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The #1 Skill for Game 
Designers 
and How to Practice It 
Roberto Dillon 
James Cook University (Singapore) 
roberto.dillon@jcu.edu.au
1999 2005 2009 2011
An often hot topic on LinkedIn groups 
 What's the most important skill for a Game Designer? 
 Often degenerating in hundreds of comments! 
 Creativity 
 Programming or Artistic skills 
 Writing 
 Having an open mind 
 Curiosity 
 ...
An often hot topic on LinkedIn groups 
 What's the most important skill for a Game Designer? 
 Often degenerating in hundreds of comments! 
 Creativity 
 Programming or Artistic skills 
 Writing 
 Having an open mind 
 Curiosity 
 ... 
 Critical Analysis 
 Listening 
 Explaining your ideas
An often hot topic on LinkedIn groups 
 What's the most important skill for a Game Designer? 
 Often degenerating in hundreds of comments! 
 Creativity 
 Programming or Artistic skills 
 Writing 
 Having an open mind 
 Curiosity 
 ... 
 Critical Analysis 
 Listening 
 Explaining your ideas 
Communication
How to communicate effectively? 
“A method is needed in order to reason accurately” 
Descartes 
 Game Designers explain their approaches in 
very subjective ways. 
How can we communicate our ideas in an easy 
to understand way? 
we need a “pragmatic” approach for explaining 
and describe games 
 For example by breaking down a game at different level 
of complexities and analyze their relationships.
The A.G.E. Framework 
(inspired by the MDA framework) 
FUN 
Actions 
• the core actions that a player can perform 
usually described in terms of verbs. 
• E.g. moving, jumping, kicking a ball, shooting, taking 
cover 
Gameplay 
• the resulting play achieved by using and 
combining the available "actions". These 
can be either verbs or higher level concepts 
• E.g. fighting, race to an end, territorial acquisition 
Experience 
• the emotional experience that engages 
players during the game.
Emotional Experience 
 The most difficult part to explain 
 How do players feel when they play? 
 What do players really want? 
 What triggers „Fun“??
„6-11 Framework“ 
 „Fun” as an outcome from engaging the player 
through basic emotions and instincts 
 6 Basic Emotions 
 Ekman, Plutchik, Izard etc. 
 11 Instincts / Instinctive behaviors 
 Their correspondences / relationships
„6 Emotions” 
• Fear
„6 Emotions” 
• Fear 
• Anger
„6 Emotions” 
• Fear 
• Anger 
• Pride
„6 Emotions” 
• Sadness
„6 Emotions” 
• Sadness 
• Excitement
„6 Emotions” 
• Sadness 
• Excitement 
• Joy
„11 Instincts” 
• Survival
„11 Instincts” 
• Survival 
• Revenge
„11 Instincts” 
• Survival 
• Revenge 
• Curiosity
„11 Instincts” 
• Self Identification
„11 Instincts” 
• Self Identification 
• Aggressiveness
„11 Instincts” 
• Self Identification 
• Aggressiveness 
• Competition
„11 Instincts” 
• Protection / Care
„11 Instincts” 
• Protection / Care 
• Greed
„11 Instincts” 
• Protection / Care 
• Greed 
• Collecting
„11 Instincts” 
• Communication
„11 Instincts” 
• Communication 
• Color Appreciation
Explaining a game 
 In general: 
 Emotions can trigger instincts 
 Instincts push the player to act in the game 
 Easy to link instincts to gameplay and actions 
Fear 
Anger 
Survival 
Aggressiveness 
Escaping 
Avoiding danger 
Chasing 
Fighting 
Hiding 
Running 
Running 
Kicking 
Casting a spell
Explaining a game, step by step 
 From Actions to Experience: 
 Play the game 
 What can I do in the game? 
 Note: check the controls!
Explaining a game, step by step 
 From Actions to Experience: 
 Once we nailed down the Actions... 
 Gameplay: 
 What can I use them for? 
 What am I trying to do? 
 Experience: 
 Why am I doing it? 
 How do I feel while playing?
Frogger (Konami, 1981) 
Actions What can I do in the game?
Frogger (Konami, 1981) 
Actions • Move Left/Right 
• Advance 
• Retreat 
Gameplay What am I trying to do?
Frogger (Konami, 1981) 
Actions • Move Left/Right 
• Advance 
• Retreat 
Gameplay• Avoid being run over by cars (avoidance) 
• Reach a safe spot at the top of the screen 
(race to an end) 
Experience How do I feel while playing?
Frogger (Konami, 1981) 
Actions • Move Left/Right 
• Advance 
• Retreat 
Gameplay• Avoid being run over by cars (avoidance) 
• Reach a safe spot at the top of the screen 
(race to an end) 
Experience How do I feel while playing? 
Joy Excitement 
Survival 
Fear 
Pride 
Identification
Frogger (Konami, 1981) 
Actions • Move Left/Right 
• Advance 
• Retreat 
Gameplay• Avoid being run over by cars (avoidance) 
• Reach a safe spot at the top of the screen 
(race to an end) 
Experience How do I feel while playing? 
Joy Excitement 
Survival 
Fear 
Pride 
Identification
Frogger (Konami, 1981) 
Actions • Move Left/Right 
• Advance 
• Retreat 
Gameplay• Avoid being run over by cars (avoidance) 
• Reach a safe spot at the top of the screen 
(race to an end) 
Experience How do I feel while playing? 
Joy Excitement 
Pride Protection 
NO! I’m not the frog! I’m just trying to rescue it!
Defense: Evolution 
(Adsumsoft, 2014, Android/iOS) 
Actions • Place/Remove unit 
• Zoom In/Out 
• Start/Stop evolution 
Gameplay • Evolution (Conway’s Game of Life, 
1970) 
• Expand control over the grid 
(territorial acquisition) 
• Protect the “Beacon” (tower 
Experience defense) 
Excitement 
Curiosity 
Protection 
Pride Joy
Turky’s Date 
(Adsumsoft, 2014, Android/iOS) 
Actions • Slide Tiles 
• Use Magic 
Gameplay • Drive Turky around to get 
bonuses (herding) 
• Protect Turky (avoidance) 
• Reach Picky (race to an end) 
• Make the bad guys fall 
Experience 
Protection 
Revenge Collecting 
Pride 
Excitement Joy
One Page GDD 
(Stone Librande, Creative Director, EA/Maxis, www.stonetronix.com) 
Title 
Date/Version 
< topic / high level description > 
Callout Main Illustration 
Callout 
< description > 
Details, 
Sidebar Zoom In 
Sidebar 
• Bullet points 
• … 
• … 
Sidebar 
or 
Flowchart
One Page GDD
Conclusions 
• To be good game designers we need to 
communicate effectively 
• We need a reliable approach for explaining our ideas 
• Gaining insights, discuss, sharing experiences 
• AGE model 
• Narrow but clear definitions 
• Easy to relate the different layers 
• Desired emotional experience seen in terms of intuitive 
components (6-11 Framework) 
• Straightforward to learn and adopt in a variety 
of contexts 
• One Page GDD
Thanks for 
Your attention! 
roberto.dillon@jcu.edu.au 
or 
roberto@ProgramAndPlay.com 
rdillon73 
Adsumsoft: 
http://Adsumsoft.ProgramAndPlay.com

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The #1 Skill for Game Designers and How to Practice It

  • 1. The #1 Skill for Game Designers and How to Practice It Roberto Dillon James Cook University (Singapore) roberto.dillon@jcu.edu.au
  • 3. An often hot topic on LinkedIn groups  What's the most important skill for a Game Designer?  Often degenerating in hundreds of comments!  Creativity  Programming or Artistic skills  Writing  Having an open mind  Curiosity  ...
  • 4. An often hot topic on LinkedIn groups  What's the most important skill for a Game Designer?  Often degenerating in hundreds of comments!  Creativity  Programming or Artistic skills  Writing  Having an open mind  Curiosity  ...  Critical Analysis  Listening  Explaining your ideas
  • 5. An often hot topic on LinkedIn groups  What's the most important skill for a Game Designer?  Often degenerating in hundreds of comments!  Creativity  Programming or Artistic skills  Writing  Having an open mind  Curiosity  ...  Critical Analysis  Listening  Explaining your ideas Communication
  • 6. How to communicate effectively? “A method is needed in order to reason accurately” Descartes  Game Designers explain their approaches in very subjective ways. How can we communicate our ideas in an easy to understand way? we need a “pragmatic” approach for explaining and describe games  For example by breaking down a game at different level of complexities and analyze their relationships.
  • 7. The A.G.E. Framework (inspired by the MDA framework) FUN Actions • the core actions that a player can perform usually described in terms of verbs. • E.g. moving, jumping, kicking a ball, shooting, taking cover Gameplay • the resulting play achieved by using and combining the available "actions". These can be either verbs or higher level concepts • E.g. fighting, race to an end, territorial acquisition Experience • the emotional experience that engages players during the game.
  • 8. Emotional Experience  The most difficult part to explain  How do players feel when they play?  What do players really want?  What triggers „Fun“??
  • 9. „6-11 Framework“  „Fun” as an outcome from engaging the player through basic emotions and instincts  6 Basic Emotions  Ekman, Plutchik, Izard etc.  11 Instincts / Instinctive behaviors  Their correspondences / relationships
  • 11. „6 Emotions” • Fear • Anger
  • 12. „6 Emotions” • Fear • Anger • Pride
  • 14. „6 Emotions” • Sadness • Excitement
  • 15. „6 Emotions” • Sadness • Excitement • Joy
  • 17. „11 Instincts” • Survival • Revenge
  • 18. „11 Instincts” • Survival • Revenge • Curiosity
  • 19. „11 Instincts” • Self Identification
  • 20. „11 Instincts” • Self Identification • Aggressiveness
  • 21. „11 Instincts” • Self Identification • Aggressiveness • Competition
  • 22. „11 Instincts” • Protection / Care
  • 23. „11 Instincts” • Protection / Care • Greed
  • 24. „11 Instincts” • Protection / Care • Greed • Collecting
  • 25. „11 Instincts” • Communication
  • 26. „11 Instincts” • Communication • Color Appreciation
  • 27. Explaining a game  In general:  Emotions can trigger instincts  Instincts push the player to act in the game  Easy to link instincts to gameplay and actions Fear Anger Survival Aggressiveness Escaping Avoiding danger Chasing Fighting Hiding Running Running Kicking Casting a spell
  • 28. Explaining a game, step by step  From Actions to Experience:  Play the game  What can I do in the game?  Note: check the controls!
  • 29. Explaining a game, step by step  From Actions to Experience:  Once we nailed down the Actions...  Gameplay:  What can I use them for?  What am I trying to do?  Experience:  Why am I doing it?  How do I feel while playing?
  • 30. Frogger (Konami, 1981) Actions What can I do in the game?
  • 31. Frogger (Konami, 1981) Actions • Move Left/Right • Advance • Retreat Gameplay What am I trying to do?
  • 32. Frogger (Konami, 1981) Actions • Move Left/Right • Advance • Retreat Gameplay• Avoid being run over by cars (avoidance) • Reach a safe spot at the top of the screen (race to an end) Experience How do I feel while playing?
  • 33. Frogger (Konami, 1981) Actions • Move Left/Right • Advance • Retreat Gameplay• Avoid being run over by cars (avoidance) • Reach a safe spot at the top of the screen (race to an end) Experience How do I feel while playing? Joy Excitement Survival Fear Pride Identification
  • 34. Frogger (Konami, 1981) Actions • Move Left/Right • Advance • Retreat Gameplay• Avoid being run over by cars (avoidance) • Reach a safe spot at the top of the screen (race to an end) Experience How do I feel while playing? Joy Excitement Survival Fear Pride Identification
  • 35. Frogger (Konami, 1981) Actions • Move Left/Right • Advance • Retreat Gameplay• Avoid being run over by cars (avoidance) • Reach a safe spot at the top of the screen (race to an end) Experience How do I feel while playing? Joy Excitement Pride Protection NO! I’m not the frog! I’m just trying to rescue it!
  • 36. Defense: Evolution (Adsumsoft, 2014, Android/iOS) Actions • Place/Remove unit • Zoom In/Out • Start/Stop evolution Gameplay • Evolution (Conway’s Game of Life, 1970) • Expand control over the grid (territorial acquisition) • Protect the “Beacon” (tower Experience defense) Excitement Curiosity Protection Pride Joy
  • 37. Turky’s Date (Adsumsoft, 2014, Android/iOS) Actions • Slide Tiles • Use Magic Gameplay • Drive Turky around to get bonuses (herding) • Protect Turky (avoidance) • Reach Picky (race to an end) • Make the bad guys fall Experience Protection Revenge Collecting Pride Excitement Joy
  • 38. One Page GDD (Stone Librande, Creative Director, EA/Maxis, www.stonetronix.com) Title Date/Version < topic / high level description > Callout Main Illustration Callout < description > Details, Sidebar Zoom In Sidebar • Bullet points • … • … Sidebar or Flowchart
  • 40. Conclusions • To be good game designers we need to communicate effectively • We need a reliable approach for explaining our ideas • Gaining insights, discuss, sharing experiences • AGE model • Narrow but clear definitions • Easy to relate the different layers • Desired emotional experience seen in terms of intuitive components (6-11 Framework) • Straightforward to learn and adopt in a variety of contexts • One Page GDD
  • 41. Thanks for Your attention! roberto.dillon@jcu.edu.au or roberto@ProgramAndPlay.com rdillon73 Adsumsoft: http://Adsumsoft.ProgramAndPlay.com