Course Title: Introduction to Game Development (Course Code: 4360708) UNIT 1 INTRODUCTION TO GAME Prepared by : J.P.Shah History of Games What is a GAME ? A game is any activity that brings pleasure and without conscious purpose . A game is structured playing, usually undertaken for enjoyment and sometimes used as an educational tool. Example- people dance, play musical instruments, act in plays etc, Oldest Games Royal Game of Ur oldest complete set of gaming equipment ever found (3000BC) (3000BC) *Senet is a board game *meaning the "Game of passing" Backgammon Backgammon is actually just one of a large family of games once referred to as "tables" that were played on the same type of board Types of Games Sports/Olympic games Tabletop games Video games Children's games Sports Tabletop Games Played on a table or other flat surface Example - Board games, Card games,Dice games Children's Games Children’s games are informal games, most often played by children without adult organization, sometimes even despite the disapproval of adults. Example - Jump the rope. Musical chair. Clapping game Video Games An electronic/computerized game played by manipulating images on a video display/television screen Example-Arcade games,Computer games,Console games,Hand-held games,Online games,Mobile games,Flash games.. History of Video Games Thomas T. Goldsmith, Jr. and Estle Ray Mann in 1947, created the world's first Arcade game to use a “Cathode ray tube amusement device“ based game . Thomas T.Goldsmith Cathode ray tube 1950 Charly Adama created the "Bouncing Ball" video game program for MIT's new Whirlwind Computer. The first computer to display "real-time" video signals. It was first demonstrated in April 1951. Whirlwind Computer - MIT (US) 1951 “Ferranti International” created the “NIMROD computer”. It was designed exclusively to play the game of “NIM” It was the very first digital computer designed game in recorded history. NIMROD Computer (UK) “NIM"Game Demonstration(UK) 1952 Alexander S. Douglas designed a computer program for Tic-Tac-Toe (also known as Noughts and Crosses) OXO was the first digital graphical simulation game, and ran on the EDSAC Computer at Cambridge. http://www.youtube.com/watch?v=vCTRWD3DFsA 1958 William Higinbotham created the first video game. “Tennis for Two," was created and played on a Brookhaven National Laboratory oscilloscope. https://www.youtube.com/watch?v=6PG2mdU_i8k William Higinbotham Tennis for Two In 1962, Steve Russell invented SpaceWar. It was the first game intended for computer use. ISpacewar (Steve Russell) https://www.youtube.com/watch?v=YZxSaXIHy_o Evolution of Video Games Ralph baer who was called as father of video games . In 1967, Ralph Baer wrote the first video game played on a television set, a game called Chase. chase game (Ralph baer) GOLDEN AGE OF VIDEO GAMES * In the 1970’s we can call it as Goldenage of arcade games. * In the student union at Stanford university installed a game called “Galaxy”. This game is first coin operated arcade game. * First Commercial game was launched by Nutting associates which was designed by Nolan Busnell and Ted Dabney created coin operated arcade version of space war . Galaxy space war 1972 * The first arcade game Ataris pong released by ATARIS Which one was a great successfull game and that one widely spreaded game. Atari sold 19000 units and many imitators are also formed. * Ralph baer joined with Magnovox odyssey released “Magnavox odyssey system”. In Magnovox odyssey system there is no catridges in that only it had few programmed games in the console. https://www.youtube.com/watch?v=Dj66VO1J9gQ Evolution of Video Games Evolution of Game Consoles Evolution of Game Characters Crash of Video Games 1983 * This the year in which Major crash was happened in the video game industry * E.T. the Extra-Terrestrial developed and published by Atari, Inc. for the Atari 2600 video game console. It is based on the film of the E.T, and was designed by Howard Scott Warshaw.It was poorly designed. * Atari buried thousands of cartridges of E.T in land. Platforms Genres Action Adventure Role playing Devil May Cry Grand Theft Auto Dragon Quest Simulation Strategy Action-adventure Sim City Warcraft Beyond Good & Evil Game Abbreviations FPS SHMUP TPS MM0 RPG JRPG SRPG RTS RTT TBS TBT SIM FMV - First Person Shooter Shoot 'em up Third Person Shooter Massively Multi-player Online Role Playing Game Japanese Role Playing Game Strategy Role Playing Game Real Time Strategy Real Time Tactics Turnbased strategy Turn-based tactics Simulation GAME TERMINOLOGY DEFINITION “GAMES are a type of play activity, conducted in the context of a pretended reality, in which the participant(s) try to achieve at least one arbitrary, nontrivial goal by acting in accordance with rules.” GAME TERMINOLOGY Goal “A game must have a goal (or objective), and it can have more than one” --The rules of a game frequently characterize the game’s ultimate goal as a victory condition—an unambiguous situation in the game at which point one or more of the players are declared the winners GAME TERMINOLOGY Goal For example, the victory condition for chess states that the first player to checkmate her opponent’s king (an unambiguous situation) is the winner. In timed sports such as basketball, the victory condition states that when time runs out (the unambiguous situation), whichever team has the most points wins GAME TERMINOLOGY Goal The rule that determines when the game is over is called the termination condition. In twoplayer competitive games, the termination condition is usually taken for granted: The game ends when one player achieves victory. Note that victory does not necessarily end the game, however. In a game with more than two players, play can continue to determine who comes in second, third, and so on GAME TERMINOLOGY Rules:- “Rules are definitions and instructions that the players agree to accept for the duration of the game. Every game has rules, even if these rules are unwritten or taken for granted” GAME TERMINOLOGY The semiotics of the game are the meanings and relationships of the various symbols that the game employs. The gameplay consists of the challenges and actions the game offers the player. The sequence of play is the progression of activities that make up the game. The goal(s) of the game is also known as the object or objective of the game and is defined by the rules GAME TERMINOLOGY The termination condition, as described in the previous section, is the condition that ends the game (if it has one). Metarules are rules about the rules. These might indicate under what circumstances the rules can change or when exceptions to them are allowed. GAME TERMINOLOGY GAMEPLAY consists of The challenges that a player must face to arrive at the object of the game. The actions that the player is permitted to take to address those challenges GAME TERMINOLOGY Challenges:- “A challenge is any task set for the player that is nontrivial to accomplish. Overcoming a challenge must require either mental or physical effort. Challenges can be as simple as getting a ball through a hoop or as complex as making a business profitable. Challenges can be unique, recurring, or continuing. “ GAME TERMINOLOGY Actions :- “The rules specify what actions the players may take to overcome the challenges and achieve the goal of the game. The rules define not only what actions are allowed but also which ones are prohibited and which ones are required, and under what circumstances. “ GAME TERMINOLOGY Fairness :- “For all the players to enjoy a game, they must all be in general agreement about what constitutes fair play. “ GAME TERMINOLOGY Symmetry and Asymmetry :- “In a symmetric game, all the players play by the same rules and try to achieve the same victory condition. Basketball is a symmetric game. The initial conditions, the actions allowed, and the victory condition are identical for both teams. Many traditional games such as chess and backgammon are symmetric in every respect except that one player must move first“ Conventional Game Vs Video Game Aspect Conventional Games Video Games Medium Typically played using physical elements like boards, cards, etc. Mediated by a computer, utilizing screens, speakers, and more. Hiding the Rules Requires written rules, players need to know and follow them. Rules are implemented and enforced by the computer. Setting the Pace Computer sets and Players or referees set the pace of maintains the pace, allowing the game. varied speeds. Primarily in the player's Presenting a Game imagination, aided by physical World items. Utilizes screens and speakers to present a tangible game world. Creating AI Video games leverage AI for Limited or no artificial intelligence various purposes, enhancing in most conventional games. gameplay. Examples Monopoly, Chess, Card Games, etc. Call of Duty, Minecraft, Fortnite, etc. Key Components of Video Game Game Play Aesthetics Immersion Storytelling Player Progression Exploration Learning Creative and Expressive Play Role-Playing Socializing Key Components of Video Game Game Play:Gameplay is the interactive foundation of a video game. It encompasses the rules, mechanics, and dynamics that govern player actions and experiences. This includes the way characters move, how the player interacts with the game world, combat systems, puzzle-solving mechanics, and the overall flow of the gaming experience. Effective gameplay ensures a balance between challenge and enjoyment, keeping players engaged and motivated. In "Adventure Run," players control a character that runs and jumps through various levels filled with obstacles. The gameplay involves precise timing and coordination to navigate the challenges. Key Components of Video Game Aesthetics:Aesthetics go beyond mere visual appeal; they create the atmosphere and emotional tone of the game. Graphics, art style, animation, music, and sound effects collectively contribute to the game's aesthetic. A carefully crafted aesthetic enhances storytelling, immerses players in the game world, and elicits emotional responses. It involves decisions about color schemes, character design, sounds capes, and overall presentation to create a cohesive and memorable experience. Asthetics:The game features vibrant and visually appealing graphics with a cartoonish art style. The background music is upbeat, creating a lively atmosphere. Sound effects, such as the character's footsteps and collected power-ups, contribute to the overall aesthetic experience https://www.youtube.com/watch?v=Y9PvLE3cYK8 Key Components of Video Game Storytelling:- Storytelling in video games refers to how the game presents and unfolds its narrative or plot to the player. 1. Narrative Elements:-This involves the basic elements of a story: characters, setting, plot, and themes. In a game, these elements are conveyed through dialogues, cutscenes, character interactions, and the overall design of the game world 2.Presentation:- How the story is presented can vary. It might be through pre-rendered cutscenes (like short movies within the game), in-game dialogues between characters, written text, or environmental storytelling (where the game world itself tells a story through its design). Key Components of Video Game Storytelling:3. Player Involvement:- Depending on the game, players may have varying degrees of control over the narrative. In linear games, the story progresses in a set order. In games with branching narratives, player choices can influence how the story unfolds. 4.Emotional Engagement:- Good storytelling aims to evoke emotions from the player. This could be through empathy for characters, excitement about plot twists, or a sense of accomplishment as the story progresses. 5. Context for Gameplay: Storytelling provides a context for the gameplay. It explains why the player is doing what they're doing. For example, in a game with a narrative about saving the world, the player's actions (like defeating enemies or solving puzzles) make sense in the context of the story. Key Components of Video Game Storytelling: Example: In a simple game where a character has to rescue a friend from a villain, the storytelling would involve introducing the characters, explaining the goal (rescuing the friend), and presenting challenges and plot twists along the way. How this information is conveyed (through text, dialogue, cutscenes, etc.) and whether player choices affect the outcome would depend on the design of the game. In summary, storytelling in video games is about how the game communicates and develops its narrative to engage players in the gaming experience. It's the vehicle through which players connect with the characters, the world, and the overall purpose of their in-game actions. Key Components of Video Game Immersion :Immersion is the player's sense of presence and engagement within the game world. Achieving immersion involves seamless integration of gameplay elements, compelling storytelling, and attention to detail. Elements such as realistic graphics, authentic sound design, and a consistent narrative contribute to a sense of immersion, making players feel connected to the virtual environment as if it were real. Key Components of Video Game Immersion :The responsive controls and smooth animations help immerse players in the game. As they control the character, the obstacles, and the changing backgrounds create a dynamic environment, enhancing the feeling of being part of an adventurous journey Key Components of Video Game Player Progression :Player progression is the sense of advancement and growth throughout the game. This can take the form of character development, unlocking new abilities, gaining experience points, acquiring better equipment, and overcoming increasingly challenging obstacles. A thoughtfully designed progression system provides a sense of accomplishment and motivates players to continue playing. Key Components of Video Game Player Progression :Players can progress through levels of increasing difficulty. They earn points for successfully navigating obstacles and collecting items. As they accumulate points, they may unlock new characters or abilities, providing a sense of accomplishment and motivating continued play. Key Components of Video Game Player Progression :- Key Components of Video Game Exploration :Exploration encourages players to engage with the game world beyond the main objectives. It involves discovering hidden areas, uncovering secrets, and interacting with the environment. Open-world games, in particular, emphasize exploration by offering expansive landscapes and opportunities for discovery. Successful exploration is rewarded with new experiences, items, or insights into the game world. Although "Adventure Run" is a side-scrolling game, exploration is encouraged through hidden paths and bonus areas within levels. Players are rewarded with extra points or powerups for exploring beyond the main route. Key Components of Video Game Learning :Learning in games involves the acquisition of knowledge and skills necessary to overcome challenges. Games often introduce new mechanics gradually, allowing players to learn and adapt. Learning can encompass understanding game rules, solving puzzles, mastering combat strategies, and adapting to evolving situations. A well-balanced learning curve ensures that players are continuously challenged without becoming frustrated. The game introduces new obstacles and challenges gradually, allowing players to learn and adapt. For example, the first level might introduce basic jumps, while later levels incorporate moving platforms or more complex patterns, requiring players to refine their skills. Key Components of Video Game Creative and expressive play :Creative and expressive play allows players to personalize their gaming experience. This can involve character customization, building structures, or making choices that impact the game world. Games that encourage creative expression empower players to showcase their unique style and preferences, fostering a deeper connection to the game. While a 2D platformer may not offer extensive creative options, players can express themselves through the selection of different characters, each with its own visual style or unique abilities. This personalization allows players to connect more deeply with the game Key Components of Video Game Role Playing:Role-playing games (RPGs) enable players to assume roles within the game world. This often includes creating and developing characters, making decisions that affect the storyline, and engaging in meaningful interactions with in-game characters. RPGs provide a sense of agency, allowing players to shape their own narrative within the broader context of the game. In a simple game like "Adventure Run," role-playing elements might be limited. However, players can still identify with the character they control, imagining a story or purpose for their ingame actions. This basic role-playing aspect enhances the player's connection to the game world. Key Components of Video Game Socializing:Socializing in games involves interactions between players, whether through multiplayer modes, online communities, or cooperative gameplay. Multiplayer games provide opportunities for collaboration, competition, and shared experiences. Social features, such as chat functions or guild systems, enhance the sense of community and connectedness among players. . "Adventure Run" could incorporate social features, such as a leaderboard where players can compare their scores with friends. Additionally, a multiplayer mode might allow friends to compete directly or cooperate in completing levels, fostering social interactions. Structure of Video Game Core Concepts:Core Mechanics and User Interface Subset of Gameplay and User Interface Game Structure - Gameplay Modes and Shell Menus Gameplay Modes Definition Application to “The legend of Zelda:Breath the wild” Exploration Mode Combat Mode Shell Menus Mode changes and Example Mode Changes Example of Game Play Modes Structure Overview and Documentation Game Structure Overview Documentation Switching Between Modes Switching Between Modes Structure of Video Game Core Concepts:1. Core Mechanics and User Interface •Core mechanics are the fundamental rules and interactions within a game. •The user interface includes displays and controls facilitating player interaction. 2. Subset of Gameplay and User Interface •Games present subsets of gameplay based on the player's location or progress. •The user interface adapts to show relevant information in different game states. 3. Game Structure - Gameplay Modes and Shell Menus Gameplay Modes: Unique subsets of gameplay (e.g., Exploration Mode, Combat Mode). Shell Menus: Non-interactive modes for activities outside gameplay (e.g., Inventory Menu, Pause Menu). Structure of Video Game Core Concepts:4.Gameplay Modes Definition: Gameplay modes define the player experience at a given time, focusing on specific challenges and actions. Changes in gameplay modes may occur based on player actions or automatic triggers. Application to "The Legend of Zelda: Breath of the Wild": 1.Exploration Mode: Freedom to traverse the open world and discover new areas. Relevant user interface displays information for navigation and exploration. 2. Combat Mode: Engaged when encountering enemies, involving real-time combat. User interface adjusts to emphasize combat-related prompts. 3. Shell Menus: Inventory Menu: Manage weapons, shields, and clothing. Pause Menu: Save the game, adjust settings, and view the map. Structure of Video Game Mode Changes and Examples::1. Mode Changes: Transitions occur based on player actions (e.g., encountering enemies). Changes in user interface signal shifts between gameplay modes. 2. Examples of Gameplay Modes: Offensive Play Mode (Adapted): Choose plays, control the quarterback, and pass the ball. Receiving Mode (Adapted): Control the chosen receiver and attempt to catch the ball. Structure Overview and Documentation: 1. Game Structure Overview: Structure involves seamless transitions between gameplay modes. Shell menus provide non-interactive options for activities outside direct gameplay. 2. Documentation: Document the relationships among gameplay modes and shell menus. Use a flowboard (hybrid of flowchart and storyboard) for clearer visualization Switching between modes::1. Switching Between Modes: Player actions, like encountering enemies, trigger switches between modes. Adaptation of the user interface accompanies mode changes. . Structure of Video Game . Stages of the design process:Concept Stage Elaboration Stage Tuning Stage Stages of the design process: Concept Stage Overview: Fundamental decisions made at this stage last throughout the project. Building a game concept is akin to constructing a building; changes become challenging once work begins. Key Tasks: Getting a Concept: Game design starts with a compelling game concept. Considerations include defining the genre, studying existing games, and refining the concept. Example: Deciding to create a fantasy RPG where players embark on a quest to save a magical realm. Defining an Audience: Identify the target audience; decisions cater to their preferences. Example: Identifying the target audience as young adults who enjoy immersive fantasy worlds. Stages of the design process: Concept Stage Determining the Player’s Role: Establish the player's role in representational games. Example: Defining the player's role as a heroic adventurer overcoming challenges. Fulfilling the Dream: Define how the game fulfills the player's aspirations and expectations. Example: Ensuring the game fulfills the player's dream of becoming a legendary hero in a fantastical world. Stages of the design process: Elobaration Stage Overview:Specific details are added; design moves from theoretical to concrete.Prototyping and play-testing are crucial; iterative refinement begins. Key Tasks: Prototyping: •Types include software, paper, and physical prototypes. •Essential for testing features, mechanics, and playability. Example: Creating a software prototype to test combat mechanics and player interactions in the fantasy RPG.. Defining the Primary Gameplay Mode: Identify the primary mode where players spend the majority of their time. Example: Identifying that the primary mode involves exploration, combat, and quest-solving. Stages of the design process: Elobaration Stage Designing the Protagonist: Early design of the main character for player connection.. Example: Designing a charismatic, customizable hero as the main character Defining the Game World: Establish the setting, considering physical, temporal, environmental, emotional, and ethical dimensions Example: Establishing a vast, magical realm with diverse environments and creatures. Designing the Core Mechanics: Determine how core mechanics create challenges and implement actions. Example: Determining how combat, magic, and quest mechanics contribute to gameplay. Stages of the design process: Elobaration Stage Creating Additional Modes: Add modes if necessary; document transitions between them. Example: Adding a strategic mode for world exploration and a tactical mode for intense combat situations. Designing Levels: Construct the player's experience using game components Example: Constructing an early level where players learn basic mechanics and encounter minor challenges. Writing the Story: Include a story if applicable, considering integration with gameplay. Example: Developing a narrative that unfolds as players progress, motivating them to explore further. Build, Test, and Iterate: Prototype, test, and refine ideas before full production Example: Testing the combat mechanics and refining them based on player feedback before full production. Stages of the design process: Tuning Stage Overview: • Design is locked; no new features can be added. • Focus on fine-tuning and balancing the game Key Tasks: Game Balancing: •Make small adjustments to levels and core mechanics. •Polish the game to perfection; a subtractive process removing imperfections • Example: Adjusting enemy difficulty, rewards, and character abilities to create a balanced and challenging experience. •Example: Polishing animations, optimizing performance, and eliminating bugs to enhance overall game quality. Game Design Team Roles: Tuning Stage Overview: Designing a large video game is a collaborative effort involving a diverse team with various specialized roles. While these roles aren't standardized across the industry, certain positions have evolved, each contributing uniquely to the game development process.Whole game design is divided between the following roles. 1. Lead Designer 6.Writer 2. General Game Designer 7.Art Director 3. Mechanics Designer 8.Audio Director 4.Level Designer / World Builder 9.Lead Programmer 5. User Interface Designer 10. Producer / Project Manager Game design team roles:1. Lead Designer:Overview : Oversees the entire game design, ensuring completeness and coherence. Acts as the visionary leader. Key Tasks: •Maintains the overall vision of the game. •Advocates for the project both internally and externally. •Balances creativity with managerial responsibilities. 2. General Game Designer:Overview : Responsible for a broad range of design aspects, particularly defining gameplay elements and challenges. Key Tasks: •Defines challenges and player actions. •Designs game elements like enemies, non-player characters, and units. •Shapes level layouts and player progression. Game design team roles:3. Mechanics Designer:Overview : Defines and documents the core mechanics, building the mathematical model at the heart of the game. Key Tasks: •Develops the system's core mechanics. •Conducts background research. •Assembles necessary data for real-world-based games.. 4. Level Designer/World Builder: Overview : Constructs individual game levels using components provided by other designers. Key Tasks: •Utilizes user interface, core mechanics, and gameplay elements to design levels. •May involve building 3D models and programming scripts. Game design team roles:5. User Interface Designer:Overview : Designs the layout of the screen in various gameplay modes, defining input device functions. Key Tasks: •Creates a user-friendly interface. •Ensures the layout complements the gaming experience. 6. Writer: Overview : Creates instructional or fictional content, including backstories, dialogues, and cut-scenes. Key Tasks: •Develops game narratives and dialogue. •Collaborates with other designers on storytelling elements. . Game design team roles:7. Art Director:Overview : Manages the production of visual assets and enforces the visual style of the game.. Key Tasks: •Oversees the creation of models, textures, animations, and UI elements. •Collaborates with the lead designer to establish the game's visual style. 8. Audio Director: Overview : Oversees the production of audible assets, including music, sounds, and dialogue. Key Tasks: •Creates audio elements critical to establishing the game's mood. •Collaborates with the lead designer on sound requirements. . Game design team roles:9. Lead Programmer:Overview : Oversees the coding team and ensures the technical design aligns with the game's vision. Key Tasks: •Manages technical aspects of game development. •Collaborates with designers to resolve technical challenges. 10. Producer/Project Manager: Overview : Manages the overall development process, coordinating with marketing and ensuring tasks are completed. Key Tasks: •Takes responsibility for the game as a commercial product. •Collaborates with other leads and designers. •Tracks day-to-day progress and ensures timely completion of tasks Conclusion: Game design is a multidisciplinary effort, and the collaboration of these roles ensures a cohesive and engaging gaming experience. Each role contributes uniquely to different aspects of the game, requiring both creative vision and effective management. Game Design Documents: Why Do We Need Documents? Overview: Game design documents play a crucial role in the game development process. They serve as a record of decisions, turn generalities into particulars, communicate intentions to the team, form the basis for contractual obligations, and provide evidence of competence for funding agencies Record of Decisions Turning Generalities into Particulars Communication with the Team Basis for Contractual Obligations Evidence for Funding Agencies Game Design Documents: Why Do We Need Documents? 1.Record of Decisions : • Documents create a paper trail for decisions made during meetings to avoid misunderstandings and conflicts. •Helps prevent wasted time due to incorrect assumptions made by team members 2.Turning Generalities into Particulars: • Writing documents forces the transformation of vague ideas into specific plans, providing necessary details for implementation. •Essential for defining game elements such as characters, mechanics, and environments. Game Design Documents: Why Do We Need Documents? 3.Communication with the Team: • Documents communicate the designer's intentions to the entire development team, especially crucial in large teams working on complex games. •Enables team members to plan their tasks based on the documented design. 4.Basis for Contractual Obligations: • Design documents are used to create a milestone schedule, a basis for contractual obligations in the development process. •Clear and unambiguous feature lists are essential for scheduling and planning. 5.Evidence for Funding Agencies: •Design documents serve as evidence of competence and provide clarity on what the funding agency can expect for their investment. •Assists in selling the game concept and team to potential investors. Game Design Documents: Types of Design Documents High Concept Document Game Treatment Document Character Design Document World Design Document User Interface Design Document Flow Borad Story and Level Progression Documents On screen text and audio dialog script Game script Game Design Documents: Types of Design Documents: 1.High Concept Document: • A concise document designed as a sales tool. •Summarizes key ideas and concepts in a few pages. •Used to secure interest from producers or publishing executives. 2.Game Treatment Document: • Presents a broad outline of the game to generate interest and enthusiasm. •A sales tool used for pitching the game to potential publishers. •Can serve as a vision guide for the development team. 3.Character Design Document: •Focuses on recording the design of individual characters, often avatars. •Describes appearance, moveset, concept art, and background information. Game Design Documents: Types of Design Documents: 4.World Design Document: • Basis for creating art and audio portraying the game world. •Provides background information about the world's elements and aesthetics. •Guides level designers and artists in creating game content. 5.User Interface Design Document: • Describes the layout, behavior, and functions of the user interface in various gameplay modes. •Includes aesthetic, technical, and usability considerations.. 6.Flow Board: •A visual representation of the game's structure, combining elements of flowcharts and storyboards. •Documents gameplay modes, screen layouts, and player actions. •Facilitates communication and understanding within the development team Game Design Documents: Types of Design Documents: 7.Story and Level Progression Document: • Records the large-scale story of the game and how levels progress. •Documents the player's experience from beginning to end. •Specifies narrative elements and how the story unfolds.. 8.On Screen Text and Audi Dialog Script: • Records all on-screen text and dialogue for localization. •Essential for translating the game into foreign languages. •Ensures consistency and accuracy in text and audio content. 9.Game Script: •A comprehensive document covering rules and core mechanics of the game. •Enables theoretical play of the game without a computer. •Does not include technical design but serves as a foundation for it. Anatomy of a Game Designer:Imagination Technical Awareness Analytical Competence Mathematical Competence Aesthetic Competence General Knowledge and Research Skills Writing Skills Drawing Skills Ability to Synthesize Compromise and Constraints Anatomy of a Game Designer:1. Imagination: •Visual and Auditory Imagination: •Ability to conceive new visuals and sounds for the game environment. •Dramatic Imagination: •Essential for character development, plot creation, and emotional storytelling. •Conceptual Imagination: •Understanding relationships between ideas, interactions, and dependencies. •Lateral Thinking: •Exploring alternative solutions and taking unexpected routes to problem-solving. •Deduction: •Reasoning from creative decisions to anticipate consequences and generate new material. Anatomy of a Game Designer:2. Technical Awareness: •General understanding of how computer programs, especially games, function. •Basic programming knowledge is valuable, especially for level designers. 3. Analytical Competence •Ability to dissect and analyze game designs for iterative refinement. •Recognizing strengths and weaknesses in designs, addressing issues early in development. 4. Mathematical Competence •Basic math skills, including trigonometry and probability. •Essential for balancing complex in-game economies, especially in strategy games.. 5. Aesthetic Competence •General aesthetic understanding and a sense of style. •Setting the visual tone of the game, creating a consistent and harmonious look. Anatomy of a Game Designer:6. General Knowledge and Research Skills: •Broad education and interest in topics like history, literature, art, science, and politics. •Ability to research effectively using reliable sources beyond internet searches. 7. Writing Skills •Clear, concise, accurate, and unambiguous writing. •Technical writing for documenting design, fiction writing for narrative, and dialogue writing for voiceovers. 8. Drawing Skills •Basic drawing and sketching skills are valuable, aiding in visual communication. •Helpful for presenting concepts to third parties, creating memorable images. 9. Ability to Synthesize •Bringing together diverse ideas to construct a new, cohesive vision. •Resisting the temptation to dominate the vision and allowing team ownership. •Working successfully in a team environment and making compromises when necessary. Anatomy of a Game Designer:10. Compromise and Constraints: •Game design often requires compromise, both with team members and external constraints. •Working within limitations such as genre restrictions, licensed properties, target hardware, budget, and schedule. These skills collectively contribute to the holistic profile of a professional game designer, emphasizing creativity, adaptability, and effective collaboration. Thank you