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Fundamentals of
nd
Game Design, 2 Edition
by Ernest Adams

Chapter 2: Design Components and Processes
Objectives








Understand the player-centric approach to
game design
Know how the core mechanics and the user
interface work together to create gameplay
Explain how gameplay modes and shell
menus make up the structure of a game
Recognize the three stages of game design
and describe the design work in each stage

© 2009 by Pearson
Education, Inc.

Chapter 2 Design Components
and Processes

2
Objectives (Cont.)






Know the kinds of jobs required on a design
team
Know the kinds of documents that a game
designer is likely to need and what they are
for
Know the qualities required of a good game
designer

© 2009 by Pearson
Education, Inc.

Chapter 2 Design Components
and Processes

3
Art, Engineering, or Craft?




Game design is not purely an art nor an act
of pure engineering
Game design is a craft



It includes both creative and functional elements
It can be learned

© 2009 by Pearson
Education, Inc.

Chapter 2 Design Components
and Processes

4
The Player-Centric Approach




Player-centric game design is a philosophy of
design in which the designer envisions a
representative player
Two duties in player-centric design:






Entertain the representative player
Empathize with the representative player

You are not the representative player
You are not the player’s opponent

© 2009 by Pearson
Education, Inc.

Chapter 2 Design Components
and Processes

5
Other Motivations That Influence
Design


Market-driven games




Designer-driven games




Games trying to appeal to the maximum number
of people, regardless of implications for harmony
Designer retains all creative control, usually to the
detriment of the game

Games for a specific license



Content must fit into an existing world
Limits creativity, but often very lucrative

© 2009 by Pearson
Education, Inc.

Chapter 2 Design Components
and Processes

6
Other Motivations That Influence
Design (Cont.)


Technology-driven games




Games built to show off the hardware running the
game

Art-driven games



Games built to show off the artwork
Games are visually innovative but seldom good
otherwise; comparatively rare

© 2009 by Pearson
Education, Inc.

Chapter 2 Design Components
and Processes

7
Integrating for Entertainment


Integrating characteristics to entertain players
requires designer to







Have a specific vision
Consider the audience’s preferences
Understand licensing benefits and exploit them to
the game’s best advantage
Understand the capabilities of the technology
Consider aesthetic style

© 2009 by Pearson
Education, Inc.

Chapter 2 Design Components
and Processes

8
Core Mechanics


Core mechanics generate the gameplay






Define the challenges
Define the actions
Define the player’s effect on the game world

Core mechanics determine how realistic the
game world seems to the player


Realism is a continuum between abstract and
representational

© 2009 by Pearson
Education, Inc.

Chapter 2 Design Components
and Processes

9
User Interface


Mediates between the core mechanics and
the player





Interprets player’s mouse clicks or button presses
Displays the result of the player’s input

Can also be called the presentation layer



Presents the game world to the player
Includes artwork and audio effects

© 2009 by Pearson
Education, Inc.

Chapter 2 Design Components
and Processes

10
User Interface (Cont.)


Interaction model


Identifies the way in which the player acts upon
the game world; common models include:





Avatar-based—through a character in the world
Multipresent—the player can act on many places at
once

Camera model



Viewpoint of the virtual camera, and its behavior
Simple models are called perspectives. First- and
third-person are common perspectives.

© 2009 by Pearson
Education, Inc.

Chapter 2 Design Components
and Processes

11
The Structure of a Video Game


Structure is composed of



Gameplay modes
Shell menus

© 2009 by Pearson
Education, Inc.

Chapter 2 Design Components
and Processes

12
Gameplay Modes


Gameplay modes consist of the available
gameplay and user interface at a specific
time





Not all actions are available at all times
Available user interface choices should be related
to the current actions

A game is in exactly one gameplay mode at a
time.


It can move to another mode as necessary

© 2009 by Pearson
Education, Inc.

Chapter 2 Design Components
and Processes

13
The Gameplay Mode

© 2009 by Pearson
Education, Inc.

Chapter 2 Design Components
and Processes

14
Shell Menus and Screens


Shell menus are used when the player is
NOT in a gameplay mode



The player can’t affect the game world
The player can save or load a game, adjust the
hardware, etc.

© 2009 by Pearson
Education, Inc.

Chapter 2 Design Components
and Processes

15
Forming the Structure



Gameplay modes + shell menus = structure
The game switches between gameplay
modes as required:



In response to specific player requests
In response to events in the game

© 2009 by Pearson
Education, Inc.

Chapter 2 Design Components
and Processes

16
Stages of the Design Process





Concept stage
Elaboration stage
Tuning stage
Note that these are purely stages of design,
not of development; development includes
many more factors


“Pre-production” and “production” are
development stages that overlap the design
stages

© 2009 by Pearson
Education, Inc.

Chapter 2 Design Components
and Processes

17
Concept Stage


During the concept stage, you








Define the fundamental game concept, including
the game’s genre
Define an audience
Determine the player’s role in the game
Think about how to fulfill the player’s dream

Concept should not change after this stage

© 2009 by Pearson
Education, Inc.

Chapter 2 Design Components
and Processes

18
Elaboration Stage
During this stage, you








Define the primary
game mode
Design the protagonist
Define the game world
Design the core
mechanics

© 2009 by Pearson
Education, Inc.








Create additional
modes
Create the first
playable level
Write the story
Build, test, and iterate

Chapter 2 Design Components
and Processes

19
Tuning Stage






You enter the tuning stage at the point when
the entire design is locked and no more
features may be added to the game
During the tuning stage, the design team
makes small adjustments to levels and core
mechanics
Polishing is a subtractive process—removing
imperfections

© 2009 by Pearson
Education, Inc.

Chapter 2 Design Components
and Processes

20
Game Design Teams


A game design team may include








Lead Designer
Game Designers
Level Designers
User Interface Designers
Writers
Art Director
Audio Director

© 2009 by Pearson
Education, Inc.

Chapter 2 Design Components
and Processes

21
Documenting the Design


Design documents are used








To communicate your ideas clearly to other team
members
As sales tools
As design tools
To record the decisions made

The process of writing a document can turn a
vague idea into an explicit plan

© 2009 by Pearson
Education, Inc.

Chapter 2 Design Components
and Processes

22
Types of Design Documents


High concept document





Tool to sell your game concept
Two to four pages

Game treatment document




Sales tool with more detail than the high concept
document
Summary of the basic game design

© 2009 by Pearson
Education, Inc.

Chapter 2 Design Components
and Processes

23
Types of Design Documents
(Cont.)


Character design document







Design one character in the game
Include moveset
Include concept art in different poses
Include the character’s backstory

World design document




General overview of the game world art
Types and locations for sounds
Include a map

© 2009 by Pearson
Education, Inc.

Chapter 2 Design Components
and Processes

24
Types of Design Documents
(Cont.)


Flowboard






Story and level progression document





Document the structure—links among gameplay
modes and shell menus
List available menu items and player inputs
Tell the story
Record the player’s progression through the game

Game script document


Specifies rules and core mechanics in enough
detail to play the game

© 2009 by Pearson
Education, Inc.

Chapter 2 Design Components
and Processes

25
Anatomy of a Game Designer


Skills most useful for professional game
designer







Imagination
Technical awareness
Analytical competence
Mathematical
competence
Aesthetic competence

© 2009 by Pearson
Education, Inc.







General knowledge
and ability to research
Writing skills
Drawing skills
Ability to synthesize

Chapter 2 Design Components
and Processes

26
Summary


You should now understand






Player-centric approach to game design
Structure of a game
Stages of game design and the required
documentation
Roles and qualities of the design team members

© 2009 by Pearson
Education, Inc.

Chapter 2 Design Components
and Processes

27

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Fundamentals of Game Design - Ch2

  • 1. Fundamentals of nd Game Design, 2 Edition by Ernest Adams Chapter 2: Design Components and Processes
  • 2. Objectives     Understand the player-centric approach to game design Know how the core mechanics and the user interface work together to create gameplay Explain how gameplay modes and shell menus make up the structure of a game Recognize the three stages of game design and describe the design work in each stage © 2009 by Pearson Education, Inc. Chapter 2 Design Components and Processes 2
  • 3. Objectives (Cont.)    Know the kinds of jobs required on a design team Know the kinds of documents that a game designer is likely to need and what they are for Know the qualities required of a good game designer © 2009 by Pearson Education, Inc. Chapter 2 Design Components and Processes 3
  • 4. Art, Engineering, or Craft?   Game design is not purely an art nor an act of pure engineering Game design is a craft   It includes both creative and functional elements It can be learned © 2009 by Pearson Education, Inc. Chapter 2 Design Components and Processes 4
  • 5. The Player-Centric Approach   Player-centric game design is a philosophy of design in which the designer envisions a representative player Two duties in player-centric design:     Entertain the representative player Empathize with the representative player You are not the representative player You are not the player’s opponent © 2009 by Pearson Education, Inc. Chapter 2 Design Components and Processes 5
  • 6. Other Motivations That Influence Design  Market-driven games   Designer-driven games   Games trying to appeal to the maximum number of people, regardless of implications for harmony Designer retains all creative control, usually to the detriment of the game Games for a specific license   Content must fit into an existing world Limits creativity, but often very lucrative © 2009 by Pearson Education, Inc. Chapter 2 Design Components and Processes 6
  • 7. Other Motivations That Influence Design (Cont.)  Technology-driven games   Games built to show off the hardware running the game Art-driven games   Games built to show off the artwork Games are visually innovative but seldom good otherwise; comparatively rare © 2009 by Pearson Education, Inc. Chapter 2 Design Components and Processes 7
  • 8. Integrating for Entertainment  Integrating characteristics to entertain players requires designer to      Have a specific vision Consider the audience’s preferences Understand licensing benefits and exploit them to the game’s best advantage Understand the capabilities of the technology Consider aesthetic style © 2009 by Pearson Education, Inc. Chapter 2 Design Components and Processes 8
  • 9. Core Mechanics  Core mechanics generate the gameplay     Define the challenges Define the actions Define the player’s effect on the game world Core mechanics determine how realistic the game world seems to the player  Realism is a continuum between abstract and representational © 2009 by Pearson Education, Inc. Chapter 2 Design Components and Processes 9
  • 10. User Interface  Mediates between the core mechanics and the player    Interprets player’s mouse clicks or button presses Displays the result of the player’s input Can also be called the presentation layer   Presents the game world to the player Includes artwork and audio effects © 2009 by Pearson Education, Inc. Chapter 2 Design Components and Processes 10
  • 11. User Interface (Cont.)  Interaction model  Identifies the way in which the player acts upon the game world; common models include:    Avatar-based—through a character in the world Multipresent—the player can act on many places at once Camera model   Viewpoint of the virtual camera, and its behavior Simple models are called perspectives. First- and third-person are common perspectives. © 2009 by Pearson Education, Inc. Chapter 2 Design Components and Processes 11
  • 12. The Structure of a Video Game  Structure is composed of   Gameplay modes Shell menus © 2009 by Pearson Education, Inc. Chapter 2 Design Components and Processes 12
  • 13. Gameplay Modes  Gameplay modes consist of the available gameplay and user interface at a specific time    Not all actions are available at all times Available user interface choices should be related to the current actions A game is in exactly one gameplay mode at a time.  It can move to another mode as necessary © 2009 by Pearson Education, Inc. Chapter 2 Design Components and Processes 13
  • 14. The Gameplay Mode © 2009 by Pearson Education, Inc. Chapter 2 Design Components and Processes 14
  • 15. Shell Menus and Screens  Shell menus are used when the player is NOT in a gameplay mode   The player can’t affect the game world The player can save or load a game, adjust the hardware, etc. © 2009 by Pearson Education, Inc. Chapter 2 Design Components and Processes 15
  • 16. Forming the Structure   Gameplay modes + shell menus = structure The game switches between gameplay modes as required:   In response to specific player requests In response to events in the game © 2009 by Pearson Education, Inc. Chapter 2 Design Components and Processes 16
  • 17. Stages of the Design Process     Concept stage Elaboration stage Tuning stage Note that these are purely stages of design, not of development; development includes many more factors  “Pre-production” and “production” are development stages that overlap the design stages © 2009 by Pearson Education, Inc. Chapter 2 Design Components and Processes 17
  • 18. Concept Stage  During the concept stage, you      Define the fundamental game concept, including the game’s genre Define an audience Determine the player’s role in the game Think about how to fulfill the player’s dream Concept should not change after this stage © 2009 by Pearson Education, Inc. Chapter 2 Design Components and Processes 18
  • 19. Elaboration Stage During this stage, you      Define the primary game mode Design the protagonist Define the game world Design the core mechanics © 2009 by Pearson Education, Inc.     Create additional modes Create the first playable level Write the story Build, test, and iterate Chapter 2 Design Components and Processes 19
  • 20. Tuning Stage    You enter the tuning stage at the point when the entire design is locked and no more features may be added to the game During the tuning stage, the design team makes small adjustments to levels and core mechanics Polishing is a subtractive process—removing imperfections © 2009 by Pearson Education, Inc. Chapter 2 Design Components and Processes 20
  • 21. Game Design Teams  A game design team may include        Lead Designer Game Designers Level Designers User Interface Designers Writers Art Director Audio Director © 2009 by Pearson Education, Inc. Chapter 2 Design Components and Processes 21
  • 22. Documenting the Design  Design documents are used      To communicate your ideas clearly to other team members As sales tools As design tools To record the decisions made The process of writing a document can turn a vague idea into an explicit plan © 2009 by Pearson Education, Inc. Chapter 2 Design Components and Processes 22
  • 23. Types of Design Documents  High concept document    Tool to sell your game concept Two to four pages Game treatment document   Sales tool with more detail than the high concept document Summary of the basic game design © 2009 by Pearson Education, Inc. Chapter 2 Design Components and Processes 23
  • 24. Types of Design Documents (Cont.)  Character design document      Design one character in the game Include moveset Include concept art in different poses Include the character’s backstory World design document    General overview of the game world art Types and locations for sounds Include a map © 2009 by Pearson Education, Inc. Chapter 2 Design Components and Processes 24
  • 25. Types of Design Documents (Cont.)  Flowboard    Story and level progression document    Document the structure—links among gameplay modes and shell menus List available menu items and player inputs Tell the story Record the player’s progression through the game Game script document  Specifies rules and core mechanics in enough detail to play the game © 2009 by Pearson Education, Inc. Chapter 2 Design Components and Processes 25
  • 26. Anatomy of a Game Designer  Skills most useful for professional game designer      Imagination Technical awareness Analytical competence Mathematical competence Aesthetic competence © 2009 by Pearson Education, Inc.     General knowledge and ability to research Writing skills Drawing skills Ability to synthesize Chapter 2 Design Components and Processes 26
  • 27. Summary  You should now understand     Player-centric approach to game design Structure of a game Stages of game design and the required documentation Roles and qualities of the design team members © 2009 by Pearson Education, Inc. Chapter 2 Design Components and Processes 27

Notes de l'éditeur

  1. Remember that the goal is entertaining the player, not creating a game you would like to play or preventing the player from winning the game.
  2. Take the best from every source. If a feature is not needed, don’t keep it.
  3. Many games allow players to switch between first-person and third-person perspectives. In first person, the game world is shown as if you are the avatar. The avatar is not visible in first person because the player is looking through the avatar’s eyes. In third person, the avatar is followed by a chase camera that shows the avatar and the game world.
  4. Use common sense to dictate which actions should be available at a particular time.
  5. It is easy to get stuck in any stage