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The Tiny Game Design Tool
   and other little useful things.



    Written by Federico Fasce
Hi!
Hello there! My name is Federico Fasce
And I’m one of the cofounders of Urustar, a small game design studio located in genova,
Italy.
A game is a system capable to
    generate emotions through
      agency in a ritual space.



Here is our little definition of what a game is. That’s just what a game is for us, and it defines
what kind of games we love and we want to make.
Games like Ed Key and David Kanaga’s Proteus
Or like thathgamecompany’s Journey.
How we (don’t) work.




So, how we do game design? Let’s start saying how we don’t (always) work.
The Game Bible


We kinda hate the whole concept of Game Bible.
We feel it’s an enormous waste of paper and energy
Rule #1
             NOBODY reads the Game Bible.




That’s because of various reasons. First one is that you get always the feelings nobody really
reads the Bible. Actually, is very difficult to cover all the complexity of a game system in a
linear document. Even the game designers are often puzzled when reading the bible.
Rule #2
   The Game Bible is NEVER in sync with the
                  project.




Secondly, it’s very hard to keep the documentation up to date.
Rule #3
       You write the game OR you write the
                      Bible.




Third, you tend to write documentation when you have to write gameplay instead.
How we REALLY work.




Now, here’s how we are trying to work now.
The FIELD NOTES
                METHOD
                         (still experimental)




This is our experimental method.
Based on SCIENCE!
We took inspiration from the voyages of the Beagle
Where a young Charles Darwin was doing what every science and naturalist does.
To observe, take note and learn from what they see. Our methods works in a same way. The
project is conducted in an iterative fashion. For each iteration the game designer publishes a
document divided into two parts. Each part is further divided into two paragraphs.
Description


First part is descriptive. Here the game designer observes and describes how the game is like.
#1 Observations
               (What is right? What wrong?)




The designer start with general observations about what is right and what is wrong in a
game.
#2 Results
                (What has been achieved?)




Then they state the results. What goals the team achieved with this release?
Prescription


The second part is dedicated to prescriptions: how the designer intends to address problems
and improve the game?
#3 Hypotheses
              (What possibilities emerged?)




First, they state the hypotheses: what new things could the team add to the game? What stuff
seems to make sense now?
#4 Corrections
                   (What will be done next?)




Then, the corrections. Each problem emerged in the first part is now addressed with a
possible solution.
Only two rules
    1- Each part of the field note is open for
                   comments.

    2- Only the game designer can publish
                a new field note.



All this stuff has just these two simple rules.
The TINY GAME
                 DESIGN TOOL


Another little thing we produced is the Tiny Game design tool
It’s a small tool meant to be used by beginners and in game jams.
For further information about this one, have a look at http://tinygdtool.urustar.net.
MDA Framework


Mechanics   Dynamics        Aesthetics




             Hunicke, Zubek, LeBlanc – 2004
Playing a game is a voluntary attempt to
   overcome unnecessary obstacles.
                           Bernard Suits
http://tinygdtool.urustar.net
Everyday in our office.




To finish, these are some tools we use when in office
##MARKDOWN
        (because Word is too mainstream)




Markdown has quickly become the standard for all our documents. It’s fast, easy to use and
exportable pretty much everywhere.
The emergent task planner
                            http://davidseah.com/
The ETP by David Seah (http://davidseah.com) is a great instrument for activity tracking
And Basecamp suite is unvaluable to keep all the team on the same page.
Just a little game.
Alien
                                                          Eater




This is our newest little game. We made it using the Field Notes system.
Thank you!
federico@urustar.net
       @kurai
      @urustar

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The Tiny Game Design Tool

  • 1. The Tiny Game Design Tool and other little useful things. Written by Federico Fasce
  • 2. Hi! Hello there! My name is Federico Fasce
  • 3. And I’m one of the cofounders of Urustar, a small game design studio located in genova, Italy.
  • 4. A game is a system capable to generate emotions through agency in a ritual space. Here is our little definition of what a game is. That’s just what a game is for us, and it defines what kind of games we love and we want to make.
  • 5. Games like Ed Key and David Kanaga’s Proteus
  • 7. How we (don’t) work. So, how we do game design? Let’s start saying how we don’t (always) work.
  • 8. The Game Bible We kinda hate the whole concept of Game Bible.
  • 9. We feel it’s an enormous waste of paper and energy
  • 10. Rule #1 NOBODY reads the Game Bible. That’s because of various reasons. First one is that you get always the feelings nobody really reads the Bible. Actually, is very difficult to cover all the complexity of a game system in a linear document. Even the game designers are often puzzled when reading the bible.
  • 11. Rule #2 The Game Bible is NEVER in sync with the project. Secondly, it’s very hard to keep the documentation up to date.
  • 12. Rule #3 You write the game OR you write the Bible. Third, you tend to write documentation when you have to write gameplay instead.
  • 13. How we REALLY work. Now, here’s how we are trying to work now.
  • 14. The FIELD NOTES METHOD (still experimental) This is our experimental method.
  • 16. We took inspiration from the voyages of the Beagle
  • 17. Where a young Charles Darwin was doing what every science and naturalist does.
  • 18. To observe, take note and learn from what they see. Our methods works in a same way. The project is conducted in an iterative fashion. For each iteration the game designer publishes a document divided into two parts. Each part is further divided into two paragraphs.
  • 19. Description First part is descriptive. Here the game designer observes and describes how the game is like.
  • 20. #1 Observations (What is right? What wrong?) The designer start with general observations about what is right and what is wrong in a game.
  • 21. #2 Results (What has been achieved?) Then they state the results. What goals the team achieved with this release?
  • 22. Prescription The second part is dedicated to prescriptions: how the designer intends to address problems and improve the game?
  • 23. #3 Hypotheses (What possibilities emerged?) First, they state the hypotheses: what new things could the team add to the game? What stuff seems to make sense now?
  • 24. #4 Corrections (What will be done next?) Then, the corrections. Each problem emerged in the first part is now addressed with a possible solution.
  • 25. Only two rules 1- Each part of the field note is open for comments. 2- Only the game designer can publish a new field note. All this stuff has just these two simple rules.
  • 26. The TINY GAME DESIGN TOOL Another little thing we produced is the Tiny Game design tool
  • 27. It’s a small tool meant to be used by beginners and in game jams.
  • 28. For further information about this one, have a look at http://tinygdtool.urustar.net.
  • 29.
  • 30.
  • 31. MDA Framework Mechanics Dynamics Aesthetics Hunicke, Zubek, LeBlanc – 2004
  • 32.
  • 33.
  • 34.
  • 35.
  • 36. Playing a game is a voluntary attempt to overcome unnecessary obstacles. Bernard Suits
  • 37.
  • 38.
  • 39.
  • 41. Everyday in our office. To finish, these are some tools we use when in office
  • 42. ##MARKDOWN (because Word is too mainstream) Markdown has quickly become the standard for all our documents. It’s fast, easy to use and exportable pretty much everywhere.
  • 43.
  • 44. The emergent task planner http://davidseah.com/ The ETP by David Seah (http://davidseah.com) is a great instrument for activity tracking
  • 45. And Basecamp suite is unvaluable to keep all the team on the same page.
  • 46. Just a little game.
  • 47. Alien Eater This is our newest little game. We made it using the Field Notes system.