Game Design
Fundamentals
SETH SIVAK
CEO – Proletariat Inc.
@sjsivak
‣  Game Design Definitions
‣  Moment Based Design
‣  Experience Architecture
‣  Workshop
2	
  
3	
  
Game design is the craft of
designing experiences that will
evoke a specific emotional
response.
5	
  
Designing systems, mechanics and
stories that allow for interesting, fun,
moving, emotional and challenging
moments.
6	
  
Design and build stories, mechanics
and systems that create opportunities
for the player to make an interesting
choice that results in an engaging
moment.
7	
  
Released May 20, 1980
Grossed $1 Billion in 1980 (surpassing Star Wars)
Spawned Animated TV Series
30+ Sequels and Remakes
Consistently republished for over 30 years
A great game
http://www.youtube.com/watch?v=uswzriFIf_k
8	
  
Pellets – eat them all to complete the level
Power Pellets – use them to eat ghosts
Ghosts – get hit by one and lose a life
Bonus Fruit – eat them to get more points
Lives – lose all lives and the game ends
9	
  
Movement – always moves forward, move
joystick to change direction
Scoring – extra lives at 10,000 points, high score
Enemies – each one has a specific movement AI
Spawning – Enemies and Bonus Fruit spawn at
set locations
Tunnels – exit a tunnel one way, return on the
other side
10	
  
…
11	
  
What will the player feel?
§  List of player experience goals
Prototype the mechanics
Playtest the game
Iterate
13	
  
What will the player feel?
“Players will need to cooperate to win, but the
game will be structured so they can never trust
each other”
“Players will feel a sense of happiness or
playfulness rather than competitiveness”
“Players will have the freedom to pursue the goals
of the game in any order that they choose”
14	
  
What will the player experience?
§  Specific list of moments
Prototype the moments
Playtest the game
Iterate
15	
  
Outsmarting	
  the	
  AI/Game	
  
Powerful	
  Feedback	
  
Being	
  Surprised/Lucky	
  
Learning/Mastering	
  a	
  Skill	
  
Winning	
  
16	
  
Predicting what the enemy will do
§  Tells
Using a clever strategy to defeat the enemy
§  Unexpected or unconventional
Winning without the game even knowing
http://www.youtube.com/watch?v=S88t1Zswons
17	
  
Every action and reaction is larger than life
Make the player feel cool, heroic or outstanding
Small effort makes a big impact
http://www.youtube.com/watch?v=qX1IhK9bDXs
18	
  
19	
  
Getting an unexpectedly good outcome
§  This is even better if player knows it is rare
http://youtu.be/yHHASEvy7os?t=1m18s
20	
  
Learn a relationship, strategy, tell, story or skill and be forced to recall it
Players love having the right answer
http://youtu.be/yVL6VVw4b_w?t=39s
http://youtu.be/5XPk7DFs8v0?t=1m21s
21	
  
Feedback when the player has made the right choice
http://youtu.be/rAeKrXMeips?t=57s
22	
  
http://www.youtube.com/watch?v=uswzriFIf_k
23	
  
Beating a level
Eating a Power Pellet
Eating a ghost
Eating a bonus fruit
Having a close call
Losing a life
Outsmarting a ghost
Going through a tunnel
24	
  
Jesse Schell
Art of Game Design
ACM Paper
26	
  
The quality of an entertainment
experience is determined by how
well the sequence of events is able
to hold the interest of the audience.
27	
  
28	
  
29	
  
30	
  
31	
  
32	
  
33	
  
Portal	
  
§  Avatar/World/Setting	
  
§  Story	
  
§  Gameplay	
  
	
  
Diablo	
  2	
  
§  Avatar/World/Setting	
  
§  Story	
  
§  Gameplay	
  
§  Investment	
  
§  Social	
  
34	
  
0
1
2
3
4
5
6
7
8
9
0 10 20 30 40 50 60 70 80 90
Interest
Name	
   Time	
   Interest	
  
Ghost	
  1	
  Out	
   26	
   1	
  
Ghost	
  2	
  Out	
   28	
   2	
  
Ghost	
  3	
  Out	
   31	
   2	
  
Power	
  Pellet	
  1	
   35	
   4	
  
Cherry	
  Appears	
   38	
   2	
  
Near	
  Miss	
  1	
   46	
   5	
  
Outsmart	
  1	
   49	
   7	
  
Power	
  Pellet	
  2	
   52	
   6	
  
Near	
  Miss	
  2	
   66	
   5	
  
Outsmart	
  2	
   71	
   6	
  
Power	
  Pellet	
  3	
   72	
   5	
  
Power	
  Pellet	
  4	
   78	
   4	
  
Level	
  Complete	
   83	
   8	
  
Use reality to reinforce gameplay
Be consistent
Rule of 3
Deliver on promises
Give feedback
Set goals
Simplify
35	
  
36	
  
Started as “21”, a game with unknown origins
First written about in 1601 by Miguel de Cervantes
Most widely played casino game in the world
Known as Blackjack due a specific payout
37	
  
38	
  
Deal	
  two	
  cards	
  to	
  each	
  player	
  face	
  up	
  and	
  two	
  to	
  the	
  dealer	
  with	
  one	
  down	
  
and	
  one	
  up	
  (the	
  down	
  card	
  is	
  in	
  the	
  hole)	
  
Players	
  bet	
  on	
  their	
  chance	
  to	
  beat	
  the	
  dealer	
  
Players	
  can	
  choose	
  five	
  different	
  potential	
  decisions:	
  
Hit,	
  Stand,	
  Double	
  Down,	
  Split,	
  Surrender	
  
Surprise	
  of	
  the	
  initial	
  deal	
  
Getting	
  Blackjack!	
  
Decisions	
  Point	
  –	
  Hit	
  or	
  Stand	
  
Playing	
  with	
  other	
  players	
  
The	
  dealer	
  reveal	
  
39	
  
Raise	
  the	
  stakes	
  
Progression	
  /	
  Investment	
  
Social	
  
	
  
40	
  
41	
  
@sjsivak
seth@proletariat.com
42	
  
http://lmc.gatech.edu/~bschrank/2720/lectures/
IndirectControl.pdf	
  
Course Title
Course Title
INSTRUCTOR NAME

Game Design Fundamentals

  • 1.
    Game Design Fundamentals SETH SIVAK CEO– Proletariat Inc. @sjsivak
  • 2.
    ‣  Game DesignDefinitions ‣  Moment Based Design ‣  Experience Architecture ‣  Workshop 2  
  • 3.
  • 5.
    Game design isthe craft of designing experiences that will evoke a specific emotional response. 5  
  • 6.
    Designing systems, mechanicsand stories that allow for interesting, fun, moving, emotional and challenging moments. 6  
  • 7.
    Design and buildstories, mechanics and systems that create opportunities for the player to make an interesting choice that results in an engaging moment. 7  
  • 8.
    Released May 20,1980 Grossed $1 Billion in 1980 (surpassing Star Wars) Spawned Animated TV Series 30+ Sequels and Remakes Consistently republished for over 30 years A great game http://www.youtube.com/watch?v=uswzriFIf_k 8  
  • 9.
    Pellets – eatthem all to complete the level Power Pellets – use them to eat ghosts Ghosts – get hit by one and lose a life Bonus Fruit – eat them to get more points Lives – lose all lives and the game ends 9  
  • 10.
    Movement – alwaysmoves forward, move joystick to change direction Scoring – extra lives at 10,000 points, high score Enemies – each one has a specific movement AI Spawning – Enemies and Bonus Fruit spawn at set locations Tunnels – exit a tunnel one way, return on the other side 10  
  • 11.
  • 13.
    What will theplayer feel? §  List of player experience goals Prototype the mechanics Playtest the game Iterate 13  
  • 14.
    What will theplayer feel? “Players will need to cooperate to win, but the game will be structured so they can never trust each other” “Players will feel a sense of happiness or playfulness rather than competitiveness” “Players will have the freedom to pursue the goals of the game in any order that they choose” 14  
  • 15.
    What will theplayer experience? §  Specific list of moments Prototype the moments Playtest the game Iterate 15  
  • 16.
    Outsmarting  the  AI/Game   Powerful  Feedback   Being  Surprised/Lucky   Learning/Mastering  a  Skill   Winning   16  
  • 17.
    Predicting what theenemy will do §  Tells Using a clever strategy to defeat the enemy §  Unexpected or unconventional Winning without the game even knowing http://www.youtube.com/watch?v=S88t1Zswons 17  
  • 18.
    Every action andreaction is larger than life Make the player feel cool, heroic or outstanding Small effort makes a big impact http://www.youtube.com/watch?v=qX1IhK9bDXs 18  
  • 19.
  • 20.
    Getting an unexpectedlygood outcome §  This is even better if player knows it is rare http://youtu.be/yHHASEvy7os?t=1m18s 20  
  • 21.
    Learn a relationship,strategy, tell, story or skill and be forced to recall it Players love having the right answer http://youtu.be/yVL6VVw4b_w?t=39s http://youtu.be/5XPk7DFs8v0?t=1m21s 21  
  • 22.
    Feedback when theplayer has made the right choice http://youtu.be/rAeKrXMeips?t=57s 22  
  • 23.
  • 24.
    Beating a level Eatinga Power Pellet Eating a ghost Eating a bonus fruit Having a close call Losing a life Outsmarting a ghost Going through a tunnel 24  
  • 26.
    Jesse Schell Art ofGame Design ACM Paper 26  
  • 27.
    The quality ofan entertainment experience is determined by how well the sequence of events is able to hold the interest of the audience. 27  
  • 28.
  • 29.
  • 30.
  • 31.
  • 32.
  • 33.
    33   Portal   § Avatar/World/Setting   §  Story   §  Gameplay     Diablo  2   §  Avatar/World/Setting   §  Story   §  Gameplay   §  Investment   §  Social  
  • 34.
    34   0 1 2 3 4 5 6 7 8 9 0 1020 30 40 50 60 70 80 90 Interest Name   Time   Interest   Ghost  1  Out   26   1   Ghost  2  Out   28   2   Ghost  3  Out   31   2   Power  Pellet  1   35   4   Cherry  Appears   38   2   Near  Miss  1   46   5   Outsmart  1   49   7   Power  Pellet  2   52   6   Near  Miss  2   66   5   Outsmart  2   71   6   Power  Pellet  3   72   5   Power  Pellet  4   78   4   Level  Complete   83   8  
  • 35.
    Use reality toreinforce gameplay Be consistent Rule of 3 Deliver on promises Give feedback Set goals Simplify 35  
  • 36.
  • 37.
    Started as “21”,a game with unknown origins First written about in 1601 by Miguel de Cervantes Most widely played casino game in the world Known as Blackjack due a specific payout 37  
  • 38.
    38   Deal  two  cards  to  each  player  face  up  and  two  to  the  dealer  with  one  down   and  one  up  (the  down  card  is  in  the  hole)   Players  bet  on  their  chance  to  beat  the  dealer   Players  can  choose  five  different  potential  decisions:   Hit,  Stand,  Double  Down,  Split,  Surrender  
  • 39.
    Surprise  of  the  initial  deal   Getting  Blackjack!   Decisions  Point  –  Hit  or  Stand   Playing  with  other  players   The  dealer  reveal   39  
  • 40.
    Raise  the  stakes   Progression  /  Investment   Social     40  
  • 41.
  • 42.
  • 43.

Editor's Notes

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