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Game design tools
For when spreadsheets and flowcharts
aren’t enough
Katharine Neil
Independent developer
What are game design tools?
Game design tools help you solve design problems without
having to build playable experiences in order to test out your
ideas.
● Conceptual models, notation systems, software tools
● We generally don’t use them!
● We’ve been working on this problem for a while…
(See “Formal Abstract Design Tools”, Doug Church, Game
Developer Magazine, 1999)
● Main goal: support thinking
● Support ambiguous, evolving
ideas
● Unresolved conflicts and issues
are expected
● Messy, visual
● Support an anarchic, even
private process (like a
designer’s notebook)
● “But how does this help us build
the game?” <– wrong question
● Main goal: support production
● Create usable, bug free assets
● Technical mistakes and logical
errors break things
● Clean, optimal, efficient
● Easy to measure and
demonstrate progress and
outcomes
● Make sense to programmers
and producers
Design tools Production tools
Tools we typically use for game design
● Documenting
● GDDs, spreadsheets, flowcharts, diagrams
● Prototyping and iterative development
● Player metrics
What design tools can help with
● System design and balancing
● Narrative design
● Progression design
● Level and mission design
● Design for procedural content generation
Game design tools you can use now
Machinations
● Notation system for modelling
game systems
● Models game economies as
resource flows
● Provides interactive simulation
of game dynamics
Prototype
Machinations
model
Machinations is useful for:
● Modelling, balancing systems – especially for games with emergent dynamics
● Quickly sketching out ideas
● Analysing, learning from other games
Limitations:
● Not suited to data-heavy, scripted gameplay
● Can’t factor in « game feel » or topography
Where to get it:
● http://www.jorisdormans.nl/machinations/
Book: “Game Mechanics: Advanced Design”, Adams & Dormans
Articy:Draft
● Narrative design and mission
design
● Flow diagram-style interface
supports branching, graph-
based, nested structures
● Also serves as an authoring tool
Articy:Draft is useful for…
● Writers who want a tool like Scrivener – but for games
● Organising and visualising design and narrative materials
● Narrative-based, dialog-heavy games
Limitations
Heavily tailored towards RPGs, adventure games
Where to get it
http://www.nevigo.com
Skill atoms
● A diagramming system
● A skill atom describes how the
player gains a new skill
● A skill chain describes the
evolution of the player’s skill
set
● Progression design using the
lens of player skills
Skill atoms are useful for…
● Focusing on player experience
● Onboarding/scaffolding
Limitations
● Skill chain graphs can become large, hard to read/use
Where to get it
● Read the article here:
http://www.gamasutra.com/view/feature/129948/the_chemistry_of_ga
me_design.php
Game design tools of the future:
“Mixed initiative” (procedural
content generation and AI-
assisted) design tools
The Sentient Sketchbook
● AI-assisted top-down sketching of
game levels – particularly strategy
game maps
● Place bases, resources, rough collision
scene, goals
● Evaluates maps for player balance
and gameplay pacing
● Shows navigable paths, choke points
● Fleshes out details and suggests
alternative designs while you sketch
The Sentient Sketchbook is useful for…
● The grey-boxing stage of level design
● Strategy games, FPS
Limitations
● Quite genre-specific
● Preset map sizes
● High level, approximate
Where to get it
http://www.sentientsketchbook.com/
● AI-assisted mission and level
design
● Design-time procedural
generation with designer-
friendly approach
● Can transform abstract mission
structures into level designs
Ludoscope
Ludoscope is useful for:
● Generating or fleshing out level designs
● Devising procedural level generation rules without scripting/code
● Freaky new ways to think about your level design process
Limitations
● Requires hard work in abstract thinking
● Can be challenging to figure out what to use it for
● Highly experimental and still in development
Where to get it
Ask Joris Dormans about beta testing: jd@jorisdormans.nl
PCG-based level editor for the game Refraction
● Mixed-initiative design of puzzle game levels
● Computer-aided progression design
● Helps the designer (and the procedural
generation) stick to the progression rules and
structure they’ve defined
Refraction’s level editor is useful as:
● Proof of concept of how we can embed computational assistance
into level editing/world building tools
Limitations
• You can’t use it - it’s specifically for building Refraction game levels
• Built to handle design for a linear game with a small feature set
Where to read about it
https://adamsmith.as/papers/uist2013_progression.pdf
Let’s make design tools!
Progressimo
● Standalone progression
design environment
inspired by the Refraction
tool
● Branching and open-world
progression structures
● Calculates game state,
mission unlocking
● (Disclosure: I made this
tool!)
Progressimo is useful for:
● Progression-heavy games e.g. levels and missions, game-as-a-service,
adventure games, action RPGs, open world games
● Visualising and walking through missions and how they fit together in
the game
● High-level content planning for procedural generation
Limitations
● Not suitable for games where progression is driven primarily by
emergent system dynamics
Where to get it
● Contact me about joining the beta: katharine.neil@gmail.com
Benefits of using game design tools
● Adds structure to a design process and makes
design visible
● Can provide a safe space in which to attempt
ambitious, complex designs
● Lessens design’s reliance on production
● Learn new ways of thinking that impact the way you
design even when you’re not using tools
Limitations and pitfalls
● Can take a while to learn and be hard to use
● Hard to tell what fun looks like in abstract form
● Not great for modelling game feel and interaction
● A tool acts like a filter on your ideas. It has its own agenda!
● False positives, false negatives (fun in the tool but not in the
game & vice versa)
Suggested approaches
Use a “toolbox” approach
● Have a range of tools to hand (no “one tool to rule them all”)
Use game design tools to complement
other methods
● For example, alongside prototyping (to tell you things a
prototype can’t tell you)
Example: Dan Cook’s design workflow
Prototype
Concept
development
Machinations
Playtest
Identify problems Analyse
problems
Machinations
Skill
atoms
Skill
atoms
Fix problems
Ideation
Example: Design workflow for platformer/RPG Wanderer
Articy:Draft
Articy:Draft
Game build
Data
Gameplay logic
(Lua scripts)
• Branching dialogue
• Interactions
• Quest structures
• Skill trees
• Item & character attributes
Concept & narrative
development
Production
• Storyboarding
• Quest ideas
Example: Workflow for my top-down shooter
LudoscopeProgressimo
Level grammar
Level design
patterns & ideas
Prototyping and
hands-on level
design Procedurally-generated level design ideas
Thanks for listening!
katharine.neil@gmail.com
@haikus_by_KN

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Game Design Tools: For When Spreadsheets and Flowcharts Aren't Enough

  • 1. Game design tools For when spreadsheets and flowcharts aren’t enough Katharine Neil Independent developer
  • 2. What are game design tools? Game design tools help you solve design problems without having to build playable experiences in order to test out your ideas. ● Conceptual models, notation systems, software tools ● We generally don’t use them! ● We’ve been working on this problem for a while… (See “Formal Abstract Design Tools”, Doug Church, Game Developer Magazine, 1999)
  • 3. ● Main goal: support thinking ● Support ambiguous, evolving ideas ● Unresolved conflicts and issues are expected ● Messy, visual ● Support an anarchic, even private process (like a designer’s notebook) ● “But how does this help us build the game?” <– wrong question ● Main goal: support production ● Create usable, bug free assets ● Technical mistakes and logical errors break things ● Clean, optimal, efficient ● Easy to measure and demonstrate progress and outcomes ● Make sense to programmers and producers Design tools Production tools
  • 4. Tools we typically use for game design ● Documenting ● GDDs, spreadsheets, flowcharts, diagrams ● Prototyping and iterative development ● Player metrics
  • 5. What design tools can help with ● System design and balancing ● Narrative design ● Progression design ● Level and mission design ● Design for procedural content generation
  • 6. Game design tools you can use now
  • 7. Machinations ● Notation system for modelling game systems ● Models game economies as resource flows ● Provides interactive simulation of game dynamics
  • 9. Machinations is useful for: ● Modelling, balancing systems – especially for games with emergent dynamics ● Quickly sketching out ideas ● Analysing, learning from other games Limitations: ● Not suited to data-heavy, scripted gameplay ● Can’t factor in « game feel » or topography Where to get it: ● http://www.jorisdormans.nl/machinations/ Book: “Game Mechanics: Advanced Design”, Adams & Dormans
  • 10. Articy:Draft ● Narrative design and mission design ● Flow diagram-style interface supports branching, graph- based, nested structures ● Also serves as an authoring tool
  • 11. Articy:Draft is useful for… ● Writers who want a tool like Scrivener – but for games ● Organising and visualising design and narrative materials ● Narrative-based, dialog-heavy games Limitations Heavily tailored towards RPGs, adventure games Where to get it http://www.nevigo.com
  • 12. Skill atoms ● A diagramming system ● A skill atom describes how the player gains a new skill ● A skill chain describes the evolution of the player’s skill set ● Progression design using the lens of player skills
  • 13. Skill atoms are useful for… ● Focusing on player experience ● Onboarding/scaffolding Limitations ● Skill chain graphs can become large, hard to read/use Where to get it ● Read the article here: http://www.gamasutra.com/view/feature/129948/the_chemistry_of_ga me_design.php
  • 14. Game design tools of the future: “Mixed initiative” (procedural content generation and AI- assisted) design tools
  • 15. The Sentient Sketchbook ● AI-assisted top-down sketching of game levels – particularly strategy game maps ● Place bases, resources, rough collision scene, goals ● Evaluates maps for player balance and gameplay pacing ● Shows navigable paths, choke points ● Fleshes out details and suggests alternative designs while you sketch
  • 16. The Sentient Sketchbook is useful for… ● The grey-boxing stage of level design ● Strategy games, FPS Limitations ● Quite genre-specific ● Preset map sizes ● High level, approximate Where to get it http://www.sentientsketchbook.com/
  • 17. ● AI-assisted mission and level design ● Design-time procedural generation with designer- friendly approach ● Can transform abstract mission structures into level designs Ludoscope
  • 18. Ludoscope is useful for: ● Generating or fleshing out level designs ● Devising procedural level generation rules without scripting/code ● Freaky new ways to think about your level design process Limitations ● Requires hard work in abstract thinking ● Can be challenging to figure out what to use it for ● Highly experimental and still in development Where to get it Ask Joris Dormans about beta testing: jd@jorisdormans.nl
  • 19. PCG-based level editor for the game Refraction ● Mixed-initiative design of puzzle game levels ● Computer-aided progression design ● Helps the designer (and the procedural generation) stick to the progression rules and structure they’ve defined
  • 20. Refraction’s level editor is useful as: ● Proof of concept of how we can embed computational assistance into level editing/world building tools Limitations • You can’t use it - it’s specifically for building Refraction game levels • Built to handle design for a linear game with a small feature set Where to read about it https://adamsmith.as/papers/uist2013_progression.pdf
  • 22. Progressimo ● Standalone progression design environment inspired by the Refraction tool ● Branching and open-world progression structures ● Calculates game state, mission unlocking ● (Disclosure: I made this tool!)
  • 23. Progressimo is useful for: ● Progression-heavy games e.g. levels and missions, game-as-a-service, adventure games, action RPGs, open world games ● Visualising and walking through missions and how they fit together in the game ● High-level content planning for procedural generation Limitations ● Not suitable for games where progression is driven primarily by emergent system dynamics Where to get it ● Contact me about joining the beta: katharine.neil@gmail.com
  • 24. Benefits of using game design tools ● Adds structure to a design process and makes design visible ● Can provide a safe space in which to attempt ambitious, complex designs ● Lessens design’s reliance on production ● Learn new ways of thinking that impact the way you design even when you’re not using tools
  • 25. Limitations and pitfalls ● Can take a while to learn and be hard to use ● Hard to tell what fun looks like in abstract form ● Not great for modelling game feel and interaction ● A tool acts like a filter on your ideas. It has its own agenda! ● False positives, false negatives (fun in the tool but not in the game & vice versa)
  • 26. Suggested approaches Use a “toolbox” approach ● Have a range of tools to hand (no “one tool to rule them all”) Use game design tools to complement other methods ● For example, alongside prototyping (to tell you things a prototype can’t tell you)
  • 27. Example: Dan Cook’s design workflow Prototype Concept development Machinations Playtest Identify problems Analyse problems Machinations Skill atoms Skill atoms Fix problems Ideation
  • 28. Example: Design workflow for platformer/RPG Wanderer Articy:Draft Articy:Draft Game build Data Gameplay logic (Lua scripts) • Branching dialogue • Interactions • Quest structures • Skill trees • Item & character attributes Concept & narrative development Production • Storyboarding • Quest ideas
  • 29. Example: Workflow for my top-down shooter LudoscopeProgressimo Level grammar Level design patterns & ideas Prototyping and hands-on level design Procedurally-generated level design ideas