defend your selections.
Hardware requirements, operating system
requirements, and other software requirements.
As development costs rise, more and more
games are cross-platform projects.
Released on several systems to leverage costs and
increase chances of success.
This trend might change because of differences
in console hardware and capabilities though …
15. 15
License
If your game will be adapted from a
licensed property, this should be
discussed in this document.
How will the license be used?
What kind of deal has or will be made
with the licensor?
Will it be exclusive or non-exclusive?
Also include any additional information
about the property’s popularity and
appeal to particular markets.
16. 16
Competitive Analysis
This is an analysis of potential competition to
the proposed game, both in the present and in
the future.
What games are out in this genre?
How did they do? Why will this be better? (Be
sure to relate this to your game’s USP.)
When the game is ultimately released, what will
competition be like then?
How will the game compare, and succeed?
Why will this game earn precious shelf space
in the retail market?
Will new games and technology make the game
obsolete as soon as it is released?
17. 17
Goals
What goals are there for this game?
What are your expectations for this game
in creating an overall player experience?
What mood are you attempting to achieve?
Are you trying to provide excitement,
tension, suspense, challenge, humour,
nostalgia, sadness, fear, or a happy feeling?
What do you want the player to ultimately
walk away with after playing this game?
How will the game achieve these goals?
18. 18
The Project Proposal
The project proposal is a follow-up to the
concept document, providing further
details than those given earlier.
The purpose is to present the details of the
game to a party already interested in the
game (likely after the concept document).
This document is longer than the concept
document (ten to twenty pages).
It should include all the sections from the
concept document in more detail, and
provide additional materials as well.
19. 19
The Hooks
A hook is an element that will attract
players to the game and keep them and
their attention there.
Why would anyone buy this game?
Choose the three to five best game features
that best answer this question and provide
more information here.
Hooks can be based on visuals, audio,
gameplay, story, mood, and so on.
20. 20
Gameplay Mechanics
This section of the game project proposal
essentially describes what the player does
in the game.
It should list several (10-20) elements
that describe the experience of playing
the game.
What challenges does the player face?
What actions can the player take?
What activities does the player participate in?
From what perspective is the game played?
21. 21
Online Features
If your game contains any online
component, it should be discussed here.
Will it support online multiplayer play, or just
provide an online community for players?
What scale of multiplayer play?
Will gameplay be competitive, cooperative,
or both?
What kind of game location and player finder
services will be provided?
22. 22
Technology
If special software or hardware
technologies are to be incorporated into
your game, you should discuss these
technologies here.
Will you be licensing game engine software?
Will you require specific peripherals or
special-purpose hardware for your game?
Will your game require custom technology
specifically built for your game?
23. 23
Art and Audio Features
Discuss any unique art and audio
features of the game in this section.
Particularly those that are main selling
points for the game.
Examples of such features include:
Licensed music
Professionally scored music
Orchestral or live performances
Motion capture for character animation
24. 24
Story and Characters
Most games have a story behind it.
In some cases the story plays an integral role in the
game; in others, it is only to provide some basic
background behind the game and to give the player
an idea as to why the game is being played.
A game proposal should include a summary of
the game’s story elements.
Main plot ideas.
Main characters.
Problems faced by the characters.
The villains in the game.
How the player will ultimately overcome all of this.
25. Walkthrough
This is typically a one-page description of
what it is like to play the game.
The form this takes can vary …
In some cases, the walkthrough focuses on
the first hour of gameplay, and provides a
fair amount of detail on this critical period.
In other cases, the walkthrough goes
through the entire game from start to finish,
but in much less detail.
25
26. 26
Production Details
Describe the current production status of
the project in question.
Are you still in concept development?
Has the game been designed yet?
Is there a prototype available yet?
Discuss additional production details of
your project, including development
team, budget, and schedule in separate
sections, as follows.
27. 27
Development Budget
and Schedule
This is a statement of how long the game
should take to develop and what the costs
involved will be.
Since this is early in the development cycle, this will
be an estimate, but do as much as possible to make
it an educated one.
This is a critical part of the proposal, and is also one
of the more difficult parts.
This usually includes a profit and loss (P&L)
statement, and some estimate of return on
investment (ROI).
28. 28
The Team
This is a list of who is on the development team,
what their credentials are, and what their roles will
be.
If the team is established, what games have been
produced together.
If the team is new, list the credits for the major team
players.
What are the team’s experiences with the target
platform, genre, and so on.
Publishers invest in people, not just ideas.
Ideas can be cheap and plentiful.
It takes good people to turn ideas into reality.
The team ultimately determines success or failure.
29. 29
Risk Analysis
This section of the proposal discusses the
potential difficulties that could be faced in
developing the game.
Itemize the potential problems.
Identify why they pose a risk to meeting
project goals.
Summarize plans for minimizing or
eliminating these risks.
Too much risk is a bad thing, but so is
not identifying or discussing it!
30. 30
Concept Art
Include concept drawings and sketches of
elements from the game.
Main characters.
Character classes and races.
Scenes and locales from the game world.
Interface layout.
Also, discuss the art style to be used in
the game. Will it be realistic, cartoonish,
or some other style?
31. 31
Summary
In the proposal summary, you reiterate
why the proposed game will be a great
game.
Repeat the major selling points.
Justify why your team is the right group of
people to pull it off.
Show that you understand the publisher’s
goals, needs, and concerns.
Include anything else you think will help
gain final approval of the proposal.