This document provides an overview of a workshop on game mechanics, gameplay design patterns, and the MDA framework for analyzing games. It introduces the concept of game mechanics as goal-driven activities related to a game. Exercises are described for participants to identify mechanics in their own games and map relationships between mechanics and patterns. Gameplay design patterns are presented as recurring design choices that can guide design. The MDA framework - Mechanics, Dynamics, Aesthetics - is outlined as a model for understanding games at different levels from rules to player experiences.
Gameplay design patterns presentation at dragon's lair, stockholm, sweden 201...Staffan Björk
The document discusses gameplay design patterns as a language to support game design. It introduces the idea of gameplay design patterns as a way to describe recurring design choices in games. Patterns can be used to externalize knowledge, develop game concepts, and communicate within development teams. Examples of patterns include power-ups, first person views, and cut scenes. Patterns can relate to each other and fit within the mechanics, dynamics, aesthetics framework. The document argues that a design language using patterns can help address challenges in gameplay design.
- Course description and assignments (slides 3-10)
- Game system design
-- Game elements (slides 12-29)
-- Hints for design (slides 30-32)
- References + reading list (slides 33-34)
Android Gaming Tips & Tricks - Mac Game Hack TipsHacksiber
Small description about how mac games and games for android works. Understand what's the weak point which can help us to make changes into games to unlock full joy of your favorite games.
Principles and patterns of social gamesStaffan Björk
- The document discusses differences between social games and other games, focusing on how social games are designed to leverage characteristics of social networking platforms like Facebook.
- Key patterns in social game design identified include public player statistics, persistent game worlds, tick-based mechanics where time progresses in real-time, and events timed to the real world.
- Other patterns encourage return visits, include grinding repetitive tasks; support drop-in/drop-out play; and involve altruistic actions, gift economies, and broadcasting achievements to social networks.
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.
From Game Design Elements to Gamefulness: Defining "Gamification"Sebastian Deterding
This document discusses the definition of gamification. It defines gamification as "the use of game design elements in non-game contexts". It distinguishes between gaming, which involves whole game systems, and playing, which is more improvisational. Gamification focuses on using discrete game design elements, not entire game systems. These elements include points, badges, leaderboards, rewards, and feedback mechanisms. The document also situates gamification in relation to concepts like gamefulness, playfulness and game design. It notes that gamification involves bringing qualities like gamefulness and playfulness to non-game contexts through the application of game design elements.
Gameplay design patterns presentation at dragon's lair, stockholm, sweden 201...Staffan Björk
The document discusses gameplay design patterns as a language to support game design. It introduces the idea of gameplay design patterns as a way to describe recurring design choices in games. Patterns can be used to externalize knowledge, develop game concepts, and communicate within development teams. Examples of patterns include power-ups, first person views, and cut scenes. Patterns can relate to each other and fit within the mechanics, dynamics, aesthetics framework. The document argues that a design language using patterns can help address challenges in gameplay design.
- Course description and assignments (slides 3-10)
- Game system design
-- Game elements (slides 12-29)
-- Hints for design (slides 30-32)
- References + reading list (slides 33-34)
Android Gaming Tips & Tricks - Mac Game Hack TipsHacksiber
Small description about how mac games and games for android works. Understand what's the weak point which can help us to make changes into games to unlock full joy of your favorite games.
Principles and patterns of social gamesStaffan Björk
- The document discusses differences between social games and other games, focusing on how social games are designed to leverage characteristics of social networking platforms like Facebook.
- Key patterns in social game design identified include public player statistics, persistent game worlds, tick-based mechanics where time progresses in real-time, and events timed to the real world.
- Other patterns encourage return visits, include grinding repetitive tasks; support drop-in/drop-out play; and involve altruistic actions, gift economies, and broadcasting achievements to social networks.
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.
From Game Design Elements to Gamefulness: Defining "Gamification"Sebastian Deterding
This document discusses the definition of gamification. It defines gamification as "the use of game design elements in non-game contexts". It distinguishes between gaming, which involves whole game systems, and playing, which is more improvisational. Gamification focuses on using discrete game design elements, not entire game systems. These elements include points, badges, leaderboards, rewards, and feedback mechanisms. The document also situates gamification in relation to concepts like gamefulness, playfulness and game design. It notes that gamification involves bringing qualities like gamefulness and playfulness to non-game contexts through the application of game design elements.
This document discusses the differences and similarities between digital games and simulations. While not all simulations are games, all games can be considered simulations. The fields of computer science, education, and gaming use similar terminology like "fidelity" and "validity" but define them differently. Both simulations and games are increasingly being used in fields like education, healthcare, and the military. Games can help make simulations more engaging while simulations offer opportunities for exploration and risk-taking not found in traditional games.
This document provides an overview of action and adventure game design. It discusses key genres like shooters and non-shooters. It also examines important design elements for these types of games like rules, setting, victory conditions, interaction models, and perspective. Shooter games are divided into first-person shooters and 2D shooters. Examples are provided for different genres and how some games have been updated while maintaining core mechanics. Overall the document analyzes the characteristics of action and adventure games.
The document provides an introduction to the fundamentals of game design. It outlines the course targets which include being introduced to Unreal, learning major elements of game design and gameplay, developing a game design, and documenting a game design using a game design document. It then discusses various elements of game design like character development, storytelling, user interfaces, gameplay, mechanics, balancing, and level design. It also defines what game design entails and discusses the anatomy of a game designer.
A multimodal discourse analysis of video games (toh weimin)Toh Weimin
The document outlines a research study that aims to investigate players' understanding of how different modes in video games combine to create meaning and relationships between narrative and gameplay. It proposes using multimodal discourse analysis and empirical data from player interviews and gameplay observations to develop a ludonarrative model and refine existing concepts of resonance, dissonance, and (ir)relevance in relationships between narrative and gameplay.
In this presentation we introduce the game balance "interesting strategies". It is especially important as games with a single dominant strategy are boring. No strategy must be much better than others and without drawbacks.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
All I Ever Needed To Know About ProgrammingKatrin Becker
Classic arcade games are well-suited for teaching programming concepts to first-year students. They feature gameplay complexity that novices can understand while keeping graphics and sound demands modest. Many arcade games illustrate concepts like collision detection, pathfinding, and physics that map directly to programming algorithms. Their simplicity also allows instructors to easily adjust difficulty levels for students with different skills.
In this presentation we introduce the game balance type 'sustained uncertainty'. Uncertainty is usually understood as related to randomness and difficulty. It is essential to keep the game interesting to the user.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
Gamification: A roundtable on game studies and HCI perspectivesSebastian Deterding
This document summarizes a roundtable discussion on gamification from game studies and HCI perspectives. It provides an introduction and overview of the pre-history of gamification in HCI, current topics being discussed, attempts to define gamification, and plans to debate focal questions. The roundtable covered the diversity of gamification applications, attempts to make sense of gamification through different theories and frameworks, and discussion topics around ethics, user groups, design challenges, and player behavior. The goal was to discuss what is new and valuable from an HCI perspective, how gamification has been approached in game studies, and what opportunities it provides for future game research.
Game Balance 3: Player Equality and FairnessMarc Miquel
In this presentation we introduce the game balance type "player equality and fairness". It is essential so the players do not feel the game is unworthy of playing. All the players must feel they are given the chances to win.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
This document discusses artificial intelligence in games. It begins by defining artificial intelligence as making computers able to perform thinking tasks like humans and animals. It then discusses the importance of AI in games, noting that modern games require not just good graphics but also intelligent opponents. The document outlines some key aspects of designing game AI, like movement, decision making, and perception. It provides examples of how AI is implemented in common game genres like first-person shooters. It concludes by stating that AI design is complex and creative, and hopes for continued innovation in the field.
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.
This document discusses level design theory and practices, as well as two game designers - Hideo Kojima and Ari Gibson. Regarding level design, it summarizes that levels often reflect game mechanics, pushing players in certain directions. It also discusses the challenges of open-world games where players can reach areas in different orders. The document then briefly profiles Kojima's background and influence from his father and the Cold War, as well as Gibson's experience with 2D animation and founding Team Cherry to create Hollow Knight.
In the previous chapter, we showed how a game’s internal economy is one important aspect of its mechanics. We used diagrams to visualize economic structures
and their effects. In this chapter, we introduce the Machinations framework, or
visual language, to formalize this perspective on game mechanics. Machinations
was devised by Joris Dormans to help designers and students of game design create,
document, simulate, and test the internal economy of a game. At the core of this
framework are Machinations diagrams, a way of representing the internal economy
of a game visually. The advantage of Machinations diagrams is that they have a
clearly defined syntax. This lets you use Machinations diagrams to record and communicate designs in a clear and consistent way.
Based on book Game Mechanics - Advanced Game Design - E. Adams and J. Dormans. All credited to them
Artificial intelligence and video gamesSimple_Harsh
This document discusses artificial intelligence and its importance in video games. It begins with an introduction and agenda, then defines artificial intelligence as making computers able to perform human-like thinking tasks. It notes the increasing importance of AI in games to provide smarter, more complex opponents and gameplay. The document discusses challenges like simulating true human behavior and explains techniques used, including state machines and planning systems. It provides examples of how AI is implemented differently in genres like driving, first-person shooters, and strategy games. It concludes that the goal of AI is to improve the gaming experience by providing realistic behavior, and the field will continue advancing with techniques like online learning.
"Overview and Conclusions" by Sherry Jones (August 16, 2014)Sherry Jones
I am the Game Studies Facilitator for the #Metagame Book Club (http://bit.ly/metagamebookclub). This is my Week 5 Lecture on "Overview and Conclusions." This is an overview lecture of major concepts and theories I have discussed during Weeks 1-4 lectures. Please see my previous slideshows for clarification of the ideas discussed in this slideshow.
Live Video Lecture - The live recorded youtube video of this lecture is included toward the end of this presentation.
Join the Metagame Book Club - We welcome all educators interested in gaming in education, game-based learning, gamification, and game studies to join the #Metagame Book Club.
#Metagame Book Club (July 15 - August 16, 2014)
http://bit.ly/metagamebookclub
Find us on various social media with the hashtag, #Metagame
"Narrative Design and the Psychology of Emotions and Immersion in Games" by S...Sherry Jones
Nov. 23, 2015 - This presentation discusses various psychological theories employed in game design to induce player emotions and sense of immersion.
The Metagame Book Club is a K-12 and College professional development institution that offers free webinars, discussions, live chats, and other interactive activities on the topics of game-based learning, game studies, gamification, and games in general.
Interested in joining us? Visit our website here:
The Metagame Book Club
http://bit.ly/metagamebookclub
1. The document explores the idea of 1D games, which are games that take place in a single spatial dimension rather than 2D or 3D.
2. The authors created prototype 1D versions of games like Tetris and bubble shooter to experiment with how gameplay could work within the constraints of 1 dimension.
3. They analyzed how game elements like pieces and player actions could be mapped from 2D to 1D, finding that 1D games require innovative visualization approaches and force novel perspectives on gameplay.
4. The authors conclude that designing 1D games challenges conventional thinking and could provide a creative framework to generate new minimalist game concepts.
The document discusses various techniques used for artificial intelligence in gaming. It describes how state machines and planning systems are used to simulate human behavior for non-player characters. State machines define a character's states and transitions between states, but have limitations. Planning systems allow characters to work backwards from objectives to determine paths and behaviors. Additional techniques include navigation meshes to guide character movement and online learning from player data. The goal is to improve gaming experiences by making characters seem intelligent through these simulated human behavior methods.
This document provides an overview of the roles and process involved in video game art design. It discusses the following:
- Video game art design begins in pre-production with concept art sketches and drawings. Artists then move to the graphic design stage.
- There are various roles in game art design including 2D artists, 3D artists, concept artists, storyboard artists, texture artists, environmental artists, lighting artists, and animators.
- A lead artist or art director guides the art team and ensures all art works cohesively through development. They collaborate with other teams like designers.
The document proposes applying concepts from ethology, the study of animal behavior, to analyze game design and player behavior in games. It outlines an approach called "game ethology" which involves observing and categorizing player behaviors, interactions, and progression over time to better understand game mechanics and design. The approach is demonstrated through an analysis of the gardening activities in the game Animal Crossing, examining behaviors, development over time, similarities to other games, and how the mechanics support the game's goals.
This document discusses the differences and similarities between digital games and simulations. While not all simulations are games, all games can be considered simulations. The fields of computer science, education, and gaming use similar terminology like "fidelity" and "validity" but define them differently. Both simulations and games are increasingly being used in fields like education, healthcare, and the military. Games can help make simulations more engaging while simulations offer opportunities for exploration and risk-taking not found in traditional games.
This document provides an overview of action and adventure game design. It discusses key genres like shooters and non-shooters. It also examines important design elements for these types of games like rules, setting, victory conditions, interaction models, and perspective. Shooter games are divided into first-person shooters and 2D shooters. Examples are provided for different genres and how some games have been updated while maintaining core mechanics. Overall the document analyzes the characteristics of action and adventure games.
The document provides an introduction to the fundamentals of game design. It outlines the course targets which include being introduced to Unreal, learning major elements of game design and gameplay, developing a game design, and documenting a game design using a game design document. It then discusses various elements of game design like character development, storytelling, user interfaces, gameplay, mechanics, balancing, and level design. It also defines what game design entails and discusses the anatomy of a game designer.
A multimodal discourse analysis of video games (toh weimin)Toh Weimin
The document outlines a research study that aims to investigate players' understanding of how different modes in video games combine to create meaning and relationships between narrative and gameplay. It proposes using multimodal discourse analysis and empirical data from player interviews and gameplay observations to develop a ludonarrative model and refine existing concepts of resonance, dissonance, and (ir)relevance in relationships between narrative and gameplay.
In this presentation we introduce the game balance "interesting strategies". It is especially important as games with a single dominant strategy are boring. No strategy must be much better than others and without drawbacks.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
All I Ever Needed To Know About ProgrammingKatrin Becker
Classic arcade games are well-suited for teaching programming concepts to first-year students. They feature gameplay complexity that novices can understand while keeping graphics and sound demands modest. Many arcade games illustrate concepts like collision detection, pathfinding, and physics that map directly to programming algorithms. Their simplicity also allows instructors to easily adjust difficulty levels for students with different skills.
In this presentation we introduce the game balance type 'sustained uncertainty'. Uncertainty is usually understood as related to randomness and difficulty. It is essential to keep the game interesting to the user.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
Gamification: A roundtable on game studies and HCI perspectivesSebastian Deterding
This document summarizes a roundtable discussion on gamification from game studies and HCI perspectives. It provides an introduction and overview of the pre-history of gamification in HCI, current topics being discussed, attempts to define gamification, and plans to debate focal questions. The roundtable covered the diversity of gamification applications, attempts to make sense of gamification through different theories and frameworks, and discussion topics around ethics, user groups, design challenges, and player behavior. The goal was to discuss what is new and valuable from an HCI perspective, how gamification has been approached in game studies, and what opportunities it provides for future game research.
Game Balance 3: Player Equality and FairnessMarc Miquel
In this presentation we introduce the game balance type "player equality and fairness". It is essential so the players do not feel the game is unworthy of playing. All the players must feel they are given the chances to win.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
This document discusses artificial intelligence in games. It begins by defining artificial intelligence as making computers able to perform thinking tasks like humans and animals. It then discusses the importance of AI in games, noting that modern games require not just good graphics but also intelligent opponents. The document outlines some key aspects of designing game AI, like movement, decision making, and perception. It provides examples of how AI is implemented in common game genres like first-person shooters. It concludes by stating that AI design is complex and creative, and hopes for continued innovation in the field.
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.
This document discusses level design theory and practices, as well as two game designers - Hideo Kojima and Ari Gibson. Regarding level design, it summarizes that levels often reflect game mechanics, pushing players in certain directions. It also discusses the challenges of open-world games where players can reach areas in different orders. The document then briefly profiles Kojima's background and influence from his father and the Cold War, as well as Gibson's experience with 2D animation and founding Team Cherry to create Hollow Knight.
In the previous chapter, we showed how a game’s internal economy is one important aspect of its mechanics. We used diagrams to visualize economic structures
and their effects. In this chapter, we introduce the Machinations framework, or
visual language, to formalize this perspective on game mechanics. Machinations
was devised by Joris Dormans to help designers and students of game design create,
document, simulate, and test the internal economy of a game. At the core of this
framework are Machinations diagrams, a way of representing the internal economy
of a game visually. The advantage of Machinations diagrams is that they have a
clearly defined syntax. This lets you use Machinations diagrams to record and communicate designs in a clear and consistent way.
Based on book Game Mechanics - Advanced Game Design - E. Adams and J. Dormans. All credited to them
Artificial intelligence and video gamesSimple_Harsh
This document discusses artificial intelligence and its importance in video games. It begins with an introduction and agenda, then defines artificial intelligence as making computers able to perform human-like thinking tasks. It notes the increasing importance of AI in games to provide smarter, more complex opponents and gameplay. The document discusses challenges like simulating true human behavior and explains techniques used, including state machines and planning systems. It provides examples of how AI is implemented differently in genres like driving, first-person shooters, and strategy games. It concludes that the goal of AI is to improve the gaming experience by providing realistic behavior, and the field will continue advancing with techniques like online learning.
"Overview and Conclusions" by Sherry Jones (August 16, 2014)Sherry Jones
I am the Game Studies Facilitator for the #Metagame Book Club (http://bit.ly/metagamebookclub). This is my Week 5 Lecture on "Overview and Conclusions." This is an overview lecture of major concepts and theories I have discussed during Weeks 1-4 lectures. Please see my previous slideshows for clarification of the ideas discussed in this slideshow.
Live Video Lecture - The live recorded youtube video of this lecture is included toward the end of this presentation.
Join the Metagame Book Club - We welcome all educators interested in gaming in education, game-based learning, gamification, and game studies to join the #Metagame Book Club.
#Metagame Book Club (July 15 - August 16, 2014)
http://bit.ly/metagamebookclub
Find us on various social media with the hashtag, #Metagame
"Narrative Design and the Psychology of Emotions and Immersion in Games" by S...Sherry Jones
Nov. 23, 2015 - This presentation discusses various psychological theories employed in game design to induce player emotions and sense of immersion.
The Metagame Book Club is a K-12 and College professional development institution that offers free webinars, discussions, live chats, and other interactive activities on the topics of game-based learning, game studies, gamification, and games in general.
Interested in joining us? Visit our website here:
The Metagame Book Club
http://bit.ly/metagamebookclub
1. The document explores the idea of 1D games, which are games that take place in a single spatial dimension rather than 2D or 3D.
2. The authors created prototype 1D versions of games like Tetris and bubble shooter to experiment with how gameplay could work within the constraints of 1 dimension.
3. They analyzed how game elements like pieces and player actions could be mapped from 2D to 1D, finding that 1D games require innovative visualization approaches and force novel perspectives on gameplay.
4. The authors conclude that designing 1D games challenges conventional thinking and could provide a creative framework to generate new minimalist game concepts.
The document discusses various techniques used for artificial intelligence in gaming. It describes how state machines and planning systems are used to simulate human behavior for non-player characters. State machines define a character's states and transitions between states, but have limitations. Planning systems allow characters to work backwards from objectives to determine paths and behaviors. Additional techniques include navigation meshes to guide character movement and online learning from player data. The goal is to improve gaming experiences by making characters seem intelligent through these simulated human behavior methods.
This document provides an overview of the roles and process involved in video game art design. It discusses the following:
- Video game art design begins in pre-production with concept art sketches and drawings. Artists then move to the graphic design stage.
- There are various roles in game art design including 2D artists, 3D artists, concept artists, storyboard artists, texture artists, environmental artists, lighting artists, and animators.
- A lead artist or art director guides the art team and ensures all art works cohesively through development. They collaborate with other teams like designers.
The document proposes applying concepts from ethology, the study of animal behavior, to analyze game design and player behavior in games. It outlines an approach called "game ethology" which involves observing and categorizing player behaviors, interactions, and progression over time to better understand game mechanics and design. The approach is demonstrated through an analysis of the gardening activities in the game Animal Crossing, examining behaviors, development over time, similarities to other games, and how the mechanics support the game's goals.
The document discusses design patterns for live-action roleplaying (LARP) games. It introduces some common meta-techniques used in LARPs, such as the "Don't Rule" which allows players to indicate their willingness to escalate physical scenes, and "The Doctor" which represents a non-player character that can help advance the game's story. The document also examines how LARP design patterns are related and can influence each other, such as how the use of blank-firing firearms relates to enacting combat scenes. Patterns for simulating sex and violence in LARPs are also covered, along with the structure used to document LARP design patterns.
LAFS SVI Level 3 - Game Design and AnalysisDavid Mullich
The document discusses the core elements of game design, including the roles of players and designers. It outlines the iterative design process that designers go through, from initial ideas and prototyping to playtesting and refinement. Key aspects covered include brainstorming ideas, creating game documentation, pitching concepts, and defining core elements like objectives, rules, and resources. The document provides an overview of different genres and explains how genres can be combined.
What does a game designer really do. And, more importantly, how do they make the products better. How does a designer contribute and what how do you work with them to solve your problem.
What is a Game Designer (And Why Do You Need One)? - Douglas WhatleySeriousGamesAssoc
What does a game designer really do. And, more importantly, how do they make the products better. How does a designer contribute and what how do you work with them to solve your problem.
The document introduces the MDA framework, which is used to understand games from different perspectives. The MDA framework breaks games down into their core components - Mechanics, Dynamics, and Aesthetics. Mechanics refer to the formal rules and concepts that define the game. Dynamics describe the run-time behavior of the game as it is played. Aesthetics are the emotional responses evoked in players by the dynamics. The framework helps bridge gaps between design, development, criticism and research by providing a common vocabulary. It also helps designers understand how changes in one component can impact the others.
LAFS Game Design 1 - Structural ElementsDavid Mullich
This document discusses key concepts in game design such as players, objectives, procedures, rules, resources, conflict, boundaries, and outcomes. It provides examples and tips for how to effectively incorporate each concept into game design. Players can include single player, multiplayer, and different player roles. Objectives should be clear, challenging but achievable goals. Procedures define allowable actions and gameplay. Rules establish boundaries and restrictions. Resources are assets used to achieve objectives. Conflict creates competition or obstacles. Boundaries separate the game world. Outcomes determine a winner or end state. Good design maximizes choices within clear but not overly complex rules.
This document summarizes a meetup event about gameful interaction design and games user research. The event featured a presentation by Dr. Lennart Nacke on his work studying gamification and games user experience. He discussed models of player experience, examples of gamifying non-game applications, and research methods used to study player behavior and evaluate user experience, such as observation, physiological sensors, and biometric storyboards. The presentation aimed to demonstrate how understanding user experience through research can lead to more engaging game and gamified design.
Special Event Meetup on Gamification
Agenda:
5:45 - 6:00: Welcome & Networking
6:00 - 6:15: News and Introduction
6:15 – 7:15: Studies in Gameful Interaction Design and Games User Research + Q&A
7:15 - 7:30: Networking
The document discusses prototyping for game design. It defines prototyping as creating an early playable version of a game to test mechanics and gather feedback. Prototypes should be playable, quick to make, and easy to change. Different types of prototypes are discussed, including physical prototypes using items like paper and cardboard, as well as digital prototypes. Rapid prototyping is recommended to quickly test ideas. Examples of prototyping board games, first-person shooters, and game mechanics are provided. The importance of player feedback is emphasized.
The document discusses web game design and development using PHP. It provides an overview of key considerations for web game design such as goals, rules, gameplay, types of games, implementation, testing, documentation, and balancing. It also lists resources for web game development including libraries, tools, and examples of existing PHP-based web games. The presenter aims to convey differences between web applications and games and provide pointers without extensive technical details.
This document provides an overview of the Fundamentals of Game Development program at Chaffey College. It discusses the history of games, key issues in the industry, player demographics and motivations, common game genres and elements, roles in the game industry, and the development process. Students in the program will work in teams to design game concepts and prototypes, taking on roles like art, programming, and quality assurance. The goal is to provide hands-on learning of the skills needed for careers in the game industry.
The document discusses object-oriented analysis and design (OOAD) steps for a simple dice game example. The key steps include:
1) Defining use cases like "Play a Game" where a player rolls dice to try and get a total of 7 to win.
2) Creating a conceptual model diagram of important game concepts like players and dice.
3) Designing collaboration diagrams showing message flows between objects like a player sending a "roll" message to dice objects.
4) Designing class diagrams to model the software components needed, including classes for players and dice with appropriate methods.
Ever wonder what it takes to put together a blockbuster 3D game? Wonder no more. In this talk, we’ll discuss game theory as it relates to today’s gaming industry, examine the essential components of a 3D game, and survey the roles and specialties involved in making a AAA title.
The document discusses the concepts of fun, games, and the MDA framework. It states that fun is often considered the essence of games and what distinguishes good games from bad ones. It then introduces the MDA framework, which views games as complex systems and decomposes them into mechanics, dynamics, and aesthetics. Mechanics refer to the basic components and rules, dynamics to how the rules interact over time based on player input, and aesthetics to the emotional responses evoked in players.
This document provides an overview of a research study that examines game design characteristics through analysis of the Flow model and Elemental Tetrad model. The study aims to validate Jesse Schell's Elemental Tetrad model of game design (mechanics, story, aesthetics, technology) by examining how it relates to Csikszentmihalyi's Flow model mental states. The researcher will analyze these models in the context of the games World of Warcraft and Minecraft. Experts and gamers will complete surveys to provide quantitative ratings and qualitative feedback on the models and additional characteristics important for learning game design. The mixed methods study seeks to contribute new understanding of learning game design through validated analysis of successful commercial games.
This course teaches students game design, including designing multimedia elements, applying calculations to game timing and paths, producing dynamic games, and addressing issues related to games. Students will learn to design game storylines, interactions, balance, rewards and characters. Assessment includes tests, assignments, lab exercises and a final project. Topics covered are defining game design, history of gameplay, gameplay mechanics, the design process, and creating a game's core.
Similar to Workshop södertörn jan 2014 intermittent version (20)
Christian Louboutin: Innovating with Red Solesget joys
Christian Louboutin is celebrated for his innovative approach to footwear design, marked by his trademark red soles. This in-depth look at his life and career explores the origins of his creativity, the milestones in his journey, and the impact of his work on the fashion industry. Learn how Louboutin's bold vision and dedication to excellence have made his brand synonymous with luxury and style.
Meet Dinah Mattingly – Larry Bird’s Partner in Life and Loveget joys
Get an intimate look at Dinah Mattingly’s life alongside NBA icon Larry Bird. From their humble beginnings to their life today, discover the love and partnership that have defined their relationship.
240529_Teleprotection Global Market Report 2024.pdfMadhura TBRC
The teleprotection market size has grown
exponentially in recent years. It will grow from
$21.92 billion in 2023 to $28.11 billion in 2024 at a
compound annual growth rate (CAGR) of 28.2%. The
teleprotection market size is expected to see
exponential growth in the next few years. It will grow
to $70.77 billion in 2028 at a compound annual
growth rate (CAGR) of 26.0%.
Barbie Movie Review - The Astras.pdffffftheastras43
Barbie Movie Review has gotten brilliant surveys for its fun and creative story. Coordinated by Greta Gerwig, it stars Margot Robbie as Barbie and Ryan Gosling as Insight. Critics adore its perky humor, dynamic visuals, and intelligent take on the notorious doll's world. It's lauded for being engaging for both kids and grown-ups. The Astras profoundly prescribes observing the Barbie Review for a delightful and colorful cinematic involvement.https://theastras.com/hca-member-gradebooks/hca-gradebook-barbie/
The Unbelievable Tale of Dwayne Johnson Kidnapping: A Riveting Sagagreendigital
Introduction
The notion of Dwayne Johnson kidnapping seems straight out of a Hollywood thriller. Dwayne "The Rock" Johnson, known for his larger-than-life persona, immense popularity. and action-packed filmography, is the last person anyone would envision being a victim of kidnapping. Yet, the bizarre and riveting tale of such an incident, filled with twists and turns. has captured the imagination of many. In this article, we delve into the intricate details of this astonishing event. exploring every aspect, from the dramatic rescue operation to the aftermath and the lessons learned.
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The Origins of the Dwayne Johnson Kidnapping Saga
Dwayne Johnson: A Brief Background
Before discussing the specifics of the kidnapping. it is crucial to understand who Dwayne Johnson is and why his kidnapping would be so significant. Born May 2, 1972, Dwayne Douglas Johnson is an American actor, producer, businessman. and former professional wrestler. Known by his ring name, "The Rock," he gained fame in the World Wrestling Federation (WWF, now WWE) before transitioning to a successful career in Hollywood.
Johnson's filmography includes blockbuster hits such as "The Fast and the Furious" series, "Jumanji," "Moana," and "San Andreas." His charismatic personality, impressive physique. and action-star status have made him a beloved figure worldwide. Thus, the news of his kidnapping would send shockwaves across the globe.
Setting the Scene: The Day of the Kidnapping
The incident of Dwayne Johnson's kidnapping began on an ordinary day. Johnson was filming his latest high-octane action film set to break box office records. The location was a remote yet scenic area. chosen for its rugged terrain and breathtaking vistas. perfect for the film's climactic scenes.
But, beneath the veneer of normalcy, a sinister plot was unfolding. Unbeknownst to Johnson and his team, a group of criminals had planned his abduction. hoping to leverage his celebrity status for a hefty ransom. The stage was set for an event that would soon dominate worldwide headlines and social media feeds.
The Abduction: Unfolding the Dwayne Johnson Kidnapping
The Moment of Capture
On the day of the kidnapping, everything seemed to be proceeding as usual on set. Johnson and his co-stars and crew were engrossed in shooting a particularly demanding scene. As the day wore on, the production team took a short break. providing the kidnappers with the perfect opportunity to strike.
The abduction was executed with military precision. A group of masked men, armed and organized, infiltrated the set. They created chaos, taking advantage of the confusion to isolate Johnson. Johnson was outnumbered and caught off guard despite his formidable strength and fighting skills. The kidnappers overpowered him, bundled him into a waiting vehicle. and sped away, leaving everyone on set in a state of shock and disbelief.
The Immediate Aftermath
The immediate aftermath of the Dwayne Johnson kidnappin
Everything You Need to Know About IPTV Ireland.pdfXtreame HDTV
The way we consume television has evolved dramatically over the past decade. Internet Protocol Television (IPTV) has emerged as a popular alternative to traditional cable and satellite TV, offering a wide range of channels and on-demand content via the internet. In Ireland, IPTV is rapidly gaining traction, with Xtreame HDTV being one of the prominent providers in the market. This comprehensive guide will delve into everything you need to know about IPTV Ireland, focusing on Xtreame HDTV, its features, benefits, and how it is revolutionizing TV viewing for Irish audiences.
Matt Rife Cancels Shows Due to Health Concerns, Reschedules Tour Dates.pdfAzura Everhart
Matt Rife's comedy tour took an unexpected turn. He had to cancel his Bloomington show due to a last-minute medical emergency. Fans in Chicago will also have to wait a bit longer for their laughs, as his shows there are postponed. Rife apologized and assured fans he'd be back on stage soon.
https://www.theurbancrews.com/celeb/matt-rife-cancels-bloomington-show/
At Digidev, we are working to be the leader in interactive streaming platforms of choice by smart device users worldwide.
Our goal is to become the ultimate distribution service of entertainment content. The Digidev application will offer the next generation television highway for users to discover and engage in a variety of content. While also providing a fresh and
innovative approach towards advertainment with vast revenue opportunities. Designed and developed by Joe Q. Bretz
The Evolution of the Leonardo DiCaprio Haircut: A Journey Through Style and C...greendigital
Leonardo DiCaprio, a name synonymous with Hollywood stardom and acting excellence. has captivated audiences for decades with his talent and charisma. But, the Leonardo DiCaprio haircut is one aspect of his public persona that has garnered attention. From his early days as a teenage heartthrob to his current status as a seasoned actor and environmental activist. DiCaprio's hairstyles have evolved. reflecting both his personal growth and the changing trends in fashion. This article delves into the many phases of the Leonardo DiCaprio haircut. exploring its significance and impact on pop culture.
Modern Radio Frequency Access Control Systems: The Key to Efficiency and SafetyAITIX LLC
Today's fast-paced environment worries companies of all sizes about efficiency and security. Businesses are constantly looking for new and better solutions to solve their problems, whether it's data security or facility access. RFID for access control technologies have revolutionized this.
Unveiling Paul Haggis Shaping Cinema Through Diversity. .pdfkenid14983
Paul Haggis is undoubtedly a visionary filmmaker whose work has not only shaped cinema but has also pushed boundaries when it comes to diversity and representation within the industry. From his thought-provoking scripts to his engaging directorial style, Haggis has become a prominent figure in the world of film.
From Swing Music to Big Band Fame_ 5 Iconic Artists.pptx
Workshop södertörn jan 2014 intermittent version
1. Game Mechanics &
Gameplay Design Patterns
A language to support game design
Staffan Björk
Interactive Institute & Gothenburg University
2. What You Will Learn
The idea behind Game Mechanics and Gameplay
Design Patterns
How these can be used to externalize your
knowledge
How these can be used to develop game concepts
6. Thursday
10.00-10.30
10.30-12.00
Presentation of Design Patterns
Exercise II: Map pattern network in own game
12.00-13.00
Lunch
13.00-14.00
Present network
14.00-16.00
Exercise III: Analyze problems in own game
with patterns
16.00-17.00
Presentation of analyses
10. Challenges in Gameplay Design
Explain values of novel game concepts
Understanding differences between games
Gain understanding within development teams
Communication between developers and stakeholders
Exploit new platforms and technologies
Depersonalize intended gameplay
Describe gameplay problems
Specify foci of gameplay evaluations
11. Design is typically a Wicked Problem
Characteristics of Wicked Problems
Not understood until after solutions are found
Have no stopping rule
Solutions are not right or wrong
Every problem is essentially novel and unique
Every solution is a 'one shot operation'
Solutions have no given alternatives
How to Mitigate Wicked Problems?
Methods
Language to discuss aspects or parts of the problem
12. Gameplay
The goal-driven activities related to a game system
whose values are solely described in direct relation to
that game system
Boundaries
Not Diegetic Aspects
Not Interfaces Aspects
Not Narrative Aspects
But these are often interrelated in game designs
14. What is a Game Mechanic?
“the guts of a design document” (Rouse, 2005)
“rule based system/simulations that facilitate and
encourage a user to explore and learn the properties of
their possibility space through the use of feedback
mechanisms” (Cook, 2005)
“the particular components of the game, at the level of
data representations and algorithms (…) mechanics are
the various actions, behaviours, and control mechanisms
afforded to the player within a game context” (Hunicke,
Zubek, LeBlanc, 2004)
15. What is a Game Mechanic? Cont.
“methods invoked by agents, designed for
interaction with the game state” (Sicart, 2008)
“game mechanics are best described with
verbs” (Järvinen, 2008)
Inspired by OO-programing
Move, Attack, Climb, Take, Push, etc.
Agents not only players
17. Exercise I: Analyze your game for
gameplay mechanics
Go through your view on what is the core gameplay
Go through what distinguishes the game from similar games
Make notes on candidates for gameplay mechanics
And a one sentence description
Intended Result – 10+ mechanic candidates
Gameplay mechanics
goal-driven activities related to a game system whose values are solely described
in direct relation to that game system
methods invoked by agents, designed for interaction with the game state
At 15.30 you should present the results to others
Short overview
List of mechanics and their descriptions
19. Indentified Mechanics
Samla VP
Anfall motståndare och slå tärning
Ta resurser/föremål
Släpp eller saka resurser/föremål
Sorta kort
Blanda kort
Dra Kort
Spela kort från hand
Aktivera förmåga
Dra kort till hand
Dra kort och spela kort
Temporärt höja statvärde
Sänka statvärde
Slå och Gå
Ta genväg
Höja statvärde
Aktivera dold förmåga
Manipulera inventory
Ta skada
Återuppstå
Placera monster
Förflytta monster
Lägga ut spelruta
Erövra spelruta
Skicka vidare first player token
Läka
Förflyttta sig
Temporärt höja statvärde
Memory
Undersöka dold resurser/föremål
Samarbeta
Klara utmaning (quest)
Köpa resurser/föremål
Byta resurser/föremål
Få resurser/föremål
Stjäl resurser/föremål
Avsluta spel
Aktivera immunitet
Betala uppehåll
Investera resurs
Investera dold resurs
20. Thursday
10.00-10.30
10.30-12.00
Presentation of Design Patterns
Exercise II: Map pattern network in own game
12.00-13.00
Lunch
13.00-14.00
Present network
14.00-16.00
Exercise III: Analyze problems in own game
with patterns
16.00-17.00
Presentation of analyses
22. Gameplay Design Patterns
A way to describe reoccurring design choices
A guide of how to make similar design choices in
game projects
Offers possible explanations to why these design
choices have been made
Codify unintentional features so they can be
intentional choices in later designs
What is required to make a pattern emerge
What consequences do a pattern have?
Not only problem solving
Gameplay Design Patterns a way to describe
components on all levels within the design
language
23. Gameplay Design Pattern Examples
Power-Ups
First Person Views
Sequences of storytelling where players cannot act
Parallel Lives
The act of taking aim at something and then shooting at it
Cut Scenes
Players are shown the game world as if they were inside it
Aim & Shoot
Game elements that activate time-limited advantages when
collected
Game elements that when individually lost do not interrupt
gameplay, but do so when all are lost. High
High Score Lists
The storing of scores after games have finished so the they
can be compared
24. What is the difference?!?
Basically, relations
Sicart does talk about the need to trace
relationship but does not argue for documenting
general relations
Only specific ones found in specific games
Patterns includes more abstract phenomena
Not only verbs
Observable features and experiences
25. Gameplay Design Pattern Examples
Power-Ups
First Person Views
Sequences of storytelling where players cannot act
Parallel Lives
The act of taking aim at something and then shooting at it
Cut Scenes
Players are shown the game world as if they were inside it
Aim & Shoot
Game elements that activate time-limited advantages when
collected
Game elements that when individually lost do not interrupt
gameplay, but do so when all are lost. High
High Score Lists
The storing of scores after games have finished so the they
can be compared
26. Gameplay Design Pattern Relations
Small changes in a game can
have large effects on gameplay
and overall game experience
This due delicate balances,
risk/reward, meaningful choices, etc.
Patterns related to each other
Explains effects of having a pattern
Proposes possible causes for a
pattern to be in a design
Provides alternatives how to make a
pattern emerge in a design
Suggests ways of modifying
patterns
Alerts of possible incompatibilities
27. Types of relations
Can Instantiate
α(β)→ α⃰
High Score Lists ( Tiebreakers ) → High Score Lists⃰
Potentially Conflicting With
α←β
Cut Scenes ← Dedicated Game Facilitators
Can Be Modulated By
β(α)→β⃰
Game World ( First-Person Views ) → Game World ⃰
Can Be Instantiated By
Parallel Lives → Attention Swapping
Can Modulate
α→β
First-Person Views ≠ God Views
α≠β
32. MDA - Eight Kinds of "Fun"
1. Sensation
Game as sense-pleasure
2. Fantasy
Game as make-believe
3. Narrative
Game as drama
4. Challenge
Game as obstacle course
5. Fellowship
Game as social framework
6. Discovery
Game as uncharted territory
7. Expression
Game as self-discovery
8. Submission
Game as pastime
33. Different Levels of Patterns
Patterns fit into the MDA framework
Mechanical gameplay patterns
Dynamic gameplay patterns
E.g. Power-Ups, Aim & Shoot, Cut Scenes
E.g. Red Queen Dilemmas, Choke points
Aesthetical gameplay patterns
E.g. Player Adaptability, Camaraderie
34. Exercise II: Map pattern network in
own game
Update mechanics list with ones from the combined list
Translate mechanics to patterns
Consider additional patterns
General – not game specific – relations!!!
Indentify disconnected or loosely connected patterns
Especially dynamic and Aesthetical
Find relations between the patterns
Consider generalizing
Consider where in the MDA scheme they fit
Consider new pattterns
Repeat from ”Consider additional patterns”
Presentation should be a network with different types of links
MDA level preferably also
36. Indentified Mechanics
Sortera kort
Blanda kort
Dra Kort
Spela kort från hand
Anfall motståndare och slå tärning
Ta skada
Läka
Återuppstå
Förflyttta sig
Aktivera immunitet
Skicka vidare first player token
Sabotera
Temporärt höja statvärde
Memory
Samarbeta
Ta resurser/föremål
Släpp eller saka resurser/föremål
Undersöka dold resurser/föremål
Köpa resurser/föremål
Byta resurser/föremål
Få resurser/föremål
Stjäl resurser/föremål
Manipulera inventory
Betala uppehåll
Investera resurs
Aktivera dold förmåga
Temporärt höja statvärde
Sänka statvärde
Lägga ut spelruta
Erövra spelruta
Placera monster
Förflytta monster
Aktivera förmåga
Höja statvärde
Slå och Gå
Ta genväg
Dra kort till hand
Dra kort och spela kort
Investera dold resurs
Samla VP
Klara utmaning (quest)
Avsluta spel
Tur
37. Types of relations
Can Instantiate
α(β)→ α⃰
High Score Lists ( Tiebreakers ) → High Score Lists⃰
Potentially Conflicting With
α←β
Cut Scenes ← Dedicated Game Facilitators
Can Be Modulated By
β(α)→β⃰
Game World ( First-Person Views ) → Game World ⃰
Can Be Instantiated By
Parallel Lives → Attention Swapping
Can Modulate
α→β
First-Person Views ≠ God Views
α≠β
39. Exercise III: Analyze problems
in own game with patterns
Start with listing identified gameplay problems with your
current design
Locate patterns related to these problems
Identified missing patterns that would have solved these
problems
Possibly have to update the network…
Consider especially dynamic (e.g. for balancing) and aesthetical
(“fun”) patterns
End result should be highlighted map and list of missing
patterns
41. Exercise IV: Update pattern network
to address problems in own game
Consider the identified problem patterns and missing
patterns
For problem patterns
Consider patterns to modulate these patterns
Consider removing or replacing these patterns
For missing patterns
Consider how to add these patterns
What relations to existing patterns do they add?
Are these a problem?
What more abstract patterns in the MDA model to they add
What more concrete patterns need to be added to reach mechanics?
End result should be updated map
43. Differences between Design and Craftwork
Knowledge transferal
Crafts are primarily learned
by imitation
Practitioners can not
motivate why one does
things one way
Unintentional trial-and-error
experiments
Information about designs
are only recorded in the
produced artifact
44. Advantages of Design Languages
Explain values of novel game concepts
Understand differences between games
Gain understanding within development teams
Communicate with stakeholders
Exploit new platforms and technologies
Depersonalize intended gameplay
Describe gameplay problems
Specify foci of gameplay evaluations
Main point: finished product may differ from original vision, tools to help in the design process, words like brick, gradiant, corridors, dead ends, shafts, pit falls, secret chambers
The Bent Pyramid, located at the royal necropolis of Dahshur, approximately 40 kilometres south of Cairo, of Old Kingdom Pharaoh Sneferu, is a unique example of early pyramid development in Egypt, about 2596 BCE. This was the second pyramid built by Sneferu.
The lower part of the pyramid rises from the desert at a 55-degree inclination, but the top section is built at the shallower angle of 43 degrees, lending the pyramid its very obvious "bent" appearance.[1]
Archaeologists now believe that the Bent Pyramid represents a transitional form between step-sided and smooth-sided pyramids (see Step pyramid). It has been suggested that due to the steepness of the original angle of inclination the structure may have begun to show signs of instability during construction, forcing the builders to adopt a shallower angle to avert the structure's collapse.[2] This theory appears to be borne out by the fact that the adjacent Red Pyramid, built immediately afterwards by the same Pharaoh, was constructed at an angle of 43 degrees from its base. Another theory suggests that at the initial angle the construction would take too long because Sneferu's death was nearing, so the builders changed the angle to complete the construction in time.
The Bent Pyramid has a small satellite pyramid which was the final resting place of Sneferu's queen; interestingly there is a connecting tunnel which runs twenty-five metres between the two pyramids, which was built so that Sneferu could visit his queen in the after life. It also has an early form of offering temple on its eastern side. It is also unique amongst the approximately ninety pyramids to be found in Egypt, in that its original polished limestone outer casing remains largely intact.