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.
Game Development is the art of creating games and describes the design, development and release of a game. It may involve concept generation, design, build, test and release. While you create a game, it is important to think about the game mechanics, rewards, player engagement and level design.
There’s a rise in demand for professionals in the field, game development jobs beat any typical 9-5 work, and there are plenty of exciting roles available. You will not only create games but can be immersed in the world of gaming – all in a day at work.
Dive in and learn all about game development!
Game Development is the art of creating games and describes the design, development and release of a game. It may involve concept generation, design, build, test and release. While you create a game, it is important to think about the game mechanics, rewards, player engagement and level design.
There’s a rise in demand for professionals in the field, game development jobs beat any typical 9-5 work, and there are plenty of exciting roles available. You will not only create games but can be immersed in the world of gaming – all in a day at work.
Dive in and learn all about game development!
Game Design Document - Step by Step GuideDevBatch Inc.
A well documented game design is your absolute asset to build a successful game. It doesn't only allow you picture the final shape of it but keeps you precise about the resources, expertise and team needed. For game development phase, you might want to consider pro services at hello@devbatch.com
Good Luck!
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.
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.
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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.
Game Design Document - Step by Step GuideDevBatch Inc.
A well documented game design is your absolute asset to build a successful game. It doesn't only allow you picture the final shape of it but keeps you precise about the resources, expertise and team needed. For game development phase, you might want to consider pro services at hello@devbatch.com
Good Luck!
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.
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.
Game design is the art of applying design and aesthetics to create a game for entertainment or for educational, exercise, or experimental purposes. Increasingly, elements and principles of game design are also applied to other interactions, in the form of gamification.
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.
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.
Videogame Design and Programming - 04 ConceptualizationPier Luca Lanzi
Lecture for the Videogame Design and Programming course for the MSc Engineering of Computing Systems (Laurea Magistrale in Ingegneria Informatica) - Politecnico di Milano.
Prof. Pier Luca Lanzi
Dipartimento di Elettronica, Informazione, e Bioingegneria
Course Webpage:
http://www.polimigamecollective.org
Course Facebook Page:
https://www.facebook.com/polimigamecollective
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More details: https://confengine.com/agile-india-2016/proposal/1961/getting2alpha-turbo-charge-your-product-with-game-thinking
This is the PPT we used in class on Thursday. It has information about the products, timeline and skills we will be using in this unit, and also information about how to formulate an hypothesis.
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Learning games - and gamification of learning - are hot trends. What does it REALLY take to produce a learning game, and how do you produce a good one? This presentation outlines 6 lessons learned with links to games that offer examples for the lessons learned.
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The Roman Empire A Historical Colossus.pdfkaushalkr1407
The Roman Empire, a vast and enduring power, stands as one of history's most remarkable civilizations, leaving an indelible imprint on the world. It emerged from the Roman Republic, transitioning into an imperial powerhouse under the leadership of Augustus Caesar in 27 BCE. This transformation marked the beginning of an era defined by unprecedented territorial expansion, architectural marvels, and profound cultural influence.
The empire's roots lie in the city of Rome, founded, according to legend, by Romulus in 753 BCE. Over centuries, Rome evolved from a small settlement to a formidable republic, characterized by a complex political system with elected officials and checks on power. However, internal strife, class conflicts, and military ambitions paved the way for the end of the Republic. Julius Caesar’s dictatorship and subsequent assassination in 44 BCE created a power vacuum, leading to a civil war. Octavian, later Augustus, emerged victorious, heralding the Roman Empire’s birth.
Under Augustus, the empire experienced the Pax Romana, a 200-year period of relative peace and stability. Augustus reformed the military, established efficient administrative systems, and initiated grand construction projects. The empire's borders expanded, encompassing territories from Britain to Egypt and from Spain to the Euphrates. Roman legions, renowned for their discipline and engineering prowess, secured and maintained these vast territories, building roads, fortifications, and cities that facilitated control and integration.
The Roman Empire’s society was hierarchical, with a rigid class system. At the top were the patricians, wealthy elites who held significant political power. Below them were the plebeians, free citizens with limited political influence, and the vast numbers of slaves who formed the backbone of the economy. The family unit was central, governed by the paterfamilias, the male head who held absolute authority.
Culturally, the Romans were eclectic, absorbing and adapting elements from the civilizations they encountered, particularly the Greeks. Roman art, literature, and philosophy reflected this synthesis, creating a rich cultural tapestry. Latin, the Roman language, became the lingua franca of the Western world, influencing numerous modern languages.
Roman architecture and engineering achievements were monumental. They perfected the arch, vault, and dome, constructing enduring structures like the Colosseum, Pantheon, and aqueducts. These engineering marvels not only showcased Roman ingenuity but also served practical purposes, from public entertainment to water supply.
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June 3, 2024 Anti-Semitism Letter Sent to MIT President Kornbluth and MIT Cor...Levi Shapiro
Letter from the Congress of the United States regarding Anti-Semitism sent June 3rd to MIT President Sally Kornbluth, MIT Corp Chair, Mark Gorenberg
Dear Dr. Kornbluth and Mr. Gorenberg,
The US House of Representatives is deeply concerned by ongoing and pervasive acts of antisemitic
harassment and intimidation at the Massachusetts Institute of Technology (MIT). Failing to act decisively to ensure a safe learning environment for all students would be a grave dereliction of your responsibilities as President of MIT and Chair of the MIT Corporation.
This Congress will not stand idly by and allow an environment hostile to Jewish students to persist. The House believes that your institution is in violation of Title VI of the Civil Rights Act, and the inability or
unwillingness to rectify this violation through action requires accountability.
Postsecondary education is a unique opportunity for students to learn and have their ideas and beliefs challenged. However, universities receiving hundreds of millions of federal funds annually have denied
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The House of Representatives will not countenance the use of federal funds to indoctrinate students into hateful, antisemitic, anti-American supporters of terrorism. Investigations into campus antisemitism by the Committee on Education and the Workforce and the Committee on Ways and Means have been expanded into a Congress-wide probe across all relevant jurisdictions to address this national crisis. The undersigned Committees will conduct oversight into the use of federal funds at MIT and its learning environment under authorities granted to each Committee.
• The Committee on Education and the Workforce has been investigating your institution since December 7, 2023. The Committee has broad jurisdiction over postsecondary education, including its compliance with Title VI of the Civil Rights Act, campus safety concerns over disruptions to the learning environment, and the awarding of federal student aid under the Higher Education Act.
• The Committee on Oversight and Accountability is investigating the sources of funding and other support flowing to groups espousing pro-Hamas propaganda and engaged in antisemitic harassment and intimidation of students. The Committee on Oversight and Accountability is the principal oversight committee of the US House of Representatives and has broad authority to investigate “any matter” at “any time” under House Rule X.
• The Committee on Ways and Means has been investigating several universities since November 15, 2023, when the Committee held a hearing entitled From Ivory Towers to Dark Corners: Investigating the Nexus Between Antisemitism, Tax-Exempt Universities, and Terror Financing. The Committee followed the hearing with letters to those institutions on January 10, 202
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2. Let’s deconstruct a game most of us have played.
Analyze:
Player Experience: Aesthetics
Foundational Elements: Mechanics
Structural Elements: Procedures, Rules,
Objectives, Resources, Conflict, Outcomes
Dramatic Elements: Challenge, Premise,
Character, Story
Dynamic Elements: Objects, Properties,
Behaviors, Relationships
Review of Past Concepts
3.
4. Playcentric Design Process
Involving the player in your design process
from conception to completion.
Setting Player Experience Goals
Prototyping and Playtesting
Iteration
Tracy Fullerton
6. Step 1: Brainstorming
Set player experience goals
Come up with game concepts or
mechanics
Narrow down the list to the top three
Write up short, one page description of
each
Test your written concepts with potential
players
7. Step 2: Physical Prototype
Create a playable prototype using pen and
paper and other craft materials
Playtest the physical prototype
Modify physical prototype until it meets
player experience goals
Write 3-6 page gameplay treatment
8. Step 3: Presentation
Presentation is often made to secure funds
to hire the prototyping team
Your presentation should include demo
artwork and a solid gameplay treatment
If you do not get funding, get feedback
from your funding sources about what to
modify or start over again
9. Step 4: Software Prototypes
Create rough computer models of
gameplay
Playtest the prototype
Modify prototype until it achieves your user
experience goals
10. Step 5: Design Documentation
Use the notes you’ve been taking during
prototyping (you have been taking notes,
haven’t you?!) to create a first draft design
document
Work with team members to make sure the
design is achievable and correctly described in
the design document
Some designers now prefer creating a wiki to
a static design document
11. Step 6: Production
Staff up and create real artwork and
programming
Don’t lose sight of the playcentric process
during production! Continue playtesting!
If the designer waits until production to
really start designing the game, it can lead
to all sorts of problems!
12. Step 7: Quality Assurance
Quality Assurance, or QA, is the testing of
your game by professional testers
Make sure your gameplay is solid before
your game goes into QA!
13. Your Class Project
1. Write A Concept Proposal
2. Prototype The Core Mechanic
3. Add Structural Elements
4. Add Dramatic Elements
5. Balance the Dynamic Elements
14.
15. Ideas
All games start out as ideas.
Some games come from one
powerful idea, but most are
formed by combining many
ideas to create a unique
whole. It’s very possible that
initial ideas will be (or should
be) abandoned, and lots of
new ideas will be considered
during the process.
16. Inspiration
Ideas don’t come out of thin air. Game designers are
influenced by personal interests and hobbies.
Spend a significant part of every day doing something
other than playing games:
Read a book
Go see a play
Listen to music
Exercise, draw or sketch
Study a new language
Volunteer at a neighborhood organization
17. The Lens of Infinite Inspiration
Stop looking at your game idea, and stop looking at
games like it. Instead, look everywhere else.
What is the experience I have had in my life that I
would like to share with others?
In what small way can I capture that experience
and put it in my game?
Jesse Schell, Lens #11
18. Game Designer’s Notebook
Many designers carry a journal for jotting down their
ideas and analyzing games they’ve played.
19. Stages of Creativity
Psychologist Mihaly Csikszentmihalyi describes
the classic stages of creativity:
Preparation: Becoming interested in a topic
Incubation: Period where ideas “churn around”
in your subconscious
Insight: The “aha!” moment, where an idea
comes together
Evaluation: Deciding whether the insight is
worth pursuing
Elaboration: Fleshing out the idea
20. Elaboration on Elaboration
Having an idea for a game does not simply mean saying,
“I want to make a game about studying Chinese!”
Games are formal systems, and an idea for a game
usually includes some aspect of that system.
As you work through your idea, elaborating on its unique
elements, it might turn out no one would recognize your
language interests in the final experience.
21. Designing For Innovation
Design games with unique play mechanics – think
beyond the existing genres of play
Appeal to new players – people who have different
tastes and skills than hardcore players
Try to solve difficult design problems like:
Integration of story and gameplay
Deeper empathy for characters in games
Creating emotionally rich gameplay
Discovering the relationships between games and learning
Ask difficult questions about what games are, what
they can be, and what their impact is on us individually
and culturally
24. Brainstorming
A group creativity technique
to find a solution to a
specific problem by
gathering a list of ideas
spontaneously contributed
by its members. In games,
brainstorming is used to
generate a large number of
ideas about game's concept,
mechanics, setting,
characters, etc.
27. Brainstorming Best Practices
State a Challenge
No Criticism
Vary The Method
Playful Environment
Put It On The Wall
Go For Lots of Ideas
Don’t Take Too Long
28. Six Creative Ways To Brainstorm
Six Creative Ways To Brainstorm Ideas
29. Idea Methods
Create Numbered Lists
Index Cards
Mind Map
Stream of Consciousness
Change Your Perspective
Change Your Environment
Mix and Match Categories
Research
Surrealist Games
30. Exquisite Corpse
Write an article and an adjective on a piece of
paper
Fold the paper to conceal it and pass it to their
neighbor
Write a noun on the the paper you were
handed, fold it, and pass it to your neighbor
Repeat with a verb; article and adjective;
finally repeat with a noun
Everyone unfolds their paper and reads the
poems they are holding
31. Now brainstorm your own idea!
Break into two groups of 3-6 and brainstorm
some game ideas.
The challenge is to come up with ideas for
games you can make with GameMaker and can
be done by the end of the term.
Try to generate 100 ideas in 60 minutes.
32.
33. Reasons To Reject A Game Idea
Technical Feasibility
Market Opportunity
Artistic Considerations
Design Experience
Innovation Needs
Marketing Goals
Business and Cost Restrictions
34. Editing Session
Hold an Editing Session on a different day than
your Brainstorming Session.
Edit your list down to the top 5 to 10 ideas and
discuss each thoroughly. Be positive and
discuss the strengths of each idea.
Narrow your list down to 3 ideas and schedule
brainstorming sessions to focus on features and
define the creative center of your game.
35. Take your list of 100 game ideas you came
up with earlier today and narrow it down to
your group’s 10 favorites.
36.
37. Game-Defining Concepts
A “game-defining” concept is as a component,
mechanic, or other design element that is so
closely connected to the identity of the game that
it is inevitably talked about when the game is
brought up.
“King” mechanic in Checkers
Letter-tile combinations in Scrabble
Polyhedral dice in Dungeons & Dragons
Running and gunning in Doom
38. Game-Defining Concepts
What makes a concept “game defining”?
Presenting clever, elegant, or unusual
resolutions to in-game issues.
Showing information in a concise, centralized,
or attractive manner.
Creating tension, or acting as a game’s
primary demand for strategy.
Taking common elements and implementing
them in an original manner.
39. Creative Center
Your game’s creative center consists of two
elements:
The Razor: Determines which features
belong and don’t belong
The Slogan: A catchy phrase that gets
potential players (and the marketing
department) interested in your game
40. Come up with a Razor and Slogan for:
Grand Theft Auto
Call of Duty
World of Warcraft
Candy Crush
41. Take your list of 10 game ideas you came up with earlier
today and narrow it down to your 3-6 favorites (one for
each member of your group).
For each one, come up with:
Game Title
Core mechanic (action/purpose)
Razor (statement defining appropriate game features)
Slogan (statement describing the game’s play value)
Present your ideas to class, and the class will choose their
favorite from each group.
42.
43. Elevator Pitch
An elevator pitch is a short summary used
to quickly and simply define a product and
its value. The name "elevator pitch"
reflects the idea that it should be possible
to deliver the summary in the time span of
an elevator ride, or approximately thirty
seconds to two minutes.
The term itself comes from the scenario of
accidentally meeting someone important in
an elevator. If the conversation inside the
elevator in those few seconds is
interesting and value adding, then the
conversation will continue after the
elevator ride or end in the exchange of
business cards or a scheduled meeting.
44. Elevator Pitch Structure for Games
Game Title is a game genre
set in premise for target
player. It features core
game mechanics that bring
play value. Unlike
competition, this game
unique differentiation.
45. Example Pitch
Somehow it always falls to
Mustachio to rally his friends for
their many adventures. Run and
jump through a side-
scrolling world made of and
inhabited by blocks. With
mustaches. A world full of action,
puzzles and arbitrary danger that
Mustachio faces boldly with his
mustache-fueled power to
make block duplicates of himself.
What? Cloning AND mustaches?!
You betcha!
46. Tips For A Successful Pitch
Get In The Door
Show You Are Serious
Be Organized
Be Passionate!!!
Assume Their Point Of View
Design The Pitch
Know All The Details
Exude Confidence
Be Flexible
Rehearse
Get Them To Own It
Follow Up
Jesse Schell
Influenced by cars, games, theme parks.
First game, programmer of Girl's Garden for SG1000.
Sonic came about in reaction to Mario, and competition between Sega and Nintendo. Worked with character designer Oshima. Wanted it to be playful, and built characters to match this. Also wanted a smooth surface that the character can run fast on -- in contrast to Mario and jumping.
Character that conveys sense of speed and has attitude. Mari was just an old man.
Big success- and a good mascot for Sega.
Consciously decided to go for the teenage market.
Nights became a critical hit but commercial disappointment. Art as well as entertainment.
Burning Rescue - because a lot of kids want to be firefighter.
ChuChu Rocket - Morocca shaking character
Phantasy Star Online - First MMORPG for consoles. Lowered bar for broader audience.
Although hardware sales stopped, continues making software.