9-game design (game development - umt spring 2017)
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GameDesign
FROM:HAFIZAMMARSIDDIQUI– COURSE:GAMEDEVELOPMENT– INSTITUTE:UNIVERSITYOFMANAGEMENTANDTECHNOLOGY
GameDesign• The process of planningand creating the content of a game
• Art of applying design to create a game
• Defines that how the game will work from start to end
• Describes that what a game consists of and how it plays
• All basic game design components are related to each other which are gameplay,
mechanics, storyline and aesthetics
FROM:HAFIZAMMARSIDDIQUI– COURSE:GAMEDEVELOPMENT– INSTITUTE:UNIVERSITYOFMANAGEMENTANDTECHNOLOGY
GameplayandExperience
FROM:HAFIZAMMARSIDDIQUI– COURSE:GAMEDEVELOPMENT– INSTITUTE:UNIVERSITYOFMANAGEMENTANDTECHNOLOGY
GameplayandExperience• A specific way in which a player interactswith a game
• Defines the way a game is played
• Explains howa player is involvedwith a game
• Gameplay is usually definedwith the help of two major characteristics
• Game Type: Define the viewpoints, styles, temporal aspect and ending type of a game
• Playability: Set of factors thatmeasure the ease and fun in playinga game
FROM:HAFIZAMMARSIDDIQUI– COURSE:GAMEDEVELOPMENT– INSTITUTE:UNIVERSITYOFMANAGEMENTANDTECHNOLOGY
Playability• Learning: How quickly a player can learn and dominate a game. The learning curve and
distribution of tutorials in a game for a player
• Immersion: How seamlessly a player is integrated in the virtual world of a game. The
perceptionwhich is created around a player
• Efficiency: How time and resources are managed in a game. The structuring of
challenges for a player
• Satisfaction: Howmuch a player is satisfied after playingor completing a game
FROM:HAFIZAMMARSIDDIQUI– COURSE:GAMEDEVELOPMENT– INSTITUTE:UNIVERSITYOFMANAGEMENTANDTECHNOLOGY
Playability• Emotion: How much a game induces feelings in a player. The provocation of different
feelings in a short space of time in a player
•Motivation: How much a player is keen to play and complete a game. The degree of
motivationwhich pushes a player continuously to advance in a game
• Socialization: Howmuch a game allows a player to socialize with other players
FROM:HAFIZAMMARSIDDIQUI– COURSE:GAMEDEVELOPMENT– INSTITUTE:UNIVERSITYOFMANAGEMENTANDTECHNOLOGY
GameMechanics
FROM:HAFIZAMMARSIDDIQUI– COURSE:GAMEDEVELOPMENT– INSTITUTE:UNIVERSITYOFMANAGEMENTANDTECHNOLOGY
GameMechanics• Defines how a gameworks
• Combination ofmethods that provide interactionwith the game state
• Relation between objects inside a game space with the help of rules which are
triggered by actions using skills and chance in order to achieve goals
• It consists of space, objects, actions, goals, rules, skills, and chance
FROM:HAFIZAMMARSIDDIQUI– COURSE:GAMEDEVELOPMENT– INSTITUTE:UNIVERSITYOFMANAGEMENTANDTECHNOLOGY
Space• A set of elements or a universewith structure is a space
• Defines a place or a combination of places inside a game
• Properties of space:
• It is either discrete or continuous on a scale
• It has a number of dimensions
• It has bounded areaswhich can be connected with each other
FROM:HAFIZAMMARSIDDIQUI– COURSE:GAMEDEVELOPMENT– INSTITUTE:UNIVERSITYOFMANAGEMENTANDTECHNOLOGY
Objects• Anything that can be seen or manipulated in a game is an object, space acts as a
container of objects in a game
• Properties of object:
• It has a set of attributes that contain informationaboutan object
• It has a state which is a set of current values of its attributes
• It has a set of behaviors that it can performdependingon its own state or game state
• Game state is a set of current states of all the objects in its space
FROM:HAFIZAMMARSIDDIQUI– COURSE:GAMEDEVELOPMENT– INSTITUTE:UNIVERSITYOFMANAGEMENTANDTECHNOLOGY
Actions• Interaction of a player with a game by doing some activity on objects is an action, what
a player does in a game
•What operations a player can do in a game
• Verbs of a player in a game
• Choices a player can make in a game
• Actions can change the state of a game and the state of objects
FROM:HAFIZAMMARSIDDIQUI– COURSE:GAMEDEVELOPMENT– INSTITUTE:UNIVERSITYOFMANAGEMENTANDTECHNOLOGY
Goals• Objective in a game that a playerwill try to achieve by performingactions is a goal
•Winning conditions in a game
• Guidelines of goal:
• Should be well defined,measureable and incremental (if its too large)
• Provide feedback and reward
• Must be attainable and not boring
FROM:HAFIZAMMARSIDDIQUI– COURSE:GAMEDEVELOPMENT– INSTITUTE:UNIVERSITYOFMANAGEMENTANDTECHNOLOGY
Rules• Regulation that a player follows in a game while performing actions in order to achieve
goals is a rule
• How a player can do operations in a game
• Laws and principles in a game
• Consequences of the actions
• Constraints on the actions and the goals
FROM:HAFIZAMMARSIDDIQUI– COURSE:GAMEDEVELOPMENT– INSTITUTE:UNIVERSITYOFMANAGEMENTANDTECHNOLOGY
Skills• Player’s ability acquired through some effort to do somethingwell in a game is a skill
• Player’s capacity to performwell in a game after experienceand training
• Types of skill:
• Physical: Skills involving strength, dexterity, coordination,and physical endurance
• Mental: Skills involvingmemory, observation,problem solvingand decision making
• Social: Skills involvingcommunication,coordination and guessingopponentmoves
FROM:HAFIZAMMARSIDDIQUI– COURSE:GAMEDEVELOPMENT– INSTITUTE:UNIVERSITYOFMANAGEMENTANDTECHNOLOGY
Chance• Randomness or element of surprise for a player in a game is a chance
• Uncertainty of events happening in a game
• Unpredictable changes in state of a game
• Properties of chance:
• Its outcome is either discrete or continuous
• It can be either completely randomor controlled by some probability or biasness
FROM:HAFIZAMMARSIDDIQUI– COURSE:GAMEDEVELOPMENT– INSTITUTE:UNIVERSITYOFMANAGEMENTANDTECHNOLOGY
StorylineandNarrative
FROM:HAFIZAMMARSIDDIQUI– COURSE:GAMEDEVELOPMENT– INSTITUTE:UNIVERSITYOFMANAGEMENTANDTECHNOLOGY
StorylineandNarrative• Plot of a gamewhich tells how it progresses
• Game has an interactive plot where a player is continuously active and become a part
of the story, and often involved in the decisionmaking throughout the storyline
• Explainswhat is happeningandwhy things happen the way they do in a game
• Series of connected or related events insidea game
• Script of a gamewhich can contain the dialogues and actions
FROM:HAFIZAMMARSIDDIQUI– COURSE:GAMEDEVELOPMENT– INSTITUTE:UNIVERSITYOFMANAGEMENTANDTECHNOLOGY
TypesofStory• Linear: Story where a player start at one point and go straight to the end in a sequence
with single (finite) ending
• Endless: Story where a player start at one point and keep on going infinitely in a
sequencewith no (infinite) ending
• Non Linear: Story where a player start at one or multiple points and it changes due to
the decisions made by a player in a sequence with either a single (finite) ending or
multiple (branching) endings
FROM:HAFIZAMMARSIDDIQUI– COURSE:GAMEDEVELOPMENT– INSTITUTE:UNIVERSITYOFMANAGEMENTANDTECHNOLOGY
TypesofStory• Open Ended: Story where a player start at one or multiple points and it allows a player
to progress in different directions without a sequence with either a single (finite) ending
or multiple (branching) endings
FROM:HAFIZAMMARSIDDIQUI– COURSE:GAMEDEVELOPMENT– INSTITUTE:UNIVERSITYOFMANAGEMENTANDTECHNOLOGY
AestheticsandLevelDesign
FROM:HAFIZAMMARSIDDIQUI– COURSE:GAMEDEVELOPMENT– INSTITUTE:UNIVERSITYOFMANAGEMENTANDTECHNOLOGY
Aesthetics• Visual, aural and haptic experience that a player encounters in a game
•Way a game presents itself to a player
• Overall look and feel of a game
• How the content of a game is displayed
• Every game follows a particular artistic style which uses specific drawing techniques for
creating visuals inside a game
FROM:HAFIZAMMARSIDDIQUI– COURSE:GAMEDEVELOPMENT– INSTITUTE:UNIVERSITYOFMANAGEMENTANDTECHNOLOGY
LevelDesign• Process of planning and creating space (level) inside a game that is available to a player
during a specific object or through out the complete game
• Activity of creating playable content for a player in a game
• Guidelines of level design:
• Each level must haveat least one entry point
• Each level must haveat least one exit point (if ending type is not infinite)
• Design of all levels should be consistent
FROM:HAFIZAMMARSIDDIQUI– COURSE:GAMEDEVELOPMENT– INSTITUTE:UNIVERSITYOFMANAGEMENTANDTECHNOLOGY
Reference• TheArtofGameDesign- JesseSchell
• GameDesignEssentials- BriarLeeMitchell
• ChallengesforGameDesigners- BrendaBrathwaite,IanSchreiber
FROM:HAFIZAMMARSIDDIQUI– COURSE:GAMEDEVELOPMENT– INSTITUTE:UNIVERSITYOFMANAGEMENTANDTECHNOLOGY
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