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Paper Simulations of Digital Games

Paper Simulations of Digital Games. Stone Librande Lead Designer, Spore Galactic Adventures EA/Maxis. (Please open in PowerPoint and refer to the note field for information about each slide.). Take a digital game…. …remove the controller…. …remove the controller…. …the sound and music….

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Paper Simulations of Digital Games

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  1. Paper SimulationsofDigital Games Stone Librande Lead Designer, Spore Galactic Adventures EA/Maxis (Please open in PowerPoint and refer to the note field for information about each slide.)

  2. Take a digital game…

  3. …remove the controller…

  4. …remove the controller…

  5. …the sound and music…

  6. …the sound and music…

  7. …and the graphics

  8. …and the graphics

  9. What’s left?

  10. Exercise #2 • Simulate a video game using only pencils, index cards and dice.

  11. Exercise #2 • Simulate a video game using only pencils, index cards and dice. • Use it as a tool to help understand the game’s fundamental design principles.

  12. Exercise #2 • Simulate a video game using only pencils, index cards and dice. • Use it as a tool to help understand the game’s fundamental design principles. • Don’t sweat the details.

  13. Example Game • Tony Hawk’s Pro Skater

  14. Example Game • Tony Hawk’s Pro Skater

  15. Asteroids

  16. Asteroids

  17. Warcraft: The Board Game

  18. Exercise • Select a digital game • Make a paper prototype • What aesthetics survive the change in medium?

  19. Break Into Groups • Select a digital game • Write 3 ideas down on paper • Mix your group’s ideas together • Lay them out, discuss

  20. Break Into Groups • Select a digital game • Write 3 ideas down on paper • Mix your group’s ideas together • Lay them out, discuss • Some Example Games: • Grand Theft Auto • The Sims • Command and Conquer • Street Fighter • Centipede • Mario Brothers • Prince of Persia • Halo

  21. Break Into Groups • Select a digital game • Write 3 ideas down on paper • Mix your group’s ideas together • Lay them out, discuss • Break down its aesthetics Make sure you have something by 2:30

  22. Build a Paper Version

  23. Build a Paper Version • What To Do • Communicate the core design

  24. Build a Paper Version • What To Do • Communicate the core design • What Not to Do • Don’t sweat the details

  25. Build a Paper Version • What To Do • Communicate the core design • What Not to Do • Don’t sweat the details • Don’t try to duplicate the entire game

  26. Build a Paper Version • What To Do • Communicate the core design • What Not to Do • Don’t sweat the details • Don’t try to duplicate the entire game • Don’t focus on simulating computer functions (math, AI, etc.)

  27. Build a Paper Version Try to have something playable quickly! Iterate!

  28. Discussion Let’s share results. • What aesthetics survived the translation? • What didn’t?

  29. Using Paper Prototypes

  30. Using Paper Prototypes • Good for understanding existing games

  31. Using Paper Prototypes • Good for understanding existing games • Use these techniques for games in progress

  32. Using Paper Prototypes • Good for understanding existing games • Use these techniques for games in progress • Process is quick and cheap

  33. Using Paper Prototypes • Good for understanding existing games • Use these techniques for games in progress • Process is quick and cheap • You don’t need programmers or artists

  34. Using Paper Prototypes • Can’t replace actual gameplay testing

  35. Using Paper Prototypes • Can’t replace actual gameplay testing • Can give you a head start and keep you focused

  36. Using Paper Prototypes • Can’t replace actual gameplay testing • Can give you a head start and keep you focused • Can give you a vocabulary to use when discussing your game

  37. Using Paper Prototypes • Can’t replace actual gameplay testing • Can give you a head start and keep you focused • Can give you a vocabulary to use when discussing your game • Can be used as a tool to educate programmers. Have them play, too!

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