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Game Design Theory The Essential Experience

Game Design Theory The Essential Experience. Paul Taylor 2010. Today’s Working Example. Today we are focusing on a game about broken toasters. http://1.bp.blogspot.com/_VyRC4c-_u4A/R-FPY0P6D0I/AAAAAAAADFg/pCQXLDET2co/s400/10491.jpg.

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Game Design Theory The Essential Experience

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  1. Game Design TheoryThe Essential Experience Paul Taylor 2010

  2. Today’s Working Example • Today we are focusing on a game about broken toasters http://1.bp.blogspot.com/_VyRC4c-_u4A/R-FPY0P6D0I/AAAAAAAADFg/pCQXLDET2co/s400/10491.jpg http://media.techeblog.com/elephant//ul/5172-450x-toasty_8.jpg

  3. Why are we designing games? http://bokardo.com/images/comics/content-or-design.gif

  4. The Essential Experience We are trying to create an experience A game is simply our tool An environment to allow players an experience

  5. Creating the Experience http://darmano.typepad.com/logic_emotion/2007/06/experience_map.html

  6. How does one create an experience? http://ih2.redbubble.net/work.2261257.3.flat,550x550,075,f.blue-storm-newport-the-hdr-experience.jpg http://www.mediabistro.com/fishbowlLA/original/experience22.jpg

  7. Separating Design and Development http://www.gogaminggiant.com/wp-content/uploads/2009/11/manhunt-2-axe.jpg

  8. What is Design? The Oxford Dictionary: “a plan or drawing produced to show the look and function or workings of a building, garment, or other object before it is made”

  9. Prototyping The Oxford Dictionary: “a first or preliminary version of a device or vehicle from which other forms are developed“ “the first, original, or typical form of something; an archetype”

  10. Development • The process of creating the actual artefacts • In our world, it’s mostly art and programming

  11. Breaking down the Game http://vogons.zetafleet.com/files/crash_game.jpg

  12. Creating an Experience • This is the overall semester goal • You understand how difficult games and play are to define? • Now we need some approaches to considering game design piecewise

  13. Dissecting a Game • What do you do when multiple designers are to work on a game? • So how do we divide and conquer? • According to Schell....

  14. The four basic elements of a game Mechanics Aesthetics Story (when used) Technology *Stolen from TAOGD

  15. What do we need for an realistic first person shooter game? Mechanics Aesthetics Story (when used) Technology *Stolen from TAOGD

  16. Doom • The original ‘mass murder simulator’ by Dave Grossman, the leader of the KillologyResearch Group (http://www.killology.com/) • See http://www.defunctgames.com/shows.php?id=bonuslevels-81for a good laugh http://upload.wikimedia.org/wikipedia/en/c/c8/Doom_gibs.png

  17. Context and Form Paul Taylor 2010

  18. Christopher Alexander • Architect • Wrote ‘Notes on the Synthesis of Form’ 1964 • A building architecture book which has been influential computer scientists since • His approach to architecture design involved two simple components, context and form...

  19. Context • This is the framework in which one is attempting to design

  20. Form • This is the mouldable content which interfaces with the context • The Form is the only editable part of the whole

  21. Context and Form • Solutions should always be a form which fits within a context • Alexander insists that a designer must consider many different forms and contexts to arrive at the best solution

  22. Applying Form and Context to Design • Broken Toasters..... ??

  23. Form and Context? Mechanics Aesthetics Story (when used) Technology *Stolen from TAOGD

  24. So how do we decide upon Form and Context? • C# is an Object Oriented Language

  25. The End

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