F UNDAMENTALS OF G AME D ESIGN GAME D ESIGN C OMPONENTS AND P ROCESS Sayed Ahmed BSc. Eng. in CSc. & Eng. (BUET) MSc. in CSc. (U of Manitoba)

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Presentation transcript:

F UNDAMENTALS OF G AME D ESIGN GAME D ESIGN C OMPONENTS AND P ROCESS Sayed Ahmed BSc. Eng. in CSc. & Eng. (BUET) MSc. in CSc. (U of Manitoba) Presented at the University of Winnipeg, Winnipeg, MB, Canada Just E.T.C for Business, Education, Technology, and Entertainment Solutions Textbook References: Fundamentals of Game Design, 2 nd Edition, Ernest Adams

T OPICS & L EARNING O BJECTIVES Game Design Process Player-centric approach to game design How the core mechanics and the user interface work together to create gameplay Explain how gameplay modes and shell menus make up the structure of a game Recognize the three stages of game design and describe the design work in each stage 2

T OPICS & L EARNING O BJECTIVES (C ONT.) Kinds of jobs required on a design team Kinds of documents that a game designer is likely to need and what they are for Know the qualities required of a good game designer 3

G AME D ESIGN P ROCESS Imagine a Game Define the way it works Describe the elements that make up the game Conceptual Functional Artistic And others Transmit the game information to the Implementation team 4

A RT, E NGINEERING, OR C RAFT ? Game design is not purely an art nor an act of pure engineering Game design is a craft It includes both creative and functional elements It can be learned 5

T HE P LAYER -C ENTRIC A PPROACH Player-centric game design is a philosophy of design in which the designer envisions a representative player Two duties in player-centric design: Entertain the representative player Empathize with the representative player You are not the representative player You have to think like a representative player You are not the player’s opponent 6

O THER M OTIVATIONS T HAT I NFLUENCE D ESIGN Market-driven games Appeal to the maximum number of people regardless of implications for harmony Designer-driven games Designer retains all creative control Can be detrimental to the game sometimes Games for a specific license Book or movie license Content must fit into an existing world Limits creativity but often very lucrative 7

O THER M OTIVATIONS T HAT I NFLUENCE D ESIGN (C ONT.) Technology-driven games Games built to show off the hardware running the game Crytek’s game Crysis Show off Crytek’s 3D graphics engine Art-driven games Games built to show off the artwork Games are visually innovative but seldom good otherwise; comparatively rare Myst Both great graphics and great gameplay 8

I NTEGRATING FOR E NTERTAINMENT Integrating characteristics to entertain players requires designer to Have a specific vision Consider the audience’s preferences Understand licensing benefits and exploit them to the game’s best advantage Understand the capabilities of the technology Consider aesthetic style Think in light of player centric design 9

K EY C OMPONENTS OF V IDEO G AMES C ORE M ECHANICS Core mechanics generate the gameplay Define the challenges Define the actions Define the player’s effect on the game world Core mechanics determine how realistic the game world seems to the player Realism is a continuum between abstract and representational Pac man imaginary Grand Prix Legends – highly representational Simulates the extra-ordinary danger of driving racing cars 10

U SER I NTERFACE Mediates between the core mechanics and the player Interprets player’s mouse clicks or button presses Displays the result of the player’s input Can also be called the presentation layer Presents the game world to the player Includes artwork and audio effects 11

U SER I NTERFACE (C ONT.) Interaction model Identifies the way in which the player acts upon the game world; common models include: Avatar-based—through a character in the world Multipresent—the player can act on many places at once Camera model Viewpoint of the virtual camera, and its behavior Simple models are called perspectives. First- and third-person are common perspectives. 12

T HE S TRUCTURE OF A V IDEO G AME Structure is composed of Gameplay modes Shell menus 13

G AMEPLAY M ODES Gameplay modes consist of the available gameplay and user interface at a specific time Not all actions are available at all times Available user interface choices should be related to the current actions A game is in exactly one gameplay mode at a time. It can move to another mode as necessary 14

T HE G AMEPLAY M ODE 15

S HELL M ENUS AND S CREENS Shell menus are used when the player is NOT in a gameplay mode The player can’t affect the game world The player can save or load a game, adjust the hardware, etc. 16

F ORMING THE S TRUCTURE Gameplay modes + shell menus = structure The game switches between gameplay modes as required: In response to specific player requests In response to events in the game 17

S TAGES OF THE D ESIGN P ROCESS Game Design Stages (not game development stages) Concept stage Elaboration stage Tuning stage “Pre-production” and “production” are development stages that overlap the design stages 18

C ONCEPT S TAGE During the concept stage, you Define the fundamental game concept, including the game’s genre Define an audience Determine the player’s role in the game Think about how to fulfill the player’s dream Concept should not change after this stage 19

E LABORATION S TAGE Define the primary game mode Design the protagonist Define the game world Design the core mechanics Create additional modes Create the first playable level Write the story Build, test, and iterate During this stage, you 20

T UNING S TAGE Starts at the point when the entire design is locked and no more features may be added to the game During the tuning stage, the design team makes small adjustments to levels and core mechanics Polishing is a subtractive process removing imperfections 21

G AME D ESIGN T EAMS A game design team may include Lead Designer Game Designers Level Designers User Interface Designers Writers Art Director Audio Director 22

D OCUMENTING THE D ESIGN Design documents are used To communicate your ideas clearly to other team members As sales tools As design tools To record the decisions made The process of writing a document can turn a vague idea into an explicit plan 23

T YPES OF D ESIGN D OCUMENTS High concept document Tool to sell your game concept (2 to 4 pages) Game treatment document Primarily a sales tool with more detail than the high concept document Summary of the basic game design 24

T YPES OF D ESIGN D OCUMENTS (C ONT.) Character design document Design one character in the game Usually the Avatar Include moveset Include concept art in different poses Include the character’s backstory World design document General overview of the game world art Types and locations for sounds Include a map 25

T YPES OF D ESIGN D OCUMENTS (C ONT.) Flowboard Document the structure—links among gameplay modes and shell menus List available menu items and player inputs Story and level progression document Tell the story Record the player’s progression through the game Game script document Specifies rules and core mechanics in enough detail to play the game 26

A NATOMY OF A G AME D ESIGNER Imagination Technical awareness Analytical competence Mathematical competence Aesthetic competence General knowledge and ability to research Writing skills Drawing skills Ability to synthesize Useful skills for professional game designers 27

S UMMARY You should now understand Game design process Player-centric approach to game design Structure of a game Stages of game design Documenting game design Roles and qualities of the design team members Qualities of a Game Designer 28