Game Design Theory The Essential Experience Paul Taylor 2010
Today’s Working Example Today we are focusing on a game about broken toasters x-toasty_8.jpg FPY0P6D0I/AAAAAAAADFg/pCQXLDET2co/s40 0/10491.jpg
Why are we designing games? or-design.gif
The Essential Experience We are trying to create an experience A game is simply our tool An environment to allow players an experience
Creating the Experience 007/06/experience_map.html
How does one create an experience? nal/experience22.jpg 550x550,075,f.blue-storm-newport-the-hdr- experience.jpg
Separating Design and Development content/uploads/2009/11/manhunt-2-axe.jpg
What is Design? The Oxford Dictionary: “a plan or drawing produced to show the look and function or workings of a building, garment, or other object before it is made”
Prototyping The Oxford Dictionary: “a first or preliminary version of a device or vehicle from which other forms are developed“ “the first, original, or typical form of something; an archetype”
Development The process of creating the actual artefacts In our world, it’s mostly art and programming
Breaking down the Game pg
Creating an Experience This is the overall semester goal You understand how difficult games and play are to define? Now we need some approaches to considering game design piecewise
Dissecting a Game What do you do when multiple designers are to work on a game? So how do we divide and conquer? According to Schell....
The four basic elements of a game Mechanics Aesthetics Story (when used) Technology *Stolen from TAOGD
What do we need for an realistic first person shooter game? Mechanics Aesthetics Story (when used) Technology *Stolen from TAOGD
Doom The original ‘mass murder simulator’ by Dave Grossman, the leader of the Killology Research Group ( See vels-81 for a good laugh 8/Doom_gibs.png
Context and Form Paul Taylor 2010
Christopher Alexander Architect Wrote ‘Notes on the Synthesis of Form’ 1964 – A building architecture book which has been influential computer scientists since His approach to architecture design involved two simple components, context and form...
Context This is the framework in which one is attempting to design
Form This is the mouldable content which interfaces with the context The Form is the only editable part of the whole
Context and Form Solutions should always be a form which fits within a context Alexander insists that a designer must consider many different forms and contexts to arrive at the best solution
Applying Form and Context to Design Broken Toasters..... ??
Form and Context? Mechanics Aesthetics Story (when used) Technology *Stolen from TAOGD
So how do we decide upon Form and Context? C# is an Object Oriented Language
The End