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Developing Strategy / My tips on making games
1. Developing Strategy
My Tips on Making Games
Alex Mandryka
@DesignBeachBum
alex@gamewhispering.com
GameWhispering.com
2. Who’s this guy?
Born in Paris
Trained in biology
Worked for 5 years in France
Moved to Canada in 2005
Studio level positions at Ubisoft and Relic
Now doing consulting
14. What is Chavo Animado about?
1.Fun of being a kid
2.Interact with others
3.Disturbing peace
15. What happens in an episode?
1. Starts in a normal/mundane setting
2. A new element is introduced
3. The kids actions, make them enter into fantasy
4. Fantasy escalates into total chaos as adults get involved
5. Resolution to go back to reality with a couple of jokes
16. What is the message of the series?
Being a kid is letting yourself go into
fantasy, knowing that you'll have
to return to reality
25. Warcraft VS Starcraft
Why different systems?
Starcraft plays at a bigger scale
•200 population limit
•Need for multiple bases
Many different fronts
Warcraft III is smaller scale
•100 population limit
•Hero focus + XP system
•Upkeep system
Fewer fronts
28. Design skills – Game Design
• System design: AI, economy, game rules
Logic, mathematics, probabilities
• Interaction design: Controls, interfaces,
feedback
Ergonomics, biomechanics, cybernetics
• Motivation design: Learning, reward,
difficulty
Psychology, learning theory, motivation
theory
29. Design skills – Level Design
• Gameplay implementation: Challenge
creation, obstacles meet abilities
Analysis of game’s core challenge
• Environment creation: Building spaces to
naturally draw the player through
3D engines and tools, architecture,
landscaping
• Theatrics: Environmental storytelling, mood
setting
Staging, cinematography techniques
30. Design skills – Narrative Design
• Writing: Dialogue/screenplay, prose
Literature, creative writing
• Narrative Interface Design: Designing
methods to convey story to the player
Media studies, media psychology,
communication
• Player-Centric Plotting: Engaging the
player as protagonist - Don’t tell, don’t
show, let me play it!
Psychology? Literature theory?
Best way to learn is to study how things are made
Approaching it from a player perspective means irrational decisions
Need maturity
Find something that you’re good at, can deliver and that your market will like.
Even a huge game like Assassin’s Creed has to make choices. (No female protagonist)
Also need to find a space with competition you can handle
Making a game that competes head-on with clash of clans is going to be difficult, unless you can buy Ads during the superbowl.
Even Blizzard didn’t try to directly compete with League of Legend and DOTA, instead they aim for a product that is more fun than competitive
Start stacking things
Implement features
How you make a movie, or write a book
Start with your intention
Then the features will make sense