Lecture 1 of 4 in the Game Design Class, Fall 2012 - Structure of Games: introduction to formal, dramatic, spatial elements, and a definition of games.
Learn how to design a game with Seth Sivak, CEO of Proletariat. This deck covers Basic game design skills, how to analyze an entertainment experience, and tips on how to leverage common user behaviors.
In this lecture, Dr. Lennart Nacke gives a brief introduction to the process of game design. He revisits existing definitions of games and talks about why games are systems with boundaries and rules. He then discusses the formal and dramatic elements of games.
Lecture 1 of 4 in the Game Design Class, Fall 2012 - Structure of Games: introduction to formal, dramatic, spatial elements, and a definition of games.
Learn how to design a game with Seth Sivak, CEO of Proletariat. This deck covers Basic game design skills, how to analyze an entertainment experience, and tips on how to leverage common user behaviors.
In this lecture, Dr. Lennart Nacke gives a brief introduction to the process of game design. He revisits existing definitions of games and talks about why games are systems with boundaries and rules. He then discusses the formal and dramatic elements of games.
Game Production Stages - eTohum Game Developers Summit - November 2013 barisyaman
How to keep the game development process efficient while growing your team?
The slides from Game Production Stages (Oyun Prodüksiyon Süreçleri) by Baris Yaman.
Conference: eTohum Game Developers Summit (Oyun Geliştiricileri Zirvesi)
Date: 23 November 2013
Location: Istanbul, Turkey
The minor project was about the deployment of a simple endless runner game made in Unity 3d. The project would provide the basic understanding about the algorithms that should be used to make a game of this type.
In this course concepts and requirements of the video game development will be taught. Students will get familiar to the fundamentals of the game industry and finally put all the learned stuff together to work on a small game project.
Organizational Parkour: the Negotiation Game for DesignersJoan Vermette
At IAS09, Matt Milan gave a provocative talk on what he called "Innovation Parkour." Parkour is a way of moving from place to place as efficiently as possible by jumping, vaulting, or climbing around obstacles. His talk was a plea for us to practice our craft so great design can become a reflex in the face of challenge, much as parkour artists view the environment not as a hindrance to their sport but an aid.
I believe the equivalent of the built environment in parkour is less the landscape of the design challenges we face than the structures, process, and culture of the organizations in which we do our work. Yes, design exercises make better designers - however, an IA/UXer who can solve wicked problems but who can't get her organization to implement her solutions needs also to be practicing complimentary disciplines: cultural diagnostics, relationship savvy, and communication and negotiation skills.
Enter Organizational Parkour, a game where IA/UXers can practice these complimentary skills. The game pits teams against each other to complete deliverables, by role-playing and negotiating based on the tenets of Principled Negotiation. Game players are guided on how to use negotiation skills to manage sticky client issues and see great work to completion.
Game Production Stages - eTohum Game Developers Summit - November 2013 barisyaman
How to keep the game development process efficient while growing your team?
The slides from Game Production Stages (Oyun Prodüksiyon Süreçleri) by Baris Yaman.
Conference: eTohum Game Developers Summit (Oyun Geliştiricileri Zirvesi)
Date: 23 November 2013
Location: Istanbul, Turkey
The minor project was about the deployment of a simple endless runner game made in Unity 3d. The project would provide the basic understanding about the algorithms that should be used to make a game of this type.
In this course concepts and requirements of the video game development will be taught. Students will get familiar to the fundamentals of the game industry and finally put all the learned stuff together to work on a small game project.
Organizational Parkour: the Negotiation Game for DesignersJoan Vermette
At IAS09, Matt Milan gave a provocative talk on what he called "Innovation Parkour." Parkour is a way of moving from place to place as efficiently as possible by jumping, vaulting, or climbing around obstacles. His talk was a plea for us to practice our craft so great design can become a reflex in the face of challenge, much as parkour artists view the environment not as a hindrance to their sport but an aid.
I believe the equivalent of the built environment in parkour is less the landscape of the design challenges we face than the structures, process, and culture of the organizations in which we do our work. Yes, design exercises make better designers - however, an IA/UXer who can solve wicked problems but who can't get her organization to implement her solutions needs also to be practicing complimentary disciplines: cultural diagnostics, relationship savvy, and communication and negotiation skills.
Enter Organizational Parkour, a game where IA/UXers can practice these complimentary skills. The game pits teams against each other to complete deliverables, by role-playing and negotiating based on the tenets of Principled Negotiation. Game players are guided on how to use negotiation skills to manage sticky client issues and see great work to completion.
Of brains and buttons (UXCE, Berlin, Germany)Eric Reiss
There are four main topics in this presentation - from simple practical considerations to the more obscure cognitive triggers. IAs need to know this stuff and act on it before the interaction-design crowd, the business analysts, and the content strategists take it away from them:
1. Forms and basic functionality - the crap needs to work
2. Building shared references - folks won't buy what they don't understand
3. Value-added services - enhancing the experience through context
4. Cognitive triggers - influencing irrational decision-making processes
Improvised IA: Going Beyond the WhiteboardDavid Farkas
The need to adapt and be flexible within project schedules and meetings has never been greater, but this is a soft skill not easily taught or quickly learned. It starts with team collaboration and trust while ultimately leading to idea generation and problem solving. Yield to the highest offer. Always say YES. Alway raise the bar. These are three of the core components to improvisation in comedy. They are also three pillars to a good collaborative environment.
This hands on session will explore the fundamentals to improv as a means to strengthen teams across organizations. Participants will walk away with:
An understanding to the fundamentals to improv
An understanding of applications to the field of UX as both a team building tool and idea generation
Real world practice and sample exercises
We’re looking to get up and shake the cobwebs off our bodies. Through Bodystorming and other improv games participants will engage with the space around them and will learn the basics of improvisational comedy and how it can directly translate back to work in the office and with clients alike.
My plenary speech at the inaugural UX Live London conference on October 26, 2017.
Eric Reiss
CEO and Author
4.30pm-5.15pm
Innovation vs. Best Practice – Conflict or Opportunity?
“Best practice” implies doing things in the best possible manner, based on past experience. But we like to think of ourselves as innovators in a dynamic industry – we want to go where no one has gone before. Thus, “best practice” and “innovation” are like oil and water – they don’t easily mix.
How can we, as UX professionals, balance the need for consistency that “best practice” provides, with our on-going mission to improve the quality of our products? How can we create genuine improvements – and when have we been seduced by the evil twins, Fad and Fashion?
“Innovation vs. Best Practice” explores the elements that make up these two ends of the UX spectrum. We’ll take a closer look at the popular definitions of both innovation and best practice – and discover why these are frequently inadequate, misleading, or both. Why is a “standard” not always a “best practice”? And if “invention” can be spontaneous, why is “innovation” always planned?
We’ll also examine some of the worst reasons to innovate, which are also some of the most common, plus the Japanese concept of “chindogu” – “useless innovation.” Perhaps most important of all, we’ll see how User Driven Design helps us avoid harmful innovation in comparison to the more common User Centered Design methodology.
Thirteen years ago Gayle Curtis likened a “Big Information Architect” to “an orchestra conductor or film director, conceiving a vision and moving the team forward.” In the meantime, different-sized IAs gave way to UX designers, but in some shops there is another central role: product manager.
What you may be surprised to learn is that a substantial part of a product manager’s job is…information architecture. Describing a landscape, ecosystem, or roadmap and communicating a set of goals and priorities requires the exact meaning-mapping skills that IA is all about.
This panel features three people trained in IA and UX who are now filling a product role, to discover whether this parallel between “big” IA and product holds in other contexts, to discuss potential career paths, and to take questions from an audience that might be intrigued by the relationship.
**This version of our presentation is for World Information Architecture Day, Feb 9 2013 in Ann Arbor** Chris and Farris expose the differences between how user experience designers and analytics practitioners think. While UXD weave best practices and user research into their designs, digital analysts spend their time confirming or refuting hypotheses in a data-driven way. One approach is decidedly qualitative, the other decidedly quantitative. In this presentation you will learn through their conversations how it is possible to leverage both enlightened design and deep data to continuously optimize user experiences. If you work on either side of this debate, this is how to better state your case… and get along with the other side.
Silver Linings, When Building a Team FailsDavid Farkas
My five-minute lightning talk presented at Pro/Design Conference January 30, 2015. Hosted by Nasdaq, this talk shares a story and lessons learned building a design team within a larger organization.
Blended spaces, cross-channel ecosystems, and the myth that is serviceAndrea Resmini
Slide deck from paper presented at ServDes 2016, Copenhagen.
Full paper available in conference proceedings: http://www.ep.liu.se/ecp/article.asp?issue=125&article=050
A framework for the systemic design of experiences derived from game design theory and practice, and plenty of examples coming from board and video games.
A version of this talk made it to EuroIA 2019 in Riga.
The slides for the Rapid Cross-channel Prototyping Workshop I facilitated at the ASIS&T Information Architecture Summit in Vancouver, BC, March 23 2017
Part 5 of a series on cross-channel experience design in preparation for the Rapid Cross-channel Prototyping at the ASIS&T IA Summit 2017 in Vancouver.
New decks coming every week.
Part 4 of a series on cross-channel experience design in preparation for the Rapid Cross-channel Prototyping at the ASIS&T IA Summit 2017 in Vancouver.
New decks coming every week.
Part 3 of a series on cross-channel experience design in preparation for the Rapid Cross-channel Prototyping at the ASIS&T IA Summit 2017 in Vancouver.
New decks coming every week.
Part 2 of a series on cross-channel experience design in preparation for the Rapid Cross-channel Prototyping at the ASIS&T IA Summit 2017 in Vancouver.
New decks coming every week.
Part 1 of a series on cross-channel experience design in preparation for the Rapid Cross-channel Prototyping at the ASIS&T IA Summit 2017 in Vancouver. New decks coming every week.
This lecture was delivered as part of Welcome Week at JIBS. It is a PRANK unaware first-year students were subjected to with the complicity of the student organizations. The students were only told this was all a joke at the end, when they were "liberated" by their elders/seniors. Enjoy.
The slides from my intro to the workshop I facilitated together with Luca Rosati at the VIII Italian IA Summit in Bologna, Nov 2014. The slides deal with the general principles and the little story that was used as a catalyst for the exercise. I added a few notes for clarity.
Building a Sense of Place across Channels - Part IIAndrea Resmini
Part II of the deck of slides from my workshop at UX Australia 2013 on place-making in cross-channel user experiences, previously a slightly different workshop at UX Lisbon 2012.
Welcome to TechSoup New Member Orientation and Q&A (May 2024).pdfTechSoup
In this webinar you will learn how your organization can access TechSoup's wide variety of product discount and donation programs. From hardware to software, we'll give you a tour of the tools available to help your nonprofit with productivity, collaboration, financial management, donor tracking, security, and more.
Acetabularia Information For Class 9 .docxvaibhavrinwa19
Acetabularia acetabulum is a single-celled green alga that in its vegetative state is morphologically differentiated into a basal rhizoid and an axially elongated stalk, which bears whorls of branching hairs. The single diploid nucleus resides in the rhizoid.
Instructions for Submissions thorugh G- Classroom.pptxJheel Barad
This presentation provides a briefing on how to upload submissions and documents in Google Classroom. It was prepared as part of an orientation for new Sainik School in-service teacher trainees. As a training officer, my goal is to ensure that you are comfortable and proficient with this essential tool for managing assignments and fostering student engagement.
The French Revolution, which began in 1789, was a period of radical social and political upheaval in France. It marked the decline of absolute monarchies, the rise of secular and democratic republics, and the eventual rise of Napoleon Bonaparte. This revolutionary period is crucial in understanding the transition from feudalism to modernity in Europe.
For more information, visit-www.vavaclasses.com
Synthetic Fiber Construction in lab .pptxPavel ( NSTU)
Synthetic fiber production is a fascinating and complex field that blends chemistry, engineering, and environmental science. By understanding these aspects, students can gain a comprehensive view of synthetic fiber production, its impact on society and the environment, and the potential for future innovations. Synthetic fibers play a crucial role in modern society, impacting various aspects of daily life, industry, and the environment. ynthetic fibers are integral to modern life, offering a range of benefits from cost-effectiveness and versatility to innovative applications and performance characteristics. While they pose environmental challenges, ongoing research and development aim to create more sustainable and eco-friendly alternatives. Understanding the importance of synthetic fibers helps in appreciating their role in the economy, industry, and daily life, while also emphasizing the need for sustainable practices and innovation.
Read| The latest issue of The Challenger is here! We are thrilled to announce that our school paper has qualified for the NATIONAL SCHOOLS PRESS CONFERENCE (NSPC) 2024. Thank you for your unwavering support and trust. Dive into the stories that made us stand out!
Unit 8 - Information and Communication Technology (Paper I).pdfThiyagu K
This slides describes the basic concepts of ICT, basics of Email, Emerging Technology and Digital Initiatives in Education. This presentations aligns with the UGC Paper I syllabus.
Francesca Gottschalk - How can education support child empowerment.pptxEduSkills OECD
Francesca Gottschalk from the OECD’s Centre for Educational Research and Innovation presents at the Ask an Expert Webinar: How can education support child empowerment?
Embracing GenAI - A Strategic ImperativePeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
1. GAME DESIGN :: LD2 – GAME SPACE
LD2. GAME SPACE
Andrea Resmini
Game Design
HT12 / HÖGSKOLAN I BORÅS, NOV 9 2012
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
2. GAME DESIGN :: LD2 – GAME SPACE
TODAY'S CLASS
A brief recap from LD1
Game space
Break
Workshop
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
3. GAME DESIGN :: LD2 – GAME SPACE
RECAP: FORMAL ELEMENTS
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS statzpack.com
4. GAME DESIGN :: LD2 – GAME SPACE
RECAP: DRAMATIC ELEMENTS
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS mattnellie.blogspot.com
5. GAME DESIGN :: LD2 – GAME SPACE
GAMES HAPPEN IN SPACE
every game takes place in some
kind of space that defines the
various areas of a game and the
way they are related
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
6. GAME DESIGN :: LD2 – GAME SPACE
DUAL NATURE OF GAME SPACE
as a base element of game
mechanics and design, game
space is both mathematical and
experiential in nature
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
7. GAME DESIGN :: LD2 – GAME SPACE
DISCRETE / CONTINUOUS
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
8. GAME DESIGN :: LD2 – GAME SPACE
WHEN DISCRETE, CONNECTED
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS Prince of Persia, Map Screen
9. GAME DESIGN :: LD2 – GAME SPACE
MONO / BI / THREE / MULTI-DIMENSIONAL
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
10. GAME DESIGN :: LD2 – GAME SPACE
BOUNDED / UNBOUNDED
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
11. GAME DESIGN :: LD2 – GAME SPACE
TIC-TAC-TOE
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
12. GAME DESIGN :: LD2 – GAME SPACE
DISCRETE
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
13. GAME DESIGN :: LD2 – GAME SPACE
CONNECTED
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
14. GAME DESIGN :: LD2 – GAME SPACE
LECTURE 1 – STRUCTURE OF GAMES
BI-DIMENSIONAL
TIC-TAC-TOE
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS 3D Tic-tac-toe, jacquesamerica.com
15. GAME DESIGN :: LD2 – GAME SPACE
BOUNDED
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
16. GAME DESIGN :: LD2 – GAME SPACE
A 3x3 GRID IS ALL YOU HAVE
even though when using pen
and paper players mark on an
infinite analog 2D space, there
are only 9 valid, discrete and
connected game positions
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
17. GAME DESIGN :: LD2 – GAME SPACE
WHAT ABOUT MONOPOLY?
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
18. GAME DESIGN :: LD2 – GAME SPACE
AND WHAT ABOUT POOL?
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
19. GAME DESIGN :: LD2 – GAME SPACE
SPACES WITHIN SPACES
games often rely on our “in or
out” mental model to create
much more complex worlds via
nested spaces connected only
through narrative
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
20. GAME DESIGN :: LD2 – GAME SPACE
ULTIMA III
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS Hi-Res Ultima Map Project, http://www.xe.net/xedragon
21. GAME DESIGN :: LD2 – GAME SPACE
MANIAC MANSION
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
22. GAME DESIGN :: LD2 – GAME SPACE
GAMES WITH NO SPACE?
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
23. GAME DESIGN :: LD2 – GAME SPACE
GAMES ALWAYS HAPPEN IN SPACE
conversational games do
happen in space as well, both
physically and conceptually
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
24. GAME DESIGN :: LD2 – GAME SPACE
FUNCTIONAL ABSTRACT SPACE
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS Playing charades, Travismcclain.blogspot.com
25. GAME DESIGN :: LD2 – GAME SPACE
UNDERSTANDING GAME SPACE
we introduce 3 different ways to
assess and study game space: a
spatial patterns approach, an
organizational approach, and a
way-finding approach
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
26. GAME DESIGN :: LD2 – GAME SPACE
SPATIAL PATTERNS APPROACH
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS Adapted from McGregor G.L. (2007). Situations of Play: Patterns of Spatial Use in Videogames
27. GAME DESIGN :: LD2 – GAME SPACE
CHALLENGE SPACE
where the game environment
directly challenges the player
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
28. GAME DESIGN :: LD2 – GAME SPACE
CHALLENGE SPACE
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS Mario and Luigi
29. GAME DESIGN :: LD2 – GAME SPACE
CONTESTED SPACE
where the game environment
is the setting for a contest
between entities
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
30. GAME DESIGN :: LD2 – GAME SPACE
CONTESTED SPACE
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS Battle for Middle-Earth
31. GAME DESIGN :: LD2 – GAME SPACE
NODAL SPACE
where social patterns of spatial
usage are imposed on areas of
the game to add structure and
readability. For example, inns
and only inns for food in an RPG
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
32. GAME DESIGN :: LD2 – GAME SPACE
NODAL SPACE
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS A leap of faith in Assassin's Creed 2
33. GAME DESIGN :: LD2 – GAME SPACE
CODIFIED SPACE
where elements of game space
represent other non-spatial
game components, such as
information or access to objects
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
34. GAME DESIGN :: LD2 – GAME SPACE
CODIFIED SPACE
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS Carcassonne, board game
35. GAME DESIGN :: LD2 – GAME SPACE
CREATION SPACE
where players build or modify
all or parts of the game space
as part of the gameplay
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
36. GAME DESIGN :: LD2 – GAME SPACE
CREATION SPACE
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS Battle for Middle-Earth
37. GAME DESIGN :: LD2 – GAME SPACE
NON-INTERACTIVE BACKDROPS
where no direct interaction is
possible between game space
and the players
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
38. GAME DESIGN :: LD2 – GAME SPACE
NON-INTERACTIVE BACKDROPS
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS Another world
39. GAME DESIGN :: LD2 – GAME SPACE
ORGANIZATIONAL APPROACH
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS Adapted from Schell, J. (2008). The Art of Game Design. MK
40. GAME DESIGN :: LD2 – GAME SPACE
LINEAR SPACE
linear game space allows limited
player movement (back / forth)
and can be either two-ended or
looped back on itself
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
41. GAME DESIGN :: LD2 – GAME SPACE
LINEAR SPACE
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS Guitar Hero
42. GAME DESIGN :: LD2 – GAME SPACE
GRID SPACE
a grid increases complexity
but still remains easy to
understand and to manipulate
by players (and by the game)
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
43. GAME DESIGN :: LD2 – GAME SPACE
GRID SPACE
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
44. GAME DESIGN :: LD2 – GAME SPACE
WEB SPACE
web game space consists of a
number of points of some
interest to the player
connected in a map by paths
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
45. GAME DESIGN :: LD2 – GAME SPACE
WEB SPACE
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS The Secret of Monkey Island
46. GAME DESIGN :: LD2 – GAME SPACE
POINTS IN SPACE
points in space is common for
games where players define
game space themselves
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
47. GAME DESIGN :: LD2 – GAME SPACE
POINTS IN SPACE
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS Bocce, http://blogs.courierpostonline.com/
48. GAME DESIGN :: LD2 – GAME SPACE
DIVIDED SPACE
divided game space is carved
up in bounded, well-delimited
sections, often map-like
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
49. GAME DESIGN :: LD2 – GAME SPACE
DIVIDED SPACE
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS Risk
50. GAME DESIGN :: LD2 – GAME SPACE
COMBINATIONS ARE FREQUENT
very often these various types
are combined: baseball for
example mixes linear space
with points in space
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
51. GAME DESIGN :: LD2 – GAME SPACE
WAY-FINDING APPROACH
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS Wikimedia
52. GAME DESIGN :: LD2 – GAME SPACE
MAPPING AND PERCEPTION
Kevin Lynch studied urban
environments in the 60s and found
out that users navigate their
surroundings forming mental
maps using 5 base elements
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
53. GAME DESIGN :: LD2 – GAME SPACE
DISTRICTS
KEVIN LYNCH, SKETCHES
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS MNSU.EDU
From http://krypton.mnsu.edu/~tony/courses/431/Vocabulary.html
54. GAME DESIGN :: LD2 – GAME SPACE
DISTRICTS
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
55. GAME DESIGN :: LD2 – GAME SPACE
EDGES
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS MNSU.EDU
From http://krypton.mnsu.edu/~tony/courses/431/Vocabulary.html
56. GAME DESIGN :: LD2 – GAME SPACE
EDGES
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
57. GAME DESIGN :: LD2 – GAME SPACE
PATHS
KEVIN LYNCH, SKETCHES
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS MNSU.EDU
From http://krypton.mnsu.edu/~tony/courses/431/Vocabulary.html
58. GAME DESIGN :: LD2 – GAME SPACE
PATHS
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS Mirror's Edge
59. GAME DESIGN :: LD2 – GAME SPACE
PATHS
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS Ico
60. GAME DESIGN :: LD2 – GAME SPACE
NODES
KEVIN LYNCH, SKETCHES
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS MNSU.EDU
From http://krypton.mnsu.edu/~tony/courses/431/Vocabulary.html
61. GAME DESIGN :: LD2 – GAME SPACE
NODES
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS The Imperial City in Oblivion
62. GAME DESIGN :: LD2 – GAME SPACE
LANDMARKS
KEVIN LYNCH, SKETCHES
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS MNSU.EDU
From http://krypton.mnsu.edu/~tony/courses/431/Vocabulary.html
63. GAME DESIGN :: LD2 – GAME SPACE
LANDMARKS
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS Shadow of the Colossus
64. GAME DESIGN :: LD2 – GAME SPACE
LANDMARKS
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS Prince of Persia Reboot
65. GAME DESIGN :: LD2 – GAME SPACE
A NOTE ON WEENIES
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
66. GAME DESIGN :: LD2 – GAME SPACE
LANDMARK & WEENIES
weenies, a term invented by Walt
Disney for his parks, are active,
very visible elements that entice
visitors to seek them out. Not so
landmarks.
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
67. GAME DESIGN :: LD2 – GAME SPACE
BREAK
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS Back in 15, right? Thanks.
68. GAME DESIGN :: LD2 – GAME SPACE
WORKSHOP
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS Let's get going
69. GAME DESIGN :: LD2 – GAME SPACE
THAT'S ALL FOLKS
coming up next time is
LD3, Formal elements of
games
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS