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Introduction to Game Design { JORGE PALACIOS, CHRISTIAN CHOMIAK } ALL IMAGES ARE PROPERTY OF THEIR RESPECTIVE AUTHORS
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Introduction to Game Design

Feb 19, 2017

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Page 1: Introduction to Game Design

Introductionto Game Design{ JORGE PALACIOS, CHRISTIAN CHOMIAK }

ALL IMAGES ARE PROPERTY OF THEIR RESPECTIVE AUTHORS

Page 2: Introduction to Game Design

Video games as a concept

ALL IMAGES ARE PROPERTY OF THEIR RESPECTIVE AUTHORS

Page 3: Introduction to Game Design

What is a video game?

ALL IMAGES ARE PROPERTY OF THEIR RESPECTIVE AUTHORS

Page 4: Introduction to Game Design

What is a video game?“Q: What is a game?A: An activity that:- requires at least one participant- has rules- has a victory condition”

“Q: What is a video game?A: A game played through a video screen”

-Scott Rogers (2010) on ”Level Up! The guide to great video game design”

ALL IMAGES ARE PROPERTY OF THEIR RESPECTIVE AUTHORS

Page 5: Introduction to Game Design

What is a video game?

• System of rules with definedobjectives that involes theinteraction between players and software.

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Page 6: Introduction to Game Design

Games as a medium

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Page 7: Introduction to Game Design

Games DesignINTRODUCTION

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Page 8: Introduction to Game Design

People involved in the development

•Producer

•Designer

•Programmer

•2D/3D artist

•Sound artist

•QA

•Others…

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Page 9: Introduction to Game Design

Design is…

…the art of creating experiences

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Page 10: Introduction to Game Design

Boards games

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Page 11: Introduction to Game Design

Children’s parks

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Amusement parks

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Page 13: Introduction to Game Design

What is game design?

• The study of games

• Requires to effectively communicatethe same vision of the Project to allthe members of the team

• It’s NOT directing, management nor“coming up with ideas”

• Being a gamer is not the same as being a game designer.

ALL IMAGES ARE PROPERTY OF THEIR RESPECTIVE AUTHORS

Page 14: Introduction to Game Design

Game Design

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Page 15: Introduction to Game Design

Frameworks: MDA

• Defined by Robin Hunicke, Marc Le Blanc & Robert Zubek.• Games structured into three layers:

• Mechanics• Dynamics• Aesthetics

Designer Player

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Page 16: Introduction to Game Design

MDA: Mechanics

• Rules and algorithms that define and govern the actions that take place in the game.

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Page 17: Introduction to Game Design

MDA: Mechanics

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Page 18: Introduction to Game Design

MDA: Dynamics

• Behaviours that arise from plyers interactig with the mechanics.

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Page 19: Introduction to Game Design

MDA: Dynamics

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Page 20: Introduction to Game Design

MDA: Aesthetics

• Emotional responses to the game, by the player.

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Page 21: Introduction to Game Design

MDA: Aesthetics

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Page 22: Introduction to Game Design

MDA: Aesthetics

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Page 23: Introduction to Game Design

Frameworks: Elemental Tetrad

• Defined by Jesse Schell in his book: The Art of Game Design.

Aesthetics

Narrative

Technologies

Mechanics

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Page 24: Introduction to Game Design

Adventure games (’70s)

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Page 25: Introduction to Game Design

Adventure games (’90s)

Monkey Island 2

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Page 26: Introduction to Game Design

Mobile games

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Page 27: Introduction to Game Design

Game DesignTHEORY BEHIND IT

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Page 28: Introduction to Game Design

Playtest• Tests designed to find tech and design bugs.• Bugs found earlier can be corrected earlier in

development (when it’s cheaper).• Works best if:

• Testers give direct feedback (written or verbally).

• Testers are given as few initial information as posible (reduce biasing).

• Indirect feedback can be captured (involuntarily and automatic responses while playtesting).

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Page 29: Introduction to Game Design

Playtest: It’s all about iterations

Design

PrototypeEvaluate

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Page 30: Introduction to Game Design

Bottom-Up & Top-Down design

Concept

Context

Kernel(Characteristics and content)

Mechanics

Verbs

Bo

tto

m-u

p

Top

-do

wn

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Page 31: Introduction to Game Design

Angry Birds: mechanics

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Page 32: Introduction to Game Design

Angry Birds: narrative

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Page 33: Introduction to Game Design

Enter The Matrix

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Page 34: Introduction to Game Design

About Tutorials

• A good tutorial:1. Is not an exercise on reading a

screen.2. Works best if distributed through

the game.3. Should be as interesting as the rest

of the game.4. Must be reinforsed throughout the

game.5. Must not be neither intrusive nor

mandatory. It should be seamless.

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Page 35: Introduction to Game Design

Mario: A good tutorial

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Page 36: Introduction to Game Design

Mario: A good tutorial

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Page 37: Introduction to Game Design

Interest curve

• Experience shouldn’t be linear.

• People get used to external stimuliand require more to be as satisfiedas before.

• There must be alternationsbetween action and resting.

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Page 38: Introduction to Game Design

Conclusions

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Page 39: Introduction to Game Design

Thank you very much!Jorge Palacios – @pctroll – pctroll .net

Christ ian Chomiak – @cchomiakm – bonusdisc.com

@iovizna – iovizna.com

ALL IMAGES ARE PROPERTY OF THEIR RESPECTIVE AUTHORS

Page 40: Introduction to Game Design

Any questions?

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