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Game Design!
The who, what, where, why, how .
Purpose of this class
• Overview of game design
• Show you ways to start immediately
• Arm you with resources and tools
Game Design, what it is
What is Game Design?
• Many ways to define a Game
o Let's use "An interactive system defined by rules,
built for engagement and learning."
• You design a system using rules to create an
experience for players
• The pieces work together as a whole, not just
a jumble of neat ideas.
Rules
•
o Some rules are social contracts
 Sports, board games, card games, etc
o Some are enforced by computers
 Video games!
Design
• Design is where art meets science
o The science is in the techniques and technology
o The art is in the creative ways used to influence us
• Game design is young but is learning from
other fields
o Graphic Design
o Storytelling
o Psychology
o Economics
Gettin' Started
Getting started
• School
• Books
• Internet resources
• Jams and competitions
• On the job
• House rules
Start simple and actually DO things, not just
read about them!
The Process
The Process
1. Ideas and constraints
2. Game Design Documents
3. Prototyping
4. Playtesting
5. Iterating
6. Polishing
7. Release
Ideas and Constraints
• Write your ideas down Before they get
filtered out by the inner critic
• Use constraints to beat the blank white page
o Jam themes
o Device/platform limitations and controls
o Experience parameters
 Play time, Number of players, demographic
o Business model
Game Design Documents
• Random organized notes, then prototypes
before something so solid.
• No one will ever really read it. It's like trying
to pass out a screenplay written like a tax
form.
• Use high level 1-3 page overviews, mockups,
prototypes and example game references to
pitch instead. Excitement, not 1000 details!
• Use a GDD as a living document of the
system for reference. A system bible.
Prototyping
• Testing ideas, theory vs reality
o Your brain has major limitations
o The devil is in the details that come with execution
• Risk assessment
o Is this idea worth doing?
o What are the hard problems?
o What would it really take to make this thing?
• Hands on feedback is motivating!
• Communicate your ideas accurately
• Materials and tools for analog vs digital
Playtesting
• Getting perspective
o Fresh eyes will surprise you
• How to take feedback
o Gather information, but the solution is up to you
• Don't handhold or babysit, observe!
o You can't coddle your baby forever
• Real time tweaking
o Reality is the ultimate measure, try it out asap!
• A/B testing
o Actually try both ways and compare, the best
solutions are often counterintuitive
Iterating
• Prototype->Playtest->Tweak->Repeat
• Many parts of your initial design won't work
how you expect
• Many of your revisions won't work how you
expect
• Many changes will ripple through the entire
design and force you to question everything
• Removing is almost always better than
adding
• Take lots of notes, rapid revising is a jumble!
Polishing
• Constantly sanding off the rough edges
• It's the small things, the differences that
truly make the difference
• Plan for it!
• Tedious and always takes much longer than
you expect, but ultimately gratifying
• Usually won't be appreciated on a conscious
level when done well, it just feels good!
Release
• Scary!
• Will almost never be received how you
expect
• Don't be Jonathan Blow and expect everyone
to understand and appreciate the genius of
your design
• Be as prepared to take feedback and make
changes as you were during iterating!
• Be nice and communicate well
Resources
Schools
• Degrees and school by themselves are
meaningless to employers
• Experience is everything
• Use schools to guide learning, and provide
resources. Not just for a piece of paper.
• Schools
o Ameon
 Learn, Build, Ship. The full cycle experience!
o LudologyU
Books/Internet Resources
• Safari Books Online
o Good books: Art of Game Design, Theory of Fun,
Challenges for Game Designers, Game Feel
o $10-43 a month for more good books than you could
possibly read! It's the netflix of books.
• Learn Game Design Wiki
o http://learngamedesign.org/wiki
• Gamasutra articles and blogs
• GDC Vault Free
• Game designers who blog good stuff
o Raph Koster, Daniel Cook, Dave Sirlin,
Jams and Competitions
• Jams are invaluable learning and fun
• The # of jams is rapidly increasing
• GameJamHQ.com
• Some good recurring online jams
o Ludum Dare
o Experimental Gameplay Project
o Game Prototype Challenge
• Google for game jams and "hackathons"
often and find some with prizes! Use the
prize money to fund further development
On the Job training
• The most common path taken by game
designers working in bigger studios is
working their way up through being a tester,
programmer or artist
• You get to learn how the different areas work
together and what they do
• It's hard to hire a game designer from the
outside, it's easier to promote someone
• Find game designers you like and try and
intern or apprentice, you never know!
Your board game closet!
• Board games are an invaluable learning tool
for practicing the craft
• House rules make it easy to start learning
game design, make a change, see the effect!
• Organize board game jams with your friends
• Check out the Board Game Remix kit!
Starting out
• It can be intimidating so start simple
o Break down the games you like
 What makes them tick?
 What would happened if you changed this?
 What do the games have in common?
 What doesn't work and how you could fix it?
o Keep a notebook and collect ideas, interesting
game mechanics, and inspirations the way a graphic
designer does.
o "Trace" and copy games and game designers you like
 Copy from many until you find your own voice
o Try House Rules and game modding
Getting a job
• Your experience and "portfolio" are key
• Enter competitions for publicity too
• Some genres and platforms have higher
demand, such as social and mobile
• Network, network, network
o Go to GDC, board game conventions, etc
o Talk with other designers on twitter, google+,
gamasutra, forums
• Don't forget that games are still a business,
learn how they make money!
Meetup events
Upcoming Meetup events
• Rapid Game Prototyping!
• Ouya game jam!
Suggestions?
Questions?!

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Intro to game design

  • 1. Game Design! The who, what, where, why, how .
  • 2. Purpose of this class • Overview of game design • Show you ways to start immediately • Arm you with resources and tools
  • 4. What is Game Design? • Many ways to define a Game o Let's use "An interactive system defined by rules, built for engagement and learning." • You design a system using rules to create an experience for players • The pieces work together as a whole, not just a jumble of neat ideas.
  • 5. Rules • o Some rules are social contracts  Sports, board games, card games, etc o Some are enforced by computers  Video games!
  • 6. Design • Design is where art meets science o The science is in the techniques and technology o The art is in the creative ways used to influence us • Game design is young but is learning from other fields o Graphic Design o Storytelling o Psychology o Economics
  • 8. Getting started • School • Books • Internet resources • Jams and competitions • On the job • House rules Start simple and actually DO things, not just read about them!
  • 10. The Process 1. Ideas and constraints 2. Game Design Documents 3. Prototyping 4. Playtesting 5. Iterating 6. Polishing 7. Release
  • 11. Ideas and Constraints • Write your ideas down Before they get filtered out by the inner critic • Use constraints to beat the blank white page o Jam themes o Device/platform limitations and controls o Experience parameters  Play time, Number of players, demographic o Business model
  • 12. Game Design Documents • Random organized notes, then prototypes before something so solid. • No one will ever really read it. It's like trying to pass out a screenplay written like a tax form. • Use high level 1-3 page overviews, mockups, prototypes and example game references to pitch instead. Excitement, not 1000 details! • Use a GDD as a living document of the system for reference. A system bible.
  • 13. Prototyping • Testing ideas, theory vs reality o Your brain has major limitations o The devil is in the details that come with execution • Risk assessment o Is this idea worth doing? o What are the hard problems? o What would it really take to make this thing? • Hands on feedback is motivating! • Communicate your ideas accurately • Materials and tools for analog vs digital
  • 14. Playtesting • Getting perspective o Fresh eyes will surprise you • How to take feedback o Gather information, but the solution is up to you • Don't handhold or babysit, observe! o You can't coddle your baby forever • Real time tweaking o Reality is the ultimate measure, try it out asap! • A/B testing o Actually try both ways and compare, the best solutions are often counterintuitive
  • 15. Iterating • Prototype->Playtest->Tweak->Repeat • Many parts of your initial design won't work how you expect • Many of your revisions won't work how you expect • Many changes will ripple through the entire design and force you to question everything • Removing is almost always better than adding • Take lots of notes, rapid revising is a jumble!
  • 16. Polishing • Constantly sanding off the rough edges • It's the small things, the differences that truly make the difference • Plan for it! • Tedious and always takes much longer than you expect, but ultimately gratifying • Usually won't be appreciated on a conscious level when done well, it just feels good!
  • 17. Release • Scary! • Will almost never be received how you expect • Don't be Jonathan Blow and expect everyone to understand and appreciate the genius of your design • Be as prepared to take feedback and make changes as you were during iterating! • Be nice and communicate well
  • 19. Schools • Degrees and school by themselves are meaningless to employers • Experience is everything • Use schools to guide learning, and provide resources. Not just for a piece of paper. • Schools o Ameon  Learn, Build, Ship. The full cycle experience! o LudologyU
  • 20. Books/Internet Resources • Safari Books Online o Good books: Art of Game Design, Theory of Fun, Challenges for Game Designers, Game Feel o $10-43 a month for more good books than you could possibly read! It's the netflix of books. • Learn Game Design Wiki o http://learngamedesign.org/wiki • Gamasutra articles and blogs • GDC Vault Free • Game designers who blog good stuff o Raph Koster, Daniel Cook, Dave Sirlin,
  • 21. Jams and Competitions • Jams are invaluable learning and fun • The # of jams is rapidly increasing • GameJamHQ.com • Some good recurring online jams o Ludum Dare o Experimental Gameplay Project o Game Prototype Challenge • Google for game jams and "hackathons" often and find some with prizes! Use the prize money to fund further development
  • 22. On the Job training • The most common path taken by game designers working in bigger studios is working their way up through being a tester, programmer or artist • You get to learn how the different areas work together and what they do • It's hard to hire a game designer from the outside, it's easier to promote someone • Find game designers you like and try and intern or apprentice, you never know!
  • 23. Your board game closet! • Board games are an invaluable learning tool for practicing the craft • House rules make it easy to start learning game design, make a change, see the effect! • Organize board game jams with your friends • Check out the Board Game Remix kit!
  • 24. Starting out • It can be intimidating so start simple o Break down the games you like  What makes them tick?  What would happened if you changed this?  What do the games have in common?  What doesn't work and how you could fix it? o Keep a notebook and collect ideas, interesting game mechanics, and inspirations the way a graphic designer does. o "Trace" and copy games and game designers you like  Copy from many until you find your own voice o Try House Rules and game modding
  • 25. Getting a job • Your experience and "portfolio" are key • Enter competitions for publicity too • Some genres and platforms have higher demand, such as social and mobile • Network, network, network o Go to GDC, board game conventions, etc o Talk with other designers on twitter, google+, gamasutra, forums • Don't forget that games are still a business, learn how they make money!
  • 27. Upcoming Meetup events • Rapid Game Prototyping! • Ouya game jam! Suggestions?