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+1

PLAY   CONSULT
       CONCEPT
        +2
                 ING
Game Design
Baby Steps to Start Playing
Content

1.   What’s the objective of this workshop for you?
2.   Which variables can I use to make it remarkable?
3.   Which rules are there on this playground?
4.   What’s the score model (do’s ++ and don’ts --)?
5.   When is it finished?
Content

1.   Briefing
2.   Concept
3.   Objective, challenges and why it is fun
4.   Score-model
5.   Design Document & Database
6.   Play-test & iterate
Content

1.   Briefing                                    Idea
2.   Concept                                   Creation
3.   Objective, challenges and why it is fun
4.   Score-model
5.   Design Document & Database
6.   Play-test & iterate
Content

1.   Briefing                                    Idea
2.   Concept                                   Creation
3.   Objective, challenges and why it is fun   Game
4.   Score-model                               Design
5.   Design Document & Database
6.   Play-test & iterate
Content

1.   Briefing                                     Idea
2.   Concept                                    Creation
3.   Objective, challenges and why it is fun     Game
4.   Score-model                                 Design
5.   Design Document & Database
6.   Play-test & iterate                       Development
1/6: Briefing

1.   Objective
2.   Target audience (players)
3.   Essence of the problem / challenge
4.   Most suitable platform
5.   Other important guidelines
2/6: Concept
2/6: Concept

1. Objective in the game (desired outcome)
2/6: Concept

1. Objective in the game (desired outcome)
2. What’s the essence of the problem?
2/6: Concept

1. Objective in the game (desired outcome)
2. What’s the essence of the problem?
3. How would you validate (un)desired behavior (reward & punish)
2/6: Concept

1.   Objective in the game (desired outcome)
2.   What’s the essence of the problem?
3.   How would you validate (un)desired behavior (reward & punish)
4.   Describe plausible scenario’s & situations
2/6: Concept

1.   Objective in the game (desired outcome)
2.   What’s the essence of the problem?
3.   How would you validate (un)desired behavior (reward & punish)
4.   Describe plausible scenario’s & situations
5.   What is a suitable metaphor for this subject?
2/6: Concept

1.   Objective in the game (desired outcome)
2.   What’s the essence of the problem?
3.   How would you validate (un)desired behavior (reward & punish)
4.   Describe plausible scenario’s & situations
5.   What is a suitable metaphor for this subject?
6.   Make a mood-board for your game concept
Game Elements
Game Elements
     Visual
Game Elements
     Visual
    Objective
Game Elements
     Visual
    Objective
     Tactics
Game Elements
     Visual
    Objective
     Tactics
     Story
Game Elements
     Visual
    Objective
     Tactics
     Story
    Mastery
Game Elements
     Visual
    Objective
     Tactics
     Story
    Mastery


    DO NOT
    DISTURB
Game Elements
    Objective




     Actions
Game Elements
                 Objective


Challenge   Challenge   Challenge   Challenge
   A           B           C           ...




                  Actions
Game Elements
                     Objective


Challenge   Challenge      Challenge    Challenge
   A           B              C            ...




            +
         Positive      Score    - Negative
       Consequence             Consequence
                       model



                     Actions
Game Elements
                     Objective


Challenge   Challenge      Challenge    Challenge
   A           B              C            ...



                 User Interface
                Feedback System

            +
         Positive      Score    - Negative
       Consequence             Consequence
                       model



                     Actions
Game Elements
                         Objective


    Challenge   Challenge      Challenge    Challenge
       A           B              C            ...



                     User Interface
Ruleset             Feedback System

                +
             Positive      Score    - Negative
           Consequence             Consequence
                           model



                         Actions
Game Elements
                                  Objective


             Challenge   Challenge      Challenge    Challenge
                A           B              C            ...



                              User Interface
        Ruleset              Feedback System

                         +
                      Positive      Score    - Negative
                    Consequence             Consequence
                                    model

  Metaphor
& Visual Layer
                                  Actions
3/6: Objective

1.   Write down the objective in the game
2.   Define challenges derived from the main objective
3.   Develop the basic game-loop to fulfill challenges
4.   Define levels for gradual growth in required skills

     = Purpose, meaning, fun, replayable?
Game Flow




            * Balancing the Flow gives the
              player a ‘Sense of Control’
Game Flow

                         Purpose




            * Balancing the Flow gives the
              player a ‘Sense of Control’
Game Flow

                              Purpose




                 * Balancing the Flow gives the
                   player a ‘Sense of Control’

            SS
      G   RE
  PRO
Game Flow

                                      Purpose




                         * Balancing the Flow gives the
                           player a ‘Sense of Control’
Start
Doing
                    SS
              G   RE
          PRO
Game Flow

                                                 Purpose


        Experiment

                                    * Balancing the Flow gives the
                                      player a ‘Sense of Control’
Start
Doing
                               SS
                         G   RE
                     PRO
Game Flow

                       Learn                     Purpose


        Experiment

                                    * Balancing the Flow gives the
                                      player a ‘Sense of Control’
Start
Doing
                               SS
                         G   RE
                     PRO
Game Flow
                                    Mastery*

                       Learn                         Purpose


        Experiment

                                        * Balancing the Flow gives the
                                          player a ‘Sense of Control’
Start
Doing
                               SS
                         G   RE
                     PRO
4/6: Score-model

1.   Which actions help the player to achieve the set challenges
2.   Which actions limit the player from achieving the set challenges
3.   How do we reward and punish these actions
4.   Make sure the game shows Clear and Consistent Feedback

     = Empowerment, sense of control, good feeling (flow)
5/6: Design document

1. Define the playground in detail *

2. Write a document that programmers understand
   (Tip: use schematics, structures and pictures)

3. Fill a dBase with your game loop mechanics, questions, answers,
   actions, scores, etc.

  *(visual style, storyline, size, actions, rules, score model, feedback, text, dialogue, interface, sound design, music, animations, etc. )
6/6: Play-test

1.   Play the game with your team
2.   Play the game with strangers
3.   Listen, learn, adjust, test = iterate!
4.   The players are always right...
Why use games?

1. 100% Attention
2. Fun!
3. Voluntary
4. Active experience
5. Multi-sensory & Re-playable
6. Hours, weeks and potentially years of engagement
7. Immersion: suitable to address complex issues
8. Measurable effect!
Game Over?

The objective of this workshop was to experience the basics of
game design

More information on www.brandnewgame.nl

And feel free to download my book
Book: www.brandnewplayground.com



PLAY                 CONSULT
                                    ING
Blog: www.gamingandbranding.com

                     CONCEPT
Bizz: www.brandnewgame.nl

Twitter: @BartHufen #gamification

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Workshop Bart Hufen

  • 1. +1 PLAY CONSULT CONCEPT +2 ING
  • 2. Game Design Baby Steps to Start Playing
  • 3. Content 1. What’s the objective of this workshop for you? 2. Which variables can I use to make it remarkable? 3. Which rules are there on this playground? 4. What’s the score model (do’s ++ and don’ts --)? 5. When is it finished?
  • 4. Content 1. Briefing 2. Concept 3. Objective, challenges and why it is fun 4. Score-model 5. Design Document & Database 6. Play-test & iterate
  • 5. Content 1. Briefing Idea 2. Concept Creation 3. Objective, challenges and why it is fun 4. Score-model 5. Design Document & Database 6. Play-test & iterate
  • 6. Content 1. Briefing Idea 2. Concept Creation 3. Objective, challenges and why it is fun Game 4. Score-model Design 5. Design Document & Database 6. Play-test & iterate
  • 7. Content 1. Briefing Idea 2. Concept Creation 3. Objective, challenges and why it is fun Game 4. Score-model Design 5. Design Document & Database 6. Play-test & iterate Development
  • 8. 1/6: Briefing 1. Objective 2. Target audience (players) 3. Essence of the problem / challenge 4. Most suitable platform 5. Other important guidelines
  • 10. 2/6: Concept 1. Objective in the game (desired outcome)
  • 11. 2/6: Concept 1. Objective in the game (desired outcome) 2. What’s the essence of the problem?
  • 12. 2/6: Concept 1. Objective in the game (desired outcome) 2. What’s the essence of the problem? 3. How would you validate (un)desired behavior (reward & punish)
  • 13. 2/6: Concept 1. Objective in the game (desired outcome) 2. What’s the essence of the problem? 3. How would you validate (un)desired behavior (reward & punish) 4. Describe plausible scenario’s & situations
  • 14. 2/6: Concept 1. Objective in the game (desired outcome) 2. What’s the essence of the problem? 3. How would you validate (un)desired behavior (reward & punish) 4. Describe plausible scenario’s & situations 5. What is a suitable metaphor for this subject?
  • 15. 2/6: Concept 1. Objective in the game (desired outcome) 2. What’s the essence of the problem? 3. How would you validate (un)desired behavior (reward & punish) 4. Describe plausible scenario’s & situations 5. What is a suitable metaphor for this subject? 6. Make a mood-board for your game concept
  • 17. Game Elements Visual
  • 18. Game Elements Visual Objective
  • 19. Game Elements Visual Objective Tactics
  • 20. Game Elements Visual Objective Tactics Story
  • 21. Game Elements Visual Objective Tactics Story Mastery
  • 22. Game Elements Visual Objective Tactics Story Mastery DO NOT DISTURB
  • 23. Game Elements Objective Actions
  • 24. Game Elements Objective Challenge Challenge Challenge Challenge A B C ... Actions
  • 25. Game Elements Objective Challenge Challenge Challenge Challenge A B C ... + Positive Score - Negative Consequence Consequence model Actions
  • 26. Game Elements Objective Challenge Challenge Challenge Challenge A B C ... User Interface Feedback System + Positive Score - Negative Consequence Consequence model Actions
  • 27. Game Elements Objective Challenge Challenge Challenge Challenge A B C ... User Interface Ruleset Feedback System + Positive Score - Negative Consequence Consequence model Actions
  • 28. Game Elements Objective Challenge Challenge Challenge Challenge A B C ... User Interface Ruleset Feedback System + Positive Score - Negative Consequence Consequence model Metaphor & Visual Layer Actions
  • 29. 3/6: Objective 1. Write down the objective in the game 2. Define challenges derived from the main objective 3. Develop the basic game-loop to fulfill challenges 4. Define levels for gradual growth in required skills = Purpose, meaning, fun, replayable?
  • 30. Game Flow * Balancing the Flow gives the player a ‘Sense of Control’
  • 31. Game Flow Purpose * Balancing the Flow gives the player a ‘Sense of Control’
  • 32. Game Flow Purpose * Balancing the Flow gives the player a ‘Sense of Control’ SS G RE PRO
  • 33. Game Flow Purpose * Balancing the Flow gives the player a ‘Sense of Control’ Start Doing SS G RE PRO
  • 34. Game Flow Purpose Experiment * Balancing the Flow gives the player a ‘Sense of Control’ Start Doing SS G RE PRO
  • 35. Game Flow Learn Purpose Experiment * Balancing the Flow gives the player a ‘Sense of Control’ Start Doing SS G RE PRO
  • 36. Game Flow Mastery* Learn Purpose Experiment * Balancing the Flow gives the player a ‘Sense of Control’ Start Doing SS G RE PRO
  • 37. 4/6: Score-model 1. Which actions help the player to achieve the set challenges 2. Which actions limit the player from achieving the set challenges 3. How do we reward and punish these actions 4. Make sure the game shows Clear and Consistent Feedback = Empowerment, sense of control, good feeling (flow)
  • 38. 5/6: Design document 1. Define the playground in detail * 2. Write a document that programmers understand (Tip: use schematics, structures and pictures) 3. Fill a dBase with your game loop mechanics, questions, answers, actions, scores, etc. *(visual style, storyline, size, actions, rules, score model, feedback, text, dialogue, interface, sound design, music, animations, etc. )
  • 39. 6/6: Play-test 1. Play the game with your team 2. Play the game with strangers 3. Listen, learn, adjust, test = iterate! 4. The players are always right...
  • 40. Why use games? 1. 100% Attention 2. Fun! 3. Voluntary 4. Active experience 5. Multi-sensory & Re-playable 6. Hours, weeks and potentially years of engagement 7. Immersion: suitable to address complex issues 8. Measurable effect!
  • 41. Game Over? The objective of this workshop was to experience the basics of game design More information on www.brandnewgame.nl And feel free to download my book
  • 42. Book: www.brandnewplayground.com PLAY CONSULT ING Blog: www.gamingandbranding.com CONCEPT Bizz: www.brandnewgame.nl Twitter: @BartHufen #gamification