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Published byPaulina Nash Modified over 9 years ago
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Design by democracy Or how to be a good fascist by Peter Molyneux
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My design history “Next time we will do it right”
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The good old days Team size 2-5 (Populous, Powermonger, Theme Park) I was a programmer not a designer Ideas were born out of frustration and incompetence Experiment and play There was no internet community But there was press
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Teams grow Team size 5-15 (Syndicate, Magic Carpet) I was a Designer who programmed The programmers and artist were all enthusiasts Don’t do it like that do it like this Experimental and chaotic
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Here come the designers Team size 15-30 (Dungeon Keeper, Black&White) I was the designer who kinda did programming No longer possible to understand all aspects of the project Start of planning A lot of the design was back ended
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Design departments Team size 40-70 (Fable, B&W II, Movies) Design lead, no other distractions Little or no idea of the technical aspects of the project Main design focused on mid project A lot more planning Design holds the games got to be great banner
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Today and beyond Team size 50-80(Fable II, other project) Design Department, with leads Upfront design Prototyping Planning
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Design Approach “This IS the way to do it” Really!
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Design stages Concept Prototype First Playable Vertical Slice Production Hope
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Concept Core of game play Core of environment Core of Gameplay Influences –Idea has to come from one person –Small team of no more than 5 –Focus on pillars –Flavor video
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Prototype Focus on elements that cannot be seen elsewhere Don’t expect it to be ‘fun’ gameplay Full design document Influences –Wider team –Publisher –Marketing (they are your allies)
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First playable More to do with pipelines than proving design Scary moments for design Still not ‘fun’ game play Influences –Team –Very scary publisher feed back
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Vertical Slice The ‘is that it moment’ All threads together Don’t forget music, sfx, GUI, wrapper Influences –Play thoughs –Test –Marketing
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Production Check and re check Play and replay Spot the mistakes Get feedback Have the tools to balance Let others have a try
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Design Influences “who's designing this game anyway”
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Design influences Community: Press Other games Team: Testing Marketing Play though
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Community As press build up community becomes more vocal Its good to be inspired but not lead B&W momment
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Press Its great to talk Show and tell but don’t promise Wait for the reaction Tough choices between reviews and sales The are gamers
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Team Are your toughest critics Sell your ideas Passion and confidence Beware of heroes Make their idea your idea
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Other games Make it like that but better does not work Shows and envy Polish inspiration
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Testing Look for gamers Check for boredom Get formalised feed back Have measures of quality
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Marketing Inform them early Make sure you have the lines for them Explain why Focus group horror
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Play though Play, and play more Don’t be afraid to cut You have to be a fascist
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Conclusions There is no democracy just inspiration Give people a voice Listen more than talk Your ideas are as bad as everyone else's Believe Accept the errors Design is holistic
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