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Introduction to Game Development: Course Overview

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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
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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
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