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Game Design Theory The Essential Experience Paul Taylor 2010
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Today’s Working Example Today we are focusing on a game about broken toasters http://media.techeblog.com/elephant//ul/ 5172-450x-toasty_8.jpg http://1.bp.blogspot.com/_VyRC4c-_u4A/R- FPY0P6D0I/AAAAAAAADFg/pCQXLDET2co/s40 0/10491.jpg
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Why are we designing games? http://bokardo.com/images/comics/content- or-design.gif
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The Essential Experience We are trying to create an experience A game is simply our tool An environment to allow players an experience
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Creating the Experience http://darmano.typepad.com/logic_emotion/2 007/06/experience_map.html
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How does one create an experience? http://www.mediabistro.com/fishbowlLA/origi nal/experience22.jpg http://ih2.redbubble.net/work.2261257.3.flat, 550x550,075,f.blue-storm-newport-the-hdr- experience.jpg
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Separating Design and Development http://www.gogaminggiant.com/wp- content/uploads/2009/11/manhunt-2-axe.jpg
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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”
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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”
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Development The process of creating the actual artefacts In our world, it’s mostly art and programming
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Breaking down the Game http://vogons.zetafleet.com/files/crash_game.j pg
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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
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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....
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The four basic elements of a game Mechanics Aesthetics Story (when used) Technology *Stolen from TAOGD
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What do we need for an realistic first person shooter game? Mechanics Aesthetics Story (when used) Technology *Stolen from TAOGD
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Doom The original ‘mass murder simulator’ by Dave Grossman, the leader of the Killology Research Group (http://www.killology.com/) See http://www.defunctgames.com/shows.php?id=bonusle vels-81 for a good laugh http://upload.wikimedia.org/wikipedia/en/c/c 8/Doom_gibs.png
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Context and Form Paul Taylor 2010
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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...
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Context This is the framework in which one is attempting to design
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Form This is the mouldable content which interfaces with the context The Form is the only editable part of the whole
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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
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Applying Form and Context to Design Broken Toasters..... ??
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Form and Context? Mechanics Aesthetics Story (when used) Technology *Stolen from TAOGD
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So how do we decide upon Form and Context? C# is an Object Oriented Language
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The End
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