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7 steps to becoming a game designer

Unlock your Creative Potential

www.FamousAspect.com
A brief history of Ethan
           intern and tester              metrics and user testing




              game design                    game production




Core competencies: game design, Powerpoint decks, inappropriate humor
www.FamousAspect.com
Craftyy




 Support the Craftyy Kickstarter to design, remix and share HTML5 games.
www.FamousAspect.com
Super Pixel Time




           Original    Apple II   Gameboy
www.FamousAspect.com
Pop Red Balloons!




www.FamousAspect.com
Cofounder @ Quarter Spiral




www.FamousAspect.com
Unlock your Creative Potential

www.FamousAspect.com
www.FamousAspect.com
www.FamousAspect.com
www.FamousAspect.com
Why do you want to design video games?



 1) Know yourself
www.FamousAspect.com
Activity: self reflection
• Why do I want to design videogames?
• What are the upsides of this motivation?
• What are the downsides of this motivation?




www.FamousAspect.com
Why design?




www.FamousAspect.com
Why design?




www.FamousAspect.com
Upsides
• Wide range of genres
• Wide range of skill sets
• Adaptable beyond hands on design
  ✦   Building teams
  ✦   Building people
  ✦   Building process
  ✦   Building lectures


www.FamousAspect.com
Downsides
• Overextend and lose focus
• Limited patience for lengthy development cycles
• Difficulty handing off pieces of the design




www.FamousAspect.com
Find your motivation




             “I want to lead the design of a 90+ Metacritic game.”
www.FamousAspect.com
Find your motivation




                  “I want to be the face of a AAA videogame.”
www.FamousAspect.com
Find your motivation




                       “I want to be rich and famous.”
www.FamousAspect.com
90+ Metacritic




              Forget about Deus Ex, Dead Space 2 or Dead Souls
www.FamousAspect.com
Face of the product?




www.FamousAspect.com
Rich and famous?




   2011 Salary Survey: Industry average = $81,192, Designer = $73,386
www.FamousAspect.com
Be honest with yourself




               Play to your strengths, overcome your weaknesses
www.FamousAspect.com
Communication is the key to design



 2) Know vision
www.FamousAspect.com
Activity: write a game treatment
• 2-3 page document at a high level
• Communicate the core vision
• Get people excited
• Clearly define the game




www.FamousAspect.com
Treatment != design document




www.FamousAspect.com
Goals of a treatment
• Communicate a clear vision
• Generate excitement
• Define scope




         Easiest part of the job, hardest part to do right
www.FamousAspect.com
Elements of a treatment
• Hype paragraph
• X statement
• Analogs, antilogs, leaps of faith
• Target player
• Major features



www.FamousAspect.com
Smash TV Social




www.FamousAspect.com
Hype paragraph
• Wet the appetite - get the reader excited
• Be brief - 3 to 5 sentences
• Tease major features
“‘Big money, big prizes, I love it.’ Smash TV Social is the return of the classic arcade
game, reinvented for social networks. Presented through the lens of reality TV, this
over the top, twin stick shooter allows friends and strangers to co-operate and
compete for high scores while mowing down enemies with inventive weapons.
Modernized with RPG progression systems, upgradable & customizable weaponry
and multiplayer, Smash TV Social is the next, addictive evolution of the top down
shooter.”
www.FamousAspect.com
X statement
• Single sentence that describes the essence of the game
• “Razor” used to make decisions
• Punchy & memorable

Meaningless X statement
Return of the arcade classic

Meaningful X statement
Compete and cooperate in an over the top, reality TV shooter.
www.FamousAspect.com
Analogs, antilogs and leaps of faith
• Idea taken from Getting to Plan B
• Analogs: successful games you want to be like
• Antilogs: similar games you want to avoid
• Leaps of faith: elements unproven in the marketplace




www.FamousAspect.com
Smash TV analogs
• Ratchet and Clank
  ✦   Leveling weapons
  ✦   Fast and furious gunplay


• Bubble Witch Saga
  ✦   Short, rewarding levels
  ✦   Leader board competition
  ✦   Earned currency and boosts
www.FamousAspect.com
Smash TV antilogs
• Smash TV Arcade
  ✦   Don’t be a quarter monster
  ✦   Engagement not frustration


• Simcity Social
  ✦   Social network integrity
  ✦   True multiplayer not friend gating


www.FamousAspect.com
Leaps of faith

     Social network gamers
             CRAVE
    synchronous multiplayer.
www.FamousAspect.com
Target player
• No need for fancy marketing studies
• Imagine your ideal player
• Describe him or her in 3 to 5 sentences

‘Ethan is a 25-35 year old, lifelong gamer. He grew up pumping quarters into arcade
machines and begging for the hottest NES game each holiday season. As an adult, he is
an enthusiast gamer with disposable income - researching and buying all the hottest
AAA titles and indie gems - but rarely playing them. He grabs 5 minute sessions of
iPhone and Facebook games multiple times a day, but grabbing a 4 hour gaming
marathon is a rare luxury. He has nostaligic memories of Smash TV arcade co-op.’
www.FamousAspect.com
Major features
• Describe the core feature set of your game
• Each feature should have a short paragraph
• Clear, concise communication
Leveling Weapons
Smash TV Social’s over the top weaponry will create a long term progression system to
keep players engaged over weeks and months. Similar to Ratchet & Clank, each
weapon will have multiple levels that are unlocked for killing baddies with it. As
weapons level, they get more grandiose in both destructive power and visual splendor.
Players who crave achievement will come back for game after game to level each
weapon to its top level, Diamond Form.
www.FamousAspect.com
Control your scope
• Writing a treatment can easily be a 1 to 2 hour task
• These 2 pages can describe months (or years) of work
• Controlled scope is the sign of a mature designer




www.FamousAspect.com
Don’t be precious


www.FamousAspect.com
Finding the kernel of fun



 3) Know prototyping
www.FamousAspect.com
Activity: pen and paper prototype
• Choose a board or card game to modify
• The simpler the better
• Deconstruct its gameplay systems
• Strip it down to its essentials and start modifying
• Play, find what’s wrong, make a change, repeat



www.FamousAspect.com
Goals of a prototype
• Find the kernel of fun
• Find it fast
• Find it cheap




 Prove your idea is worth pursuing quickly, or move on
www.FamousAspect.com
Monopoly




www.FamousAspect.com
Deconstructing Monopoly
• Each player has a character and some money
• On his turn, the player roles the dice to move his character
   around the board.
• When the character lands on a property, the player may
   purchase it for its price
• If the player lands on a property another player owns, he must
   pay the owner rent
• If a player cannot pay rent, he goes bankrupt and his properties
   are given to the player he owes rent

www.FamousAspect.com
Parts of Monopoly
• Components
  ✦   Characters
  ✦   Property
  ✦   Money
  ✦   Dice
  ✦   Cards
• Goal
  ✦   Own property
  ✦   Get money
  ✦   Last player standing

www.FamousAspect.com
Iterating on Monopoly
• Designer
  ✦   Characters > Heroes
  ✦   Property > Battles
  ✦   Money > Loot
  ✦   Dice > Stats
  ✦   Cards > Spells




www.FamousAspect.com
Iterating on Monopoly
• Writer
  ✦   Heroes > Ninjas
  ✦   Battles > Monsters
  ✦   Loot > Weapons & Armor
  ✦   Stats > Abilities
  ✦   Spells > Scrolls
• Artist
  ✦   Define look and feel
  ✦   Define goals


www.FamousAspect.com
Sample game design kit
• 3x Blank Game Boards
• 15x Poker Chips
• 3x 10 sided dice
• 8x 6 sided dice (colored)
• 20x notecards
• 8x crayons
• 20x colored glass beads


www.FamousAspect.com
Experience the meat and potatoes of game design



 4) Know tools
www.FamousAspect.com
Activity: build something
• Reflect on your goal
• Pick a tool that will let you achieve that goal
• Do enough tutorials until you have something playable




      Much of a designer’s job is technical and tedious
www.FamousAspect.com
Example toolsets
• Game Maker Studio           • Valve Hammer Editor
• Game Salad                  • Starcraft 2 Editor
• Unity 3d                    • Skyrim Mod Tools
• Adventure Game Studio       • Dragon Age Toolset
• Unreal Development Kit      • [Shameless plug] Craftyy



Tools are plentiful, only followthrough is on short supply
www.FamousAspect.com
Playtesting, listening and iteration is the path to great games



 5) Know listening
www.FamousAspect.com
Activity: tissue test your game
• Get your pen & paper prototype (or digital prototype) playable
• Sit someone in front of it
• Watch them play giving minimal instruction
• Fix what’s broken
• Find a new tester


 Repeat this process 30-40 times and you’ll have a great game
www.FamousAspect.com
Guidelines for testing
• Make improvements between each tester
• Give minimal guidance
• Focus on the early game
• Listen to what they say
• If a player asks for a system in the game, it is not good enough



www.FamousAspect.com
Sample play test: Pop Red Balloons
• In this video:
  ✦   My cousin plays Pop Red Balloons
  ✦   He gets stuck after 30 seconds
  ✦   He missed reading a valuable piece of UI




www.FamousAspect.com
Feedback can be frustrating
• You are very close to your project
• You are probably pretty burnt out
• You will probably be defensive
• Your players have little to no context
• Cultivate listening, not reacting


                   Find the WHY behind the WHAT
www.FamousAspect.com
Find the WHY behind the WHAT
• In this video:
  ✦   I ask my young cousin what she wants from the game
  ✦   She makes a fart noise
  ✦   Her two brothers join in
  ✦   They all want fart noises when balloons are popped




www.FamousAspect.com
What they asked for:


Farts
Why they asked for it:


Lack of feedback
www.FamousAspect.com
Game design is a team sport



 6) Know teamwork
www.FamousAspect.com
Activity: Execute a peer’s vision
• Find a friend with a game idea
• Partner with them to prototype their idea
• Be an executor, not a designer




www.FamousAspect.com
Goal of activity
• Learn to listen critically and execute
• Learn to check your ego at the door
• Learn to help clarify design without controlling design




www.FamousAspect.com
Why this activity is important
• Games require giant teams
• Everyone wants to contribute design
• Everyone wants to be a designer
• Learn to say “Yes and” instead of “No”




www.FamousAspect.com
The only thing a player cares about is a shipped game



 7) Know finish
www.FamousAspect.com
Activity: release a game
• Use the process
• Make a treatment
• Make a prototype
• Playtest, iterate and polish
• Launch your game
• Listen, iterate and polish

www.FamousAspect.com
The long road to ship




                 1 Hour   3 Months

www.FamousAspect.com
The long road to ship




                 1 Week   1 Year

www.FamousAspect.com
Players don’t care...
www.FamousAspect.com
www.FamousAspect.com
www.FamousAspect.com
www.FamousAspect.com
www.FamousAspect.com
www.FamousAspect.com
www.FamousAspect.com
Join the conversation
•Read www.famousaspect.com
•Follow @FamousAspect
•Contact FamousAspect@gmail.com


•Stalk www.QuarterSpiral.com
www.FamousAspect.com

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Unlock your creative potential: 7 steps to becoming a game designer

  • 1. 7 steps to becoming a game designer Unlock your Creative Potential www.FamousAspect.com
  • 2. A brief history of Ethan intern and tester metrics and user testing game design game production Core competencies: game design, Powerpoint decks, inappropriate humor www.FamousAspect.com
  • 3. Craftyy Support the Craftyy Kickstarter to design, remix and share HTML5 games. www.FamousAspect.com
  • 4. Super Pixel Time Original Apple II Gameboy www.FamousAspect.com
  • 6. Cofounder @ Quarter Spiral www.FamousAspect.com
  • 7. Unlock your Creative Potential www.FamousAspect.com
  • 11. Why do you want to design video games? 1) Know yourself www.FamousAspect.com
  • 12. Activity: self reflection • Why do I want to design videogames? • What are the upsides of this motivation? • What are the downsides of this motivation? www.FamousAspect.com
  • 15. Upsides • Wide range of genres • Wide range of skill sets • Adaptable beyond hands on design ✦ Building teams ✦ Building people ✦ Building process ✦ Building lectures www.FamousAspect.com
  • 16. Downsides • Overextend and lose focus • Limited patience for lengthy development cycles • Difficulty handing off pieces of the design www.FamousAspect.com
  • 17. Find your motivation “I want to lead the design of a 90+ Metacritic game.” www.FamousAspect.com
  • 18. Find your motivation “I want to be the face of a AAA videogame.” www.FamousAspect.com
  • 19. Find your motivation “I want to be rich and famous.” www.FamousAspect.com
  • 20. 90+ Metacritic Forget about Deus Ex, Dead Space 2 or Dead Souls www.FamousAspect.com
  • 21. Face of the product? www.FamousAspect.com
  • 22. Rich and famous? 2011 Salary Survey: Industry average = $81,192, Designer = $73,386 www.FamousAspect.com
  • 23. Be honest with yourself Play to your strengths, overcome your weaknesses www.FamousAspect.com
  • 24. Communication is the key to design 2) Know vision www.FamousAspect.com
  • 25. Activity: write a game treatment • 2-3 page document at a high level • Communicate the core vision • Get people excited • Clearly define the game www.FamousAspect.com
  • 26. Treatment != design document www.FamousAspect.com
  • 27. Goals of a treatment • Communicate a clear vision • Generate excitement • Define scope Easiest part of the job, hardest part to do right www.FamousAspect.com
  • 28. Elements of a treatment • Hype paragraph • X statement • Analogs, antilogs, leaps of faith • Target player • Major features www.FamousAspect.com
  • 30. Hype paragraph • Wet the appetite - get the reader excited • Be brief - 3 to 5 sentences • Tease major features “‘Big money, big prizes, I love it.’ Smash TV Social is the return of the classic arcade game, reinvented for social networks. Presented through the lens of reality TV, this over the top, twin stick shooter allows friends and strangers to co-operate and compete for high scores while mowing down enemies with inventive weapons. Modernized with RPG progression systems, upgradable & customizable weaponry and multiplayer, Smash TV Social is the next, addictive evolution of the top down shooter.” www.FamousAspect.com
  • 31. X statement • Single sentence that describes the essence of the game • “Razor” used to make decisions • Punchy & memorable Meaningless X statement Return of the arcade classic Meaningful X statement Compete and cooperate in an over the top, reality TV shooter. www.FamousAspect.com
  • 32. Analogs, antilogs and leaps of faith • Idea taken from Getting to Plan B • Analogs: successful games you want to be like • Antilogs: similar games you want to avoid • Leaps of faith: elements unproven in the marketplace www.FamousAspect.com
  • 33. Smash TV analogs • Ratchet and Clank ✦ Leveling weapons ✦ Fast and furious gunplay • Bubble Witch Saga ✦ Short, rewarding levels ✦ Leader board competition ✦ Earned currency and boosts www.FamousAspect.com
  • 34. Smash TV antilogs • Smash TV Arcade ✦ Don’t be a quarter monster ✦ Engagement not frustration • Simcity Social ✦ Social network integrity ✦ True multiplayer not friend gating www.FamousAspect.com
  • 35. Leaps of faith Social network gamers CRAVE synchronous multiplayer. www.FamousAspect.com
  • 36. Target player • No need for fancy marketing studies • Imagine your ideal player • Describe him or her in 3 to 5 sentences ‘Ethan is a 25-35 year old, lifelong gamer. He grew up pumping quarters into arcade machines and begging for the hottest NES game each holiday season. As an adult, he is an enthusiast gamer with disposable income - researching and buying all the hottest AAA titles and indie gems - but rarely playing them. He grabs 5 minute sessions of iPhone and Facebook games multiple times a day, but grabbing a 4 hour gaming marathon is a rare luxury. He has nostaligic memories of Smash TV arcade co-op.’ www.FamousAspect.com
  • 37. Major features • Describe the core feature set of your game • Each feature should have a short paragraph • Clear, concise communication Leveling Weapons Smash TV Social’s over the top weaponry will create a long term progression system to keep players engaged over weeks and months. Similar to Ratchet & Clank, each weapon will have multiple levels that are unlocked for killing baddies with it. As weapons level, they get more grandiose in both destructive power and visual splendor. Players who crave achievement will come back for game after game to level each weapon to its top level, Diamond Form. www.FamousAspect.com
  • 38. Control your scope • Writing a treatment can easily be a 1 to 2 hour task • These 2 pages can describe months (or years) of work • Controlled scope is the sign of a mature designer www.FamousAspect.com
  • 40. Finding the kernel of fun 3) Know prototyping www.FamousAspect.com
  • 41. Activity: pen and paper prototype • Choose a board or card game to modify • The simpler the better • Deconstruct its gameplay systems • Strip it down to its essentials and start modifying • Play, find what’s wrong, make a change, repeat www.FamousAspect.com
  • 42. Goals of a prototype • Find the kernel of fun • Find it fast • Find it cheap Prove your idea is worth pursuing quickly, or move on www.FamousAspect.com
  • 44. Deconstructing Monopoly • Each player has a character and some money • On his turn, the player roles the dice to move his character around the board. • When the character lands on a property, the player may purchase it for its price • If the player lands on a property another player owns, he must pay the owner rent • If a player cannot pay rent, he goes bankrupt and his properties are given to the player he owes rent www.FamousAspect.com
  • 45. Parts of Monopoly • Components ✦ Characters ✦ Property ✦ Money ✦ Dice ✦ Cards • Goal ✦ Own property ✦ Get money ✦ Last player standing www.FamousAspect.com
  • 46. Iterating on Monopoly • Designer ✦ Characters > Heroes ✦ Property > Battles ✦ Money > Loot ✦ Dice > Stats ✦ Cards > Spells www.FamousAspect.com
  • 47. Iterating on Monopoly • Writer ✦ Heroes > Ninjas ✦ Battles > Monsters ✦ Loot > Weapons & Armor ✦ Stats > Abilities ✦ Spells > Scrolls • Artist ✦ Define look and feel ✦ Define goals www.FamousAspect.com
  • 48. Sample game design kit • 3x Blank Game Boards • 15x Poker Chips • 3x 10 sided dice • 8x 6 sided dice (colored) • 20x notecards • 8x crayons • 20x colored glass beads www.FamousAspect.com
  • 49. Experience the meat and potatoes of game design 4) Know tools www.FamousAspect.com
  • 50. Activity: build something • Reflect on your goal • Pick a tool that will let you achieve that goal • Do enough tutorials until you have something playable Much of a designer’s job is technical and tedious www.FamousAspect.com
  • 51. Example toolsets • Game Maker Studio • Valve Hammer Editor • Game Salad • Starcraft 2 Editor • Unity 3d • Skyrim Mod Tools • Adventure Game Studio • Dragon Age Toolset • Unreal Development Kit • [Shameless plug] Craftyy Tools are plentiful, only followthrough is on short supply www.FamousAspect.com
  • 52. Playtesting, listening and iteration is the path to great games 5) Know listening www.FamousAspect.com
  • 53. Activity: tissue test your game • Get your pen & paper prototype (or digital prototype) playable • Sit someone in front of it • Watch them play giving minimal instruction • Fix what’s broken • Find a new tester Repeat this process 30-40 times and you’ll have a great game www.FamousAspect.com
  • 54. Guidelines for testing • Make improvements between each tester • Give minimal guidance • Focus on the early game • Listen to what they say • If a player asks for a system in the game, it is not good enough www.FamousAspect.com
  • 55. Sample play test: Pop Red Balloons • In this video: ✦ My cousin plays Pop Red Balloons ✦ He gets stuck after 30 seconds ✦ He missed reading a valuable piece of UI www.FamousAspect.com
  • 56. Feedback can be frustrating • You are very close to your project • You are probably pretty burnt out • You will probably be defensive • Your players have little to no context • Cultivate listening, not reacting Find the WHY behind the WHAT www.FamousAspect.com
  • 57. Find the WHY behind the WHAT • In this video: ✦ I ask my young cousin what she wants from the game ✦ She makes a fart noise ✦ Her two brothers join in ✦ They all want fart noises when balloons are popped www.FamousAspect.com
  • 58. What they asked for: Farts Why they asked for it: Lack of feedback www.FamousAspect.com
  • 59. Game design is a team sport 6) Know teamwork www.FamousAspect.com
  • 60. Activity: Execute a peer’s vision • Find a friend with a game idea • Partner with them to prototype their idea • Be an executor, not a designer www.FamousAspect.com
  • 61. Goal of activity • Learn to listen critically and execute • Learn to check your ego at the door • Learn to help clarify design without controlling design www.FamousAspect.com
  • 62. Why this activity is important • Games require giant teams • Everyone wants to contribute design • Everyone wants to be a designer • Learn to say “Yes and” instead of “No” www.FamousAspect.com
  • 63. The only thing a player cares about is a shipped game 7) Know finish www.FamousAspect.com
  • 64. Activity: release a game • Use the process • Make a treatment • Make a prototype • Playtest, iterate and polish • Launch your game • Listen, iterate and polish www.FamousAspect.com
  • 65. The long road to ship 1 Hour 3 Months www.FamousAspect.com
  • 66. The long road to ship 1 Week 1 Year www.FamousAspect.com
  • 74. Join the conversation •Read www.famousaspect.com •Follow @FamousAspect •Contact FamousAspect@gmail.com •Stalk www.QuarterSpiral.com www.FamousAspect.com

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