This document discusses level design for open world games. It defines open world games as those that give players high levels of agency and control. The key challenges for level designers are motivating players who can go anywhere while still fulfilling their expectations. Designers act as facilitators who set up interesting goals for a wide range of player interests across a large playable space. Techniques include placing landmarks, environmental details, and audio cues to provide context and distraction. Goals should be explicit, player-determined, emergent or opportunistic to constantly motivate exploration. Density of points of interest is also important to consider at large scales. Examples from Fallout 3 demonstrate adding and removing content to refine the open world experience.
GDC2011 - Motivating Players in Open WorldsJoel Burgess
Slides for my 2011 GDC talk for the Level Design in a Day Tutorial. Largely useless without companion audio or transcript. See www.joelburgess.com for info.
Roles and Responsibilities: Developing the TeamTracie King
This chapter discusses roles and responsibilities in game development. It covers both company roles such as studios, publishers, and manufacturers. It also covers common team roles including production, design, art, programming, audio, and testing. Each team role has several specific positions that are described. The chapter concludes by listing some of the tools used by different roles, such as game engines, 3D modeling software, audio software, and level editors.
Level Design Workshop - GDC China 2012Joel Burgess
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Designing for Live Games or How to be a Complete Game DesignerAnshumani Ruddra
This document discusses the skills needed to design and run live games. It outlines the author's experience designing and running games at Zynga India and Tiny Mogul Games. It also discusses three main design challenges for live games: dealing with unexpected users and behaviors, and realizing that live games are constantly evolving. It then lists six key skills needed for running games successfully: using data analysis, understanding players, experimenting, balancing game economies, creating design playbooks, and being pragmatic.
Are you a senior-level UX professional who's been doing the same thing for so many years that you feel you're in a rut? Do you struggle with processes that feel rote instead of practical? How important is innovation to you and your company? And most importantly, when was the last time you had any fun?
Now…think about animals for a second. What characteristic do humans and animals share?
The answer may surprise you: humans and animals both possess the ability to play games. But unlike most wild animals who shed their play stage early, we have the ability to continue learning through game play throughout our adult lives. Sadly, that doesn't mean we do it.
Douglas van Duyne, author of the UX best-seller The Design of Sites: Patterns for Creating Winning Websites and author of a seminar series called GameFraming, will show you how to reconnect with the sense of play you were born with, and how you can apply it to your practice as a UX professional. He'll cover Game Principles, Design Strategies, and the Hero's Journey which you'll discover applies as much to interaction design and project management as it does to World of Warcraft. Douglas will also share two case studies where Gameframing was used to break the typical rules of project management and design, which led to amazing results.
DevCon Summit 2014: Trends in Android Development by Evan Dale ArominDEVCON
This document summarizes recent and upcoming trends in Android development. It discusses Material Design, Android Wear, mobile payments, the transition from ADT to Android Studio, and functional reactive programming. It also notes leadership changes at Google and efforts to get Chrome running at 60 fps on mobile through web technologies.
This document provides instructions for building a Python web application using Bottle and Gevent. It discusses setting up an asynchronous server using Bottle and Gevent to make more efficient use of CPU resources. It then demonstrates how to create routes, handle inputs, return different content types like plaintext, JSON, and HTML templates, and display lists and highlight names in templates.
This document discusses level design for open world games. It defines open world games as those that give players high levels of agency and control. The key challenges for level designers are motivating players who can go anywhere while still fulfilling their expectations. Designers act as facilitators who set up interesting goals for a wide range of player interests across a large playable space. Techniques include placing landmarks, environmental details, and audio cues to provide context and distraction. Goals should be explicit, player-determined, emergent or opportunistic to constantly motivate exploration. Density of points of interest is also important to consider at large scales. Examples from Fallout 3 demonstrate adding and removing content to refine the open world experience.
GDC2011 - Motivating Players in Open WorldsJoel Burgess
Slides for my 2011 GDC talk for the Level Design in a Day Tutorial. Largely useless without companion audio or transcript. See www.joelburgess.com for info.
Roles and Responsibilities: Developing the TeamTracie King
This chapter discusses roles and responsibilities in game development. It covers both company roles such as studios, publishers, and manufacturers. It also covers common team roles including production, design, art, programming, audio, and testing. Each team role has several specific positions that are described. The chapter concludes by listing some of the tools used by different roles, such as game engines, 3D modeling software, audio software, and level editors.
Level Design Workshop - GDC China 2012Joel Burgess
Originally presented at GDC China 2012, this workshop covered level design fundamentals such as layout, pacing and storytelling. It was presented by Joel Burgess (Bethesda Game Studios), Matthew Scott (Valve Software), and Steven Gaynor (The Fullbright Company)
Designing for Live Games or How to be a Complete Game DesignerAnshumani Ruddra
This document discusses the skills needed to design and run live games. It outlines the author's experience designing and running games at Zynga India and Tiny Mogul Games. It also discusses three main design challenges for live games: dealing with unexpected users and behaviors, and realizing that live games are constantly evolving. It then lists six key skills needed for running games successfully: using data analysis, understanding players, experimenting, balancing game economies, creating design playbooks, and being pragmatic.
Are you a senior-level UX professional who's been doing the same thing for so many years that you feel you're in a rut? Do you struggle with processes that feel rote instead of practical? How important is innovation to you and your company? And most importantly, when was the last time you had any fun?
Now…think about animals for a second. What characteristic do humans and animals share?
The answer may surprise you: humans and animals both possess the ability to play games. But unlike most wild animals who shed their play stage early, we have the ability to continue learning through game play throughout our adult lives. Sadly, that doesn't mean we do it.
Douglas van Duyne, author of the UX best-seller The Design of Sites: Patterns for Creating Winning Websites and author of a seminar series called GameFraming, will show you how to reconnect with the sense of play you were born with, and how you can apply it to your practice as a UX professional. He'll cover Game Principles, Design Strategies, and the Hero's Journey which you'll discover applies as much to interaction design and project management as it does to World of Warcraft. Douglas will also share two case studies where Gameframing was used to break the typical rules of project management and design, which led to amazing results.
DevCon Summit 2014: Trends in Android Development by Evan Dale ArominDEVCON
This document summarizes recent and upcoming trends in Android development. It discusses Material Design, Android Wear, mobile payments, the transition from ADT to Android Studio, and functional reactive programming. It also notes leadership changes at Google and efforts to get Chrome running at 60 fps on mobile through web technologies.
This document provides instructions for building a Python web application using Bottle and Gevent. It discusses setting up an asynchronous server using Bottle and Gevent to make more efficient use of CPU resources. It then demonstrates how to create routes, handle inputs, return different content types like plaintext, JSON, and HTML templates, and display lists and highlight names in templates.
1. The document outlines the topics to be covered in a game design fundamentals class, including introductions to what game design is, the instructor's path to teaching the class, and an overview of the class syllabus and website.
2. It discusses the key steps in game design which are to understand how games work, prototype and playtest designs iteratively, and learn about the game industry.
3. The document emphasizes the importance of playtesting, giving and receiving feedback, and iterating on designs to solve problems based on playtesting results.
The document proposes applying concepts from ethology, the study of animal behavior, to analyze game design and player behavior in games. It outlines an approach called "game ethology" which involves observing and categorizing player behaviors, interactions, and progression over time to better understand game mechanics and design. The approach is demonstrated through an analysis of the gardening activities in the game Animal Crossing, examining behaviors, development over time, similarities to other games, and how the mechanics support the game's goals.
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.
Boston games forum universal design lessons - dave biscegliaElizabeth Cormack
Dave Bisceglia gave a talk on universal design lessons he has learned in his career making mobile games. Some key lessons included focusing on divergent thinking during ideation to generate better ideas, prototyping multiple variations of game mechanics to find what is fun, and using analytics to test games and improve metrics like engagement and retention. He also stressed the importance of polishing games, balancing elements, and giving players a story to tell others to help games grow successfully.
Bica Studios Game Design Document and the Importance of TestingBica Studios
This is the presentation made by Bica Studios at the Microsoft Game Dev Camp 2014 in Lisbon.
This document features the evolution of a Game Design Document and The Importance of Testing in the game development scene.
A Primer On Play: How to use Games for Learning and ResultsSharon Boller
Discover the power games have to produce learning and business results. View the latest research and case studies on game-based learning and gamification. See a demo of Knowledge Guru, a game engine your team can use to quickly build your own games.
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.
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.
LAFS Game Mechanics - The Core MechanicDavid Mullich
This document outlines the topics and grading structure for a game mechanics class, including labs, assignments, tests, and attendance policies, and provides advice for students such as coming prepared, meeting deadlines, studying for tests, and making a good impression on faculty. The class will cover various game mechanics like core mechanics, progression mechanics, randomness, narrative, and balancing mechanics.
This document provides an introduction to gamification and funerals business. It defines gamification as using game elements and design techniques in non-game contexts to engage users and solve problems. The document discusses how gamification is being used by major companies and industries to increase engagement, which leads to loyalty and revenue. It also explores using gamification for behavior change and provides an overview of how to design a gamification system using frameworks like defining objectives, understanding player types, and creating activity loops. The document emphasizes that gamification is not just making everything a game and recommends designing gamification systems using a human-centered approach.
Not WHEN Games but WHICH Learning GamesSharon Boller
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Lessons from the Trenches of Learning Game DesignSharon Boller
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FGS 2011: Keeping Yourself Honest in Game Design (SteamBirds)mochimedia
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Game Thinking - The Business of Gaming (Gamification)Stephen Gay
Companies can leverage game thinking (gamification) to delight customers, increase usage and achieve business goals. The following deck is an overview of my research on the topic of gamification and game thinking. Enjoy!
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,
This document outlines an agenda and introduction for a workshop on applying principles of game design to software design. The workshop will cover 9 principles: personalization, progressive disclosure, balancing reward and challenge, small superfluous flairs, exploration encouragement, the open-source factor, interpersonal and adaptive play, functional sneak peeks, and help systems. Each principle will involve a teach/lecture, gameplay demonstrations, group discussion, and exercises applying the principles to software. The goal is for attendees to learn how making software more game-like can increase user engagement.
Play to Learn: Learning Games and Gamification that Get ResultsHRDQ-U
This document provides a summary of a presentation on using games and gamification to support learning. It begins with introductions and then outlines the following key points:
1. It defines what constitutes a game and how games can be useful for learning.
2. It discusses using case studies and prototypes to prove the value of games for learning and provides tips for creating effective learning games, such as playing games to learn design, prototyping, choosing elements to support learning goals, and playtesting.
3. It shares examples of learning games created by Bottom-Line Performance and the business and learning goals they aimed to achieve.
Game design involves solving two main problems: interface and fun. The interface must provide clear and intuitive feedback to help players understand the game. Fun is a subjective concept and difficult to define, but goals and rewards can motivate players according to theories of fun. Effective game design draws on techniques like those used by Miyamoto at Nintendo to create engaging and enjoyable gameplay.
Gameplay design patterns presentation at dragon's lair, stockholm, sweden 201...Staffan Björk
The document discusses gameplay design patterns as a language to support game design. It introduces the idea of gameplay design patterns as a way to describe recurring design choices in games. Patterns can be used to externalize knowledge, develop game concepts, and communicate within development teams. Examples of patterns include power-ups, first person views, and cut scenes. Patterns can relate to each other and fit within the mechanics, dynamics, aesthetics framework. The document argues that a design language using patterns can help address challenges in gameplay design.
This document provides an overview of AngularJS including:
- Recommended text editors for AngularJS development
- The basics of AngularJS including directives, data binding, modules, controllers, routing, and services
- Best practices for structuring AngularJS applications into modular, maintainable code including recommendations to organize files by feature and type
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2. It discusses the key steps in game design which are to understand how games work, prototype and playtest designs iteratively, and learn about the game industry.
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The document proposes applying concepts from ethology, the study of animal behavior, to analyze game design and player behavior in games. It outlines an approach called "game ethology" which involves observing and categorizing player behaviors, interactions, and progression over time to better understand game mechanics and design. The approach is demonstrated through an analysis of the gardening activities in the game Animal Crossing, examining behaviors, development over time, similarities to other games, and how the mechanics support the game's goals.
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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.
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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.
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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.
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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,
This document outlines an agenda and introduction for a workshop on applying principles of game design to software design. The workshop will cover 9 principles: personalization, progressive disclosure, balancing reward and challenge, small superfluous flairs, exploration encouragement, the open-source factor, interpersonal and adaptive play, functional sneak peeks, and help systems. Each principle will involve a teach/lecture, gameplay demonstrations, group discussion, and exercises applying the principles to software. The goal is for attendees to learn how making software more game-like can increase user engagement.
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This document provides a summary of a presentation on using games and gamification to support learning. It begins with introductions and then outlines the following key points:
1. It defines what constitutes a game and how games can be useful for learning.
2. It discusses using case studies and prototypes to prove the value of games for learning and provides tips for creating effective learning games, such as playing games to learn design, prototyping, choosing elements to support learning goals, and playtesting.
3. It shares examples of learning games created by Bottom-Line Performance and the business and learning goals they aimed to achieve.
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The document discusses gameplay design patterns as a language to support game design. It introduces the idea of gameplay design patterns as a way to describe recurring design choices in games. Patterns can be used to externalize knowledge, develop game concepts, and communicate within development teams. Examples of patterns include power-ups, first person views, and cut scenes. Patterns can relate to each other and fit within the mechanics, dynamics, aesthetics framework. The document argues that a design language using patterns can help address challenges in gameplay design.
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GraphSummit Singapore | The Art of the Possible with Graph - Q2 2024Neo4j
Neha Bajwa, Vice President of Product Marketing, Neo4j
Join us as we explore breakthrough innovations enabled by interconnected data and AI. Discover firsthand how organizations use relationships in data to uncover contextual insights and solve our most pressing challenges – from optimizing supply chains, detecting fraud, and improving customer experiences to accelerating drug discoveries.
In the rapidly evolving landscape of technologies, XML continues to play a vital role in structuring, storing, and transporting data across diverse systems. The recent advancements in artificial intelligence (AI) present new methodologies for enhancing XML development workflows, introducing efficiency, automation, and intelligent capabilities. This presentation will outline the scope and perspective of utilizing AI in XML development. The potential benefits and the possible pitfalls will be highlighted, providing a balanced view of the subject.
We will explore the capabilities of AI in understanding XML markup languages and autonomously creating structured XML content. Additionally, we will examine the capacity of AI to enrich plain text with appropriate XML markup. Practical examples and methodological guidelines will be provided to elucidate how AI can be effectively prompted to interpret and generate accurate XML markup.
Further emphasis will be placed on the role of AI in developing XSLT, or schemas such as XSD and Schematron. We will address the techniques and strategies adopted to create prompts for generating code, explaining code, or refactoring the code, and the results achieved.
The discussion will extend to how AI can be used to transform XML content. In particular, the focus will be on the use of AI XPath extension functions in XSLT, Schematron, Schematron Quick Fixes, or for XML content refactoring.
The presentation aims to deliver a comprehensive overview of AI usage in XML development, providing attendees with the necessary knowledge to make informed decisions. Whether you’re at the early stages of adopting AI or considering integrating it in advanced XML development, this presentation will cover all levels of expertise.
By highlighting the potential advantages and challenges of integrating AI with XML development tools and languages, the presentation seeks to inspire thoughtful conversation around the future of XML development. We’ll not only delve into the technical aspects of AI-powered XML development but also discuss practical implications and possible future directions.
2. Hi I’m Tristan Angeles
• Board member IGDA Manila
• A level designer for Chronicle Games (Caves and Chasms)
• Indie Developer at Unravel Games and Party Animals
• Ex-Game Designer at Gameloft(Order and Chaos Duels)
• 2013 Manila Game Jam Best in Game Design( IAcademy)
• Participant at Casual Connect Asia 2013 Indie Prize.
3. "I have not failed 10,000 times. I have
successfully found 10,000 ways that will not work."
Like invention game design involves
experimentation.
4. +
Sums up the root of most of your indie problems.
5. ?
?
?
?
?
?
?
?
What do you need to know before embarking on the
journey?
The point of no return.
Core mechanics
Features
Game Economy
Physics
Aesthetics
Dynamics
6. Paper Prototype!
To answer questions.
To generate new ones.
To reveal surprises.(good and bad)
9. We made a list of questions.
Mechanic Paper Prototype Questions
Basic Gameplay(Core)
Action Assignment Player tokens Too easy? Too complicated?
Turns How many turns
Gold Production Gold tokens
How much?
When to produce?
Amount of Districts District Cards
How many districts?
District Stats Sample District stats xls
District Reputation Sample District stats xls How should reputation affect votes?
Kapitan Relationship
Sample Kapitan Relationship xls, Kapitan
Cards
Random Events
List of random events which has: stat
goal, turns to complete, rewards How often random events should appear?
Votes How should we calculate votes?
District Interaction
Sortie Action descriptions and effects Simpler or complex?
Educate Action descriptions and effects Simpler or complex?
Contest Action descriptions and effects Simpler or complex?
Smear Action descriptions and effects Simpler or complex?
Bribe Action descriptions and effects Simpler or complex?
New Kapitan Interaction(Core)
Manipulate Sample formula for manipulate Fun? Necessary?
Convince Sample formula for convince Fun? Necessary?
Shift Sample formula for shift Fun? Necessary?
Gift Sample formula for gift Fun? Necessary?
Favor Points Favor tokens Fun? Necessary?
Kapitan Agenda
sample agenda for Kapitans, formula for
agenda Fun? Necessary?
Kapitan Events Fun? Necessary?
Kapitan Relationship effects Fun? Necessary?
Evil Actions(Core)
Tags Sample list of possible tags
Discovery Formula for discovery
Staff(Core)
Staff actions Staff tokens How many people in staff?
10. Cards to represent districts.
Poker chips and various tokens
to represent resources.
Then made a very quick prototype to find the
initial ‘feel’ of the game, the game flow etc.
11. We play tested the game
beginning with core
mechanics, then added
new features with each
play testing session.
12. We learned a few things from play
testing that would have cost us valuable
resources had we started development
immediately.
13. 1. Choose the fastest or easiest implementation.
2. Keep it ugly.
Event System AI
14. For more info on this project check out:
!
http://heypartyanimals.com
15. Thank You Very Much!
!
Tristan Ansel T. Angeles
Game Designer at Chronicle Games
http://www.chroniclegames.com
Designer/Developer at Unravel Games and Party Animals
Twitter:@unravelgames
Email: caladan21ph@gmail.com
Twitter: @tristanangeles
Linkedin: http://ph.linkedin.com/in/tristanangeles/