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!