This was given as a 1.5 hour lecture to the MDES students at CCA, removing the opening game play and the later exercise. It's better at 2-3 one hour lectures, plus game play.
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
http://creativecommons.org/licenses/by-nc-sa/4.0/
The document discusses careers in video game design. It notes that playing digital games helps develop career skills and that being a gamer is the top requirement for becoming a game designer. Game designers work in teams and have roles like artist, designer, programmer. A degree in fields like computer science or graphic design can help. Game designers make on average $70,000 per year. The document then discusses the role of a content designer and has the reader design a new lead character for a reboot of the original 8-bit Legend of Zelda game.
Learn how to design a game with Seth Sivak, CEO of Proletariat. This deck covers Basic game design skills, how to analyze an entertainment experience, and tips on how to leverage common user behaviors.
This document outlines the design of the game Destination Rush. It includes sections on the design history and iteration process, game overview including concept and target audience, gameplay and mechanics such as objectives and drag-and-drop movement, and planned playtesting. The game involves quickly and accurately transporting passengers to matching destinations on planes to earn money while avoiding mistakes that result in losses. Mystery boxes and upgrades add variety. The game was iterated based on playtesting to refine objectives, pricing, and mechanics.
This document provides an overview of game development. It defines a game as an interactive form of entertainment and art differentiated from other media by user interactivity. It discusses major game genres and the large game market focused on mobile, console, PC, and online games. The document outlines the typical game development process including idea/documentation, design, development, and testing phases. It describes key activities in each phase such as concept art, gameplay design, programming, and quality assurance testing. In closing, it notes the appeal of game development is that it is very enjoyable to both play and create games.
The document provides an overview of game design concepts including interaction design, game mechanisms, game models, and victory conditions. It discusses topics such as turns, actions points, cards, movement, auctions/bidding, dice, capture/elimination, goals, territory control, victory points, and more. The document serves as a reference for game designers to understand essential elements of game design.
The document discusses the formal elements of games, which include players (their numbers, roles, and styles of play), objectives, procedures/rules, resources, conflict, boundaries, and outcomes. It covers these elements in detail through examples and diagrams. The class will have a workshop applying these concepts after a short break.
The document outlines the game development process. It begins with conception where the high-level concept is defined. This is followed by pre-production where a playable prototype is created along with production plans. Production then involves implementing gameplay, code, assets, and levels over 6 months to 2 years. Debugging lasts 3 to 8 months to test for and fix bugs before launch. The roles involved include producers, designers, programmers, artists, testers, and sound engineers working in cross-functional teams.
Mobile Game Proposal PowerPoint Presentation SlidesSlideTeam
Transforming an idea into a quality gaming experience is a means to touch numberless lives. Mobile gaming especially has emerged as a market of immense potential. Therefore, SlideTeam developers dedicate their latest offering to iOS, windows, and android mobile game developers. Mobile Game Proposal PowerPoint Presentation Slides is a solicited business proposal deck replete with cutting-edge graphics and compelling content. The cover letter is packed with awesomeness to stimulate your client’s interest in your services. Cover letters are the essence of responsive business proposals. Therefore, our research and design team have gathered and compiled PPT slideshow according to the smartphone gaming industry specifics. Employ our PowerPoint template deck to outline the project context and objectives for the mobile game proposal. This highlights your interpretation of your client’s requirements, such as integrating ads for revenue generation. The next important step is to walk your client through your mobile gaming development process. Elaborate on the various development stages like pre-production, release, post-production, and so on. This PPT theme helps you in presenting the timeframe of mobile gaming app development. With the help of our PowerPoint presentation, gaming service providers can also pitch additional services. Most mobile game designers provide other tech services. These may include artificial intelligence, software development, and technical SEO. Further, you can break down your pricing model based on the various development stages. Showcase your client’s investment during pre-production, production, alpha/beta polish, release, and post-production stages. Use this mobile game business proposal PPT format to elucidate your edge over competitors. Build credibility as service providers by showcasing awards and recognition for past achievements. Acquaint your clients with the key gaming application development team members along with their roles. Ending business proposals on a high note demands expertise. This PowerPoint layout ends with client testimonials and case study. Your clients gain insightful info about your organization via such slides. So, hit the download button and get personalizing. https://bit.ly/3oO72Zk
The document discusses prototyping for game design. It defines prototyping as creating an early playable version of a game to test mechanics and gather feedback. Prototypes should be playable, quick to make, and easy to change. Different types of prototypes are discussed, including physical prototypes using items like paper and cardboard, as well as digital prototypes. Rapid prototyping is recommended to quickly test ideas. Examples of prototyping board games, first-person shooters, and game mechanics are provided. The importance of player feedback is emphasized.
The document discusses various perspectives on whether video games can be considered an art form. It presents views that video games are a new art form that should be studied as such. However, it also notes that video game criticism has tended to focus on mechanics and gameplay rather than aesthetics, implicitly viewing games as design rather than art. The document also references how new mediums in art are often initially met with lack of respect or indifference from the art world before gaining acceptance.
Video game development is the process of creating video games, which can range from one person to a large team of developers. Mainstream games typically take several years to develop with teams of 20-100 people working in roles like designer, artist, programmer, tester, and producer. Indie and mobile games can be developed more quickly and cheaply by individuals or small teams. The size and complexity of development teams has increased over time due to advancing technology and rising costs of games.
The document outlines the process of game development from concept to distribution. It begins with developing the initial game idea and pitching it to a publisher. If accepted, a proof of concept prototype is built and a design document is created. An development team is then assembled and the project is broken into milestones. The game passes through alpha and beta testing stages before being finalized as a gold master and mass produced for distribution.
This document discusses different perspectives on games as an art form. It explores the relationship between games, art, and the avant-garde. Key topics covered include defining artgames, the role of abstraction and metaphor in artgames, and examining exemplars that push graphical styles and player interactions. Different views are presented on where art exists in video games and how interactivity challenges traditional notions of a work of art.
Conoce el curso de desarrollo de apps para iOS 9 en:
https://www.udemy.com/curso-de-desarrollo-de-apps-para-ios-9/?couponCode=SLIDE_SHARE
We'll learn a few basic rules to drive a good game design and engage, retain and entertain our costumers. We'll see some of the basic steps a good Game Designer muy think about when creating a good game, learn from the mistakes of the old companies and become a new trend on the video games market places. We'll focus on the gameplay and game mechanics, buy we will for sure give a little overview about the art, the audio, look & feel, storyline and characters
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Game design is the art of applying design and aesthetics to create a game for entertainment or for educational, exercise, or experimental purposes. Increasingly, elements and principles of game design are also applied to other interactions, in the form of gamification.
Game Design Document - Step by Step GuideDevBatch Inc.
A well documented game design is your absolute asset to build a successful game. It doesn't only allow you picture the final shape of it but keeps you precise about the resources, expertise and team needed. For game development phase, you might want to consider pro services at hello@devbatch.com
Good Luck!
This document contains tweets from Christina Wodtke discussing game design fundamentals and concepts. It covers the 7 formal elements of games (players, objectives, outcomes, rules, procedures, resources, boundaries), mechanics and dynamics, and the MDA framework for understanding how games create experiences through their mechanics, dynamics and aesthetics. It also discusses elements that make games engaging like challenges, story, characters and conflict.
TIPC 2 Online 2020 conference, virtual/Leiden
This paper explores Assassin’s Creed: Odyssey as a way to explore idyllic historic landscapes and heritage sites with some degree of questing and simulated danger. It applies Assassin’s Creed: Odyssey in two ways, as discovery tour option mode and as a metaphor to explore in more general and speculative terms how questing and historical dilemmas and conflicts could be incorporated into both fan tourism and cultural/historical tourism (Politopoulos, Mol, Boom, & Ariese, 2019).
Keza MacDonald views Assassin’s Creed as a virtual museum, Ubisoft regards it as the recovery of lost worlds: “ “We give access to a world that was lost” said Jean Guesdon (MacDonald, 2018). “Discovery Tour will allow a lot of our players to revisit this world with their kids, or even their parents.”
Origins’ Discovery Tour mode “promises” educational enlightenment (Thier, 2018; Walker, 2018); Odyssey’s additional Story Creator Mode (Zagalo, 2020) adds personalized quests. Beyond the polaroid fun of sharing landscape selfies with other players and ancient history voyeurs across the Internet, there is also the prospect of “Video game–induced tourism: a new frontier for destination marketers” (Dubois & Gibbs, 2018). Plus physical location VR games. Game company Ubisoft created escape game VR and virtual tours inside physical exhibitions such as Assassin’s Creed VR – Temple of Anubis (Gamasutra Staff, 2019). Is there a market for historical playgrounds as virtual tourism?
This document discusses curiosity and its role in creativity and innovation. It contains quotes and graphics that emphasize how curiosity drives exploration, questioning, and making new connections that can lead to new ideas. Curiosity is described as the root of creativity and a quality that should be encouraged in children. Failure is also presented as an inevitable and necessary part of trying new things driven by curiosity.
Drew Davidson discusses post-secret game design and snackable gameplay. For post-secret design, he notes how games could incorporate personal privacy, 24/7 media coverage, and constant spoilers. For snackable gameplay, he describes how games can be designed for short play sessions like snacks, with bite-sized challenges and ongoing rewards. Successful snackable design considers time, flow, and reducing friction for a complete yet chunked experience in each session.
This document discusses curiosity and its role in creativity and innovation. It contains quotes from thinkers and innovators like Steve Jobs and Ed Catmull of Pixar emphasizing the importance of curiosity, taking risks, embracing failure and bringing together old ideas in new ways. The document encourages cultivating curiosity in children and others through exploration, questioning, challenging assumptions and letting ideas fail in a safe environment.
The document proposes several game ideas, focusing on a side-scrolling action game with varied bosses as the main enemies. It discusses researching Cuphead, Shovel Knight, Megaman, and The Binding of Isaac for boss design inspiration, difficulty level, art style, and randomized elements. The game would feature creatively designed bosses drawn from pop culture to defeat using problem-solving and knowledge of the source material.
The document is a presentation about gaming programs at libraries. It discusses why libraries should offer gaming, how to create gaming experiences for patrons, popular games and gaming devices, and examples of successful gaming programs at other libraries. It provides guidance on collection development, programming, and next steps for starting a gaming program.
Learning Ethics with the Game, Fallout Shelter by Sherry Jones (Apr. 6, 2018)Sherry Jones
April 6, 2018 - This presentation was shown at the 2018 eLearning Consortium of Colorado Conference. The presentation addresses the rhetoric and ethics of the game, Fallout Shelter (2015), a free-to-play simulation game developed by Bethesda Game and Behaviour Interactive, and published by Bethesda Softworks.
The presentation explores the rhetoric and the ethics of Fallout Shelter using the following theories (from philosophy, political science, cultural studies, and psychology): Capitalism; Authoritarianism; Plutocracy; McCarthyism; Eugenics; Ageism; Egoism; Altruism.
Additional topics explored are: Nuclear War; Nuclear Fallout; Counterfactual History; Red Scare; Atomic Bomb; Atomic Age; U.S. History in the 1950s.
Nicolas Riley grew up playing video games in Round Rock, Texas and was introduced to animation for games through the PS2. Some of his earliest influences include Streets of Rage 2, Neverwinter Nights, and games with retro, "old school" gameplay over story. He now works as an independent game developer, 3D modeler, and rigger, creating fun games that take advantage of interactivity.
Reveal the talking points of every episode of Game of Thrones from fans' conv...Krist Wongsuphasawat
You may not be sure how Lord Varys collects information from his little birds, but in this talk you will hear how we can collect information from our little birds.
@kristw shares a behind-the-scenes view of his latest data visualization project, which shows how each #GameOfThrones episode was discussed on Twitter. Using data visualization, we can extract and reveal the stories of every episode from fans’ Tweets.
https://interactive.twitter.com/game-of-thrones
These slides are from a talk given at Bay Area d3 User Group meetup on June 9, 2016.
http://www.meetup.com/Bay-Area-d3-User-Group/events/231281298
Get Your Game On: Gaming at the LibraryBeth Gallaway
This document summarizes a presentation about gaming programs at libraries. It discusses defining games and their benefits for libraries. Ways to serve gamers include reader's advisory, acting as a strategy guide, embracing gaming culture, and trying games. Successful gaming programs involve research, marketing, variety, play opportunities, and evaluation. Examples are provided of model gaming programs at different libraries.
Almost every idea has already been there in some way in the past 40 years of video gaming history. How can we still create unique, memorable and enjoyable gaming experiences without copying and cloning each others? How much inspiration from other games is ok? What are gamers expecting and when does cloning actually start? What are the do’s and don’ts?
This lecture will give insights in the development and idea finding processes at FDG Entertainment with examples from our projects as well as games of other developers.
Be creative, be successful!
This document discusses starting a casual game development startup in India. It covers several topics:
- Casual game genres like puzzle, word, action, card and board games are discussed as potential options.
- Technical approaches like using existing game engines like Flash are considered to reduce development time.
- The art, design and game play approaches will need to be determined, such as whether to focus on games, puzzles, toys or experiences.
- Next steps include playing many existing games to learn, selecting a game engine, testing game ideas, refinement, and ultimately profiting from the startup.
Video: http://goo.gl/oKMFm // Are points and badges mere indulgences for the faithful looking for redemption in loyalty programs? In nine (and a half) theses, this talk will walk you through the history, definition, and issues of “gamification,” and point out what is worth salvaging for designers and researchers.
ISAS Learning is an Epic Win February 2012Jane McGonigal
The document discusses the positive effects of gaming and provides 10 practical ways to incorporate gamer superpowers into the classroom to engage students. It notes that 92% of two-year-olds play games and that games can teach problem-solving skills. It then lists 10 positive emotions people experience from gaming and provides examples of educational games that teach about science, history and world issues. Finally, it offers 10 suggestions for how teachers can use games to tap into students' interests and diverse learning styles.
The document discusses different perspectives on analyzing games. Narratologists argue that games can be interpreted like literary texts due to their underlying narrative structures. However, Ludologists assert that a game's meaning is expressed solely through its rules and mechanics. They believe games should be studied based on their formal systems rather than representational elements. There is also discussion around cultural contexts of gaming, immersive experiences, and world building within games. The document touches on various game design principles and patterns as well as research skills relevant to studying games.
The document discusses bringing video games to libraries. It provides an overview of video games, their components, and popular platforms. It argues that games are a new format like books that build skills for teens. The document recommends libraries think like gamers, research gaming culture, host gaming programs and circulate video games to better serve gamer patrons. It provides examples of successful gaming programs in libraries and statistics on gaming participation and libraries hosting gaming activities.
Comunication & Storytelling for Product Managers (and anyone else)Christina Wodtke
Half-Day Interactive Workshop
“Get ready to actively participate in your transformation from product manager to product leader”
A product manager rarely has any authority beyond what they can talk people into, thus we need to become really strong communicators. In this half-day interactive workshop, we’ll look at the three kinds of communication: managing up, team communications, and the very important roadshow for getting other groups onboard with your vision. We will use the power of story for formal communication and a combination of techniques from NVC (Harvard’s negotiation project) and the GSB’s “touchy feely” class to make sure your message gets through, and that we are listening effectively.
This special half-day training workshop, with product author and lecturer, Christina Wodtke, is specifically designed for product managers who are looking to really level up their communications skills and who want to use story-telling to effectively communicate with others.
This document provides advice on how to influence others without direct authority. It recommends first listening to understand others' needs, wants, and definitions of success and failure. Norm-setting exercises can establish expectations for how groups will work together. Understanding different cultural maps and communication styles is also important. Speaking the language of the environment and finding ways to frame individual and group goals as shared ("make an US") can help build influence. Self-awareness of strengths, weaknesses, body language and how one is perceived by others also plays a role in wielding soft power over hard power.
The document discusses different types of visual models for making sense of complex information and communicating concepts. It provides examples and descriptions of mind maps, concept maps, system maps, mental models, and concept models. For each model type, the document explains the purpose and provides one or more illustrative examples. It emphasizes that visual models are useful tools for gathering thoughts, organizing understanding, mapping systems, understanding mental models, and messaging complex ideas.
The problem with unexpected consequences is that they are unexpected. The time of "move fast and break things" is over, as we have broken everything from hearts to democracy.
It's time for designers, along with their partners - engineers and business - to embrace a new long term approach to bringing change into the world, that focuses less on disruption and more on evolution. In this talk, Christina will explore various approaches to designing more robust and compassionate change.
The document discusses how to reboot a team by setting goals, roles, and norms; checking in weekly; and evaluating and making corrections quarterly. It emphasizes establishing a common purpose, performance goals, and mutual accountability. Teams are encouraged to provide fast, frequent feedback and hold retrospectives to continuously improve. Individual and team feedback should be empathetic and help the group learn and grow over time.
This document provides an overview of using visual models and drawings to communicate complex ideas and concepts. It discusses different types of visual models like mind maps, concept maps, system maps, mental models, and concept models. It provides examples of each type of model and encourages the reader to practice different drawing exercises, like drawing processes, comparisons, and conceptual models. The overall message is that visual models are effective ways to organize thinking, understand relationships, and communicate complex topics in a simple manner.
The document discusses the history and importance of information architecture (IA). It notes that IA was initially an informal practice before becoming a recognized field. However, IA is now more crucial than ever to organize the massive amounts of digital information and data. The document warns that algorithms and search tools are not enough on their own. Effective IA requires considering how organization and classification can impact different groups, employing user-centered design, and acknowledging that IA decisions are political in nature. The overall message is that IA practitioners must work to make information structures meaningful, inclusive and support deeper understanding.
Given at Lean Startup 2017.
Using Lean to Create High-Velocity Teams (Until 2:00pm)
Great products come from great teams, yet very few companies try their hand at at team design. Too often we rip job descriptions off the web, throw people together without preamble, then simmer in passive-aggressive discontent until someone eventually fires the person we’ve all been rolling our eyes at. Or worse, we avoid firing him until everyone good quits. Can Lean show us a better way to get things done?
Christina Wodtke teaches Lean Entrepreneurship at the university level and coaches executives how to create high-performing organizations. From this intersection she has helped a new kind of team emerge: the Lean Team.
What is the Lean Team?
-Hypothesizes about how we do our work, not just what work we’ll do.
-Holds no ao assumptions about the best way to get things done.
-Is constantly iterating.
-Commits to peer-to-peer accountability and coaching.
-Embraces diversity in experience and culture.
-Engages in formal reflection to increase learning velocity.
The best teams don’t just use Lean Startup methods to create breakthrough products. They use the learning cycle to reduce interpersonal conflict, communicate effectively, and get more done. In this breakout session, we’ll look at the best practices that high velocity, high-learning teams use, and how you can bring them back to your company.
#enterprise #startup #leanteams
In school we learn to write as a fundamental building block for communication, and drawing is shunted away to “art class.” But scientists like Darwin and Marie Curie, presidents from Jefferson to Obama, and mathematicians, choreographers, and composers all have used sketching to give form to their ideas. Words are abstract and ambiguous, and can lead to miscommunication. We say a picture is worth a thousand words, so why do we discard this critical tool?
Drawing is not just for so-called creatives. Drawing allows you to ideate, communicate, and collaborate with your team. Stop talking around your vision, and get it on the whiteboard where your team can see it! Whether you’re an entrepreneur, an engineer, or a product manager, drawing will make you better at your job. In this workshop, you will go from “can’t draw a straight line” to visually representing complex ideas. First, we’ll demystify the act of sketching. Through a series of activities and exercises, we’ll cover the fundamental building blocks of visual communication. You’ll learn easy ways to draw the most common images, from people to interfaces. Next, we’ll tackle making storyboards, product flows, and interfaces. We’ll finish by working with charts, mental models, and canvases. This is a hands-on workshop, so come with paper, pencils, and pens, and be ready to make your mark.
Given at UXDC
From Starchitects to Design Gurus, the lone designer-hero has been our model for creating impact. But it’s a complete lie. The complex software, smart devices and connected information environments we create require multidisciplinary teams. So we must spend a lot of time getting teamwork right, right?
Sadly, no.
Instead we rip job descriptions off the web, throw people together without preamble, simmer in passive-aggressive discontent until we eventually fire the person we’ve all been rolling our eyes at. Or worse, we avoid firing him until everyone good quits.
It’s time to give teams the same attention and craft we give our products. Christina will share the lessons from top companies in the Silicon Valley for you to take back to your teams. It doesn’t matter if you are a manager or a peer leader, these approaches will make your team thrive. Awesome products come from awesome teams, so it’s time to stop doing business as usual and design a team for impact.
This document provides an overview and discussion of topics related to developing a business from an initial idea, including:
- Researching customer needs and validating ideas through frameworks and brainstorming techniques.
- Customer development processes like validating minimum viable products and creating shared visions with teams.
- Business model canvases, acquisition channels, revenue streams like marketplace, subscription and advertising models.
- Pricing strategies like determining the unit of exchange and capturing customer value while driving desired behaviors.
- Examples of pricing models for software and lessons on testing pricing through interviews and mockups.
The document discusses various methods for validating assumptions in product development, including landing pages, audience building, concierge testing, Wizard of Oz testing, fake doors, and selling. It provides examples of what each method is good for, how to implement it, and which types of assumptions (problem, solution, or implementation) it helps validate. The document encourages readers to identify the best validation method for their product and create a landing page or other test before the next class.
Teaching Game Design to Teach Interaction DesignChristina Wodtke
This document discusses how teaching game design can be used to teach interaction design. It provides examples of exercises used in classes that have students create simple paper prototype games to explore mechanics like movement, conflict, and feedback. The document argues that game design and interaction design require many of the same skills, including considering affordances, direct manipulation, conceptual models, information architecture, iteration and playtesting. Teaching game design helps students explore difficult topics and stretch their thinking in new directions. Core concepts from game design like mechanics, dynamics and aesthetics can also be applied to interaction design.
The Creative Entrepreneur: Stanford Class2 NeedfindingChristina Wodtke
This document contains profiles of three potential users (Sarah, Scott, and Grace) of Shockwave and AtomFilms websites. It describes their personal backgrounds, technical proficiencies, histories with the websites, and opportunities for each website to engage them. The document aims to understand different types of users to help ideate new products or services.
The Creative Entrepreneur: Stanford Class4 From story to offeringChristina Wodtke
Our product and services help customers in a target segment by addressing their needs and jobs to be done, reducing pain points and increasing gains, in a way that differs from competitors or do-it-yourself solutions. The document discusses wireflows, one minute pitches, dotmocracy voting, key screens like upsell pages, participatory roadmaps to define minimum viable products, and testing with the target market using a business model canvas.
The Creative Entrepreneur: Stanford Class3 New Product IdeationChristina Wodtke
This document summarizes profiles for 3 potential users (Sarah, Scott, and Grace) of Shockwave and AtomFilms websites based on an empathy mapping exercise. It describes each person's demographics, background, technical proficiency, past experiences with the websites, and opportunities for the websites. The goal is to understand different user types to help guide product design and features.
“When I became a man I put away childish things, including the fear of childishness and the desire to be very grown up.” C. S Lewis
When we become professionals in a modern world of specialization, we set aside many of the things that made us happy as children: play, drawing, storytelling. But is this the right decision? Paintings by Bruegel show adults playing games in the street. Behavioral evolutionists have discovered storytelling is a survival trait. Most great thinkers draw, from Einstein and theoretical mathematicians to composers and choreographers like Merce Cunningham. When we set aside these fundamental human activities, are we really being grownups? Or are we crippling our ability to excel in exchange for the semblance of adulthood?
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Top 10 User Interface Design Principles in 2024.pdfUIDesignz LA
In 2024, user interface (UI) design continues to evolve, embracing new technologies and user expectations. As digital experiences become more integral to daily life, the demand for intuitive, accessible, and aesthetically pleasing interfaces is higher than ever. For any UI UX design agency, staying ahead of these trends is crucial. Here are the top 10 UI design principles that are shaping the digital landscape this year.
Mastering Web Design: Essential Principles and Techniques for Modern WebsiteswebOdoctor Inc
Dive into the dynamic world of web design with our comprehensive guide that covers everything from foundational principles to advanced techniques. Whether you're a beginner looking to understand the basics or a seasoned designer aiming to refine your skills, this article offers invaluable insights. Explore topics such as responsive design, user experience (UX) optimization, color theory, typography essentials, and the latest trends shaping the digital landscape. Gain practical knowledge and actionable tips to create visually appealing, functional, and user-friendly websites that stand out in today's competitive online environment. Perfect for designers, developers, and anyone passionate about crafting compelling web experiences, this guide equips you with the tools needed to elevate your web design proficiency to new heights.
Exploring Writer's Studio Interior Design: A Prototype Case StudyAditi Sh.
This PowerPoint presentation delves into a comprehensive case study and prototype study of a Writer's Studio, focusing on understanding the psychology of the writer through the spaces they use. The study emphasizes the innovative concepts of flexibility and small space optimization tailored specifically for the creative process. By analyzing the spatial dynamics, ergonomic considerations, and aesthetic choices within the studio, the presentation aims to uncover how environment influences creativity and productivity. Through detailed examination and visual documentation, it explores various design strategies employed to enhance functionality without compromising on comfort and inspiration. This presentation is ideal for architects, interior designers, and anyone interested in the intersection of psychology, design, and creative workspaces. It offers insights into designing spaces that foster concentration, creativity, and overall well-being for individuals engaged in intensive writing and creative endeavors.
Mastering the Art of Textures and Patterns in Interior Design.pdfFreixa Home Design
When it comes to enhancing your living space, interior design services play a crucial role in transforming mere rooms into personalized sanctuaries. From selecting the right textures and patterns to arranging furniture and accessories, interior design services encompass a broad spectrum of expertise aimed at creating harmonious and functional environments.
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Game Design Fundamentals Megadeck
1. CHRISTINA WODTKE @cwodtke
@cwodtke | cwodtke@eleganthack.com
www.eleganthack.com
CHRISTINA WODTKE
Game Design
Fundamentals
@cwodtke | cwodtke@eleganthack.com
www.eleganthack.com
CHRISTINA WODTKE
The Mega Deck
This work is licensed under
a Creative Commons Attribution-
NonCommercial-ShareAlike 4.0
International License.
2. CHRISTINA WODTKE @cwodtke
Hide this slide, educators!
This is a very long deck offered under na attribute, remix and share
creative commons license. Feel free to reuse, just try to keep all the
citations intact, and share back out when you’re done.
It really should be 3 classes at least (depending on how long your
classes are.
I recommend you read these two articles first.
https://medium.com/@cwodtke/teaching-game-design-in-non-game-
design-programs-c1ddae83208c
https://medium.com/@cwodtke/9-big-ideas-from-game-design-you-
should-know-71d6c5c514ac
7. CHRISTINA WODTKE @cwodtke
Create a way to
move
• Dice roll
• Answer a trivia question
• Everyone moves
• Person behind moves
• Roshambo
• Card draw
• Pass, but gain currency
• Physical skill
8. CHRISTINA WODTKE @cwodtke
Design Conflict
• Speed people up
• Slow people down
• Extra turn
• Lose a turn
• Swap places
• Block
Hold on to these, we’ll
come back to them.
9. CHRISTINA WODTKE @cwodtke
What is a game?
A closed, formal
system
That engages
players in a
structured conflict
And resolves to an
unequal outcome.
A dynamic system
that supports
interaction for an
aesthetic goal.
Tracy Fullerton
13. CHRISTINA WODTKE @cwodtke
What is a game mechanic?
Game mechanics are
rule based systems /
simulations that
facilitate and
encourage a user to
explore and learn the
properties of their
possibility space
through the use of
feedback mechanisms.
Raph Koster
http://www.moc-pages.com/moc.php/218077
14. CHRISTINA WODTKE @cwodtke
The 7
Formal
Elements
(Mechanics)
• Players
• Objectives
• Outcomes
• Rules
• Procedures
• Resources
• Boundaries
Fullerton, T. Game Design Workshop. 2008
45. CHRISTINA WODTKE @cwodtke
5. Rules &
6. Procedures
• Rules
• Requirements that must be followed.
• Procedures
• How the game flows from state to state.
46. CHRISTINA WODTKE @cwodtke
Rules of
Solitaire
• Setup: 28 cards dealt into 7
tableau piles with the number of
cards increasing from one to
seven, left to right. Top is face up,
rest are face down.
• The rest of the cards are the
draw pile.
• Cards are laid out in descending
order, alternating red and black.
• Aces can be removed to the
foundation.
47. CHRISTINA WODTKE @cwodtke
Procedure of
Solitaire
• Move any aces up to the
foundation.
• Move any face-up cards
you can in the tableau.
• Then go to the draw pile.
49. CHRISTINA WODTKE @cwodtke
The Magic
Circle
“All play moves and has its being within a
play-ground marked off beforehand either
materially or ideally, deliberately or as a
matter of course… The arena, the card-
table, the magic circle, the temple, the
stage, the screen, the tennis court, the
court of justice, etc. are all in form and
function play-grounds… within which
special rules obtain. All are temporary
worlds within the ordinary world, dedicated
to performance of an act apart.”
Johan Huizinga
Homo Ludens, 1938
53. CHRISTINA WODTKE @cwodtke
Magic Circle
“To play a game means entering into a magic
circle, or perhaps creating one as a game
begins.”
-- Katie Salen and Eric Zimmerman,
Rules of Play
54. CHRISTINA WODTKE @cwodtke
Magic Circle
“Games are a context from which meaning can
emerge.”
-- Eric Zimmerman, “Jerked Around by the
Magic Circle.”
https://www.gamasutra.com/view/feature/135
063/jerked_around_by_the_magic_circle_.php
61. CHRISTINA WODTKE @cwodtke
Ravaja, Niklas, et al.
The Psychophysiology of Video Gaming: Phasic Emotional
Responses
to Game Events.
Digital Games
Research Association International Conference 2005.
http://tinyurl.com/7rsfz
• More pleasure and excitement
in active failure than in success
• However: passive experience of
failure makes players
disengage.
• Attaining a goal DECREASES
player arousal and interest.
62. CHRISTINA WODTKE @cwodtke
“Flappy Bird is a perversely,
oppressively difficult game. Scoring even
a single point takes most players a
considerable number of runs. After an
hour, I’d managed a high score of two.”
- Ian Bogost
78. CHRISTINA WODTKE @cwodtke
Dynamic System
• “The designer and the
player are both active – if
not equal – parts of the
entire creative expressive
experience which is
mediated by the machine.”
– Clint Hocking (GDC
2006)
80. CHRISTINA WODTKE @cwodtke
8 Kinds of fun
• Sensation
Game as sense-pleasure (For example, skiing or driving the 92 way too
fast. Any ios game that leverages the accelerometer. Arguably
Monument Valley.)
• Fantasy
Game as make-believe (I am a hobbit! or a fashion designer!)
• Narrative
Game as unfolding story (What will happen next???)
• Challenge
Game as obstacle course (This game is so hard—said while grinning
maniacally)
• Fellowship
Game as social framework (playing with others. Apples to Apples, and
most board games.)
• Discovery
Game as uncharted territory (What is over that mountain? Bastion.)
• Expression
Game as soap box (Making stuff- Minecraft, Farmville.)
• Submission/ Abnegation
Game as mindless pastime (. Games that let you tune out. Solitaire. Candy
Crush.)
Via Matt LeBlanc
81. CHRISTINA WODTKE @cwodtke
The Player decides
the Aesthetics
And if it’s actually fun.
Playtesting helps you get to your goal.
Games are unknowable until you play them.
Are other kinds of software really that
different?
86. CHRISTINA WODTKE @cwodtke
More
Player
Types
• The Collector: Acquires items, trophies, or knowledge; likes
to create sets, organize history, etc.
• The Achiever: Plays for varying levels of achievement;
ladders and levels incentivize the achiever
• The Joker: Doesn’t take the game seriously—plays for the
fun of playing; there’s a potential for jokers to annoy
serious players, but on the other hand, jokers
• can make the game more social than competitive
• The Artist: Driven by creativity, creation, design
• The Director: Loves to be in charge, direct the play
• The Storyteller: Loves to create or live in worlds of fantasy
and imagination
• The Performer: Loves to put on a show for others
• The Crafsman: Wants to build, craft, engineer, or puzzle
things out
87. CHRISTINA WODTKE @cwodtke
Who are your
players?
• Age
• Skill
• Familiarity with Genres
• Platform preference
• Play habits
• Play style
92. CHRISTINA WODTKE @cwodtke
Arcs are highly efficient at
communicating 'success stories', a
singular path through a system
that someone else previously
explored.
93. CHRISTINA WODTKE @cwodtke
This is a core
loop for a very
simple game.
Start with fish
eggs, that you
grow into fish
that you sell to
buy more
valuable fish
eggs
99. CHRISTINA WODTKE @cwodtke
Applying What You Have Learned
For this exercise, you will need a piece of paper, two pens, and
two players.
First, take a moment to play this simple game:
Draw three dots randomly on the paper. Choose a player to go
first. The first player draws a line from one dot to another dot.
Then that player draws a new dot anywhere on that line.
The second player also draws a line and a dot: The new line must
go from one dot to another, but no dot can have more than three
lines coming out of it.
Also, the new line cannot cross any other line. The new dot must
be placed on the new line. A line can go from a dot back to the
same dot as long as it doesn’t break the “no more than three
lines” rule.
The players take turns until one player cannot make a move. The
last player to move is the winner.
Identify the formal elements of this game:
• Players: How many? Any requirements? Special knowledge,
roles, etc.?
• Objective: What is the objective of the game?
• Procedures: What are the required actions for
• play?
• Rules: Any limits on player actions? Rules regarding
behavior? What are they?
• Conflict: What causes conflict in this game?
• Boundaries: What are the boundaries of the game? Are they
physical? Conceptual?
• Outcome: What are the potential outcomes of the game?
Does the game have dramatic elements? Identify them:
• Challenge: What creates challenge in the game?
• Play: Is there a sense of play within the rules of the game?
• Premise/Character/Story: Are these present?
• What types of dramatic elements do you think might add to
the game experience?
Exercise from Tracy Fullerton’s Game Design Workshop
101. CHRISTINA WODTKE @cwodtke
C.A.M.P.
Learn more: A
Unified Theory for
Designing Just
About Anything
https://medium.com/
@cwodtke/a-unified-
theory-for-designing-
just-about-anything-
b87f1e4f050b
110. CHRISTINA WODTKE @cwodtke
How can we combine micro-
interactions and themes to
create powerful experiences?
And what are the
aesthetics of internet
software?
111. CHRISTINA WODTKE @cwodtke
How can we combine micro-interactions and
themes to create powerful experiences?
What are the aesthetics of internet software?