sm3120 game level design lesson 01 – basic of game design

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SM3120 SM3120 Game Level Design Game Level Design Lesson 01 – Basic of Game Design Lesson 01 – Basic of Game Design Ryan Lam Ryan Lam

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SM3120 Game Level Design Lesson 01 – Basic of Game Design. Ryan Lam. Class introduction. What is this course about? Game level design Programming skill in level scripting Use of standard game editor to produce online multiplayer game Teamwork in implementing game concept. - PowerPoint PPT Presentation

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Page 1: SM3120  Game Level Design Lesson 01 – Basic of Game Design

SM3120 SM3120 Game Level DesignGame Level Design

Lesson 01 – Basic of Game DesignLesson 01 – Basic of Game Design

Ryan LamRyan Lam

Page 2: SM3120  Game Level Design Lesson 01 – Basic of Game Design

Class introductionClass introduction

What is this course about?What is this course about?

• Game level designGame level design• Programming skill in level scripting Programming skill in level scripting • Use of standard game editor to produce Use of standard game editor to produce

online multiplayer gameonline multiplayer game• Teamwork in implementing game Teamwork in implementing game

conceptconcept

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What are not covered in the course?  What are not covered in the course?  

iphone/ipad/android game developmentiphone/ipad/android game development Formal programming languages (e.g. Formal programming languages (e.g.

Flash ActionScript, C++, JavaFlash ActionScript, C++, Java……..etc)..etc) API (e.g DirectX or OpenGL)API (e.g DirectX or OpenGL) Design games for mobile phones, game Design games for mobile phones, game

consoles (Xbox, PS2)consoles (Xbox, PS2) Game historyGame history How to make money by making games.How to make money by making games.

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Teacher introductionTeacher introduction

Favorite games: Starcraft, Starcraft 2, Favorite games: Starcraft, Starcraft 2, AOE, C&C, MarioKart, warcraft 3, Rainbox AOE, C&C, MarioKart, warcraft 3, Rainbox Six, Ut2003, casual gamesSix, Ut2003, casual games……..etc..etc

Currently playing ipad games...Currently playing ipad games...

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Introduction - LectureIntroduction - Lecture Common game level design tools/framework Common game level design tools/framework The basic of game designThe basic of game design Building terrainBuilding terrain Building architecture spacesBuilding architecture spaces Lighting and atmospheric effectLighting and atmospheric effect Placing encountersPlacing encounters Breathing life into game levelBreathing life into game level Dialogue and storyDialogue and story Polishing (testing, fix bug, balance)Polishing (testing, fix bug, balance) GenresGenres

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Introduction - LaboratoryIntroduction - Laboratory

Producing a good game takes a lot of Producing a good game takes a lot of time and skilltime and skill

The only way to develop the skill is to The only way to develop the skill is to practice, which takes timepractice, which takes time

Modern 3D games take years to Modern 3D games take years to develop by teams of 20 or more develop by teams of 20 or more peoplepeople

We canWe can’’t do this in a single termt do this in a single term

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Introduction - LaboratoryIntroduction - Laboratory

Need some way of getting production Need some way of getting production practice, try out your ideaspractice, try out your ideas

Use an existing game engine/editor:Use an existing game engine/editor:• program code already writtenprogram code already written• framework to work inframework to work in• design toolsdesign tools• can download some assets from the net can download some assets from the net

- saves time- saves time

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Game Level Design ToolsGame Level Design Tools

cocos2D cocos2D –– http://www.cocos2d-iphone.orghttp://www.cocos2d-iphone.org

iTileMaps iTileMaps –– • http://www.youtube.com/watch?v=HwiKqDQB-8ghttp://www.youtube.com/watch?v=HwiKqDQB-8g• http://itunes.apple.com/hk/app/itilemaps/id432784227?mt=8http://itunes.apple.com/hk/app/itilemaps/id432784227?mt=8

Map Editor - Map Editor - http://www.mapeditor.orghttp://www.mapeditor.org

Unity 3D - Unity 3D - http://unity3d.com/http://unity3d.com/

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Game Level Design ToolsGame Level Design Tools

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What you may do after taking this course?What you may do after taking this course?

May be: Game ProgrammerMay be: Game Programmer May be: Game DesignerMay be: Game Designer May be: 3D artistMay be: 3D artist May be: May be: Cinematic Animator Cinematic Animator May be: Interior DesignerMay be: Interior Designer May be: Home DesignerMay be: Home Designer ……..etc..etc http://us.blizzard.com/en-us/company/careers/http://us.blizzard.com/en-us/company/careers/

directory.html#region=Americasdirectory.html#region=Americas http://www.gameone.com.hkhttp://www.gameone.com.hk http://www.firedogstudio.comhttp://www.firedogstudio.com http://www.floorplanner.comhttp://www.floorplanner.com http://www.sketchup.com.hkhttp://www.sketchup.com.hk

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AssessmentAssessment

Assignment OneAssignment One 20%20%

Group Assignment 1Group Assignment 1 30%30%

Group Assignment 2Group Assignment 2 40%40%

Class ParticipationClass Participation 10%10%

TotalTotal 100%100%

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Level designLevel design

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Cinematic DesignCinematic Design

http://sweb.cityu.edu.hk/sm3120/wk8/

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Texture MappingTexture Mapping

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ModelingModeling

http://sweb.cityu.edu.hk/sm3120/wk10/toc05/

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What is video game?What is video game? Video games are our way to escape reality, become a hero, just kill some time or killing “someone”. Video games have become an everyday part of our lives.

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Evolution of Video GamesEvolution of Video Games

• Early Years 1947-1960 • 1960’s• 1970’s• 1980’s • Current• Conclusion• Sources

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1st Generation Video Game

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Early Years 1947-1960

1947 Thomas T Goldsmith Jr. and Estle Ray Mann applied for a patent for s machine in which a person used knobs to simulate firing at targets.

Cathode Ray Tube Clock

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Early Years 1947-1960 In 1951 Ralph Baer came up with the concept which essentially allowed for development of video games : by giving an audience the ability to manipulate what was projected on their television sets, their role changed from passive observing to interactive manipulation.

Ralph Baer

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Early Years 1947-1960 The 50’s saw a lot of independent inventors coming up with basic video games. Such as OXO in 1952, and Tennis for Two in 1958.

OXO in 1952Tennis for Two in 1958

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1960s1960s By this point all the video games have been experimental programs ran on university computers. Now, they were becoming more popular in 1961 several games were created at MIT:

• Mouse in the Maze• HAX• Tic-Tac-Toe

http://www.youtube.com/watch?v=VnO6xnMtpY8

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1961 - 19621961 - 1962 Also in 1961 a group of students programmed the game Spacewar, that pitted two opponents against each other in trying to shoot the other one down.

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1970’s

Textual games and ASCII art.

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1970’sThe Magnavox Odyssey was first unleashed on the gaming public around this day in 1972. It's credited as the first home video game console.

http://www.gametrailers.com/side-mission/27743/home-video-game-consoles-turn-40

Ralph Baer

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1970’s

Maze War

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2nd Generation Video Game

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1970’s

The early 70’s saw the development of first coin-operated machines like Galaxy Game and Computer Space. All of these were based on the Spacewar. But the creators of the Computer Space were not happy with the deal they got and started their own company: Atari.

Nolan Bushnell

Computer Space 1971

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1970’s

In 1972 the newly started Atari came out with their first game – Pong. It was a very popular game selling over 19,000 copies.

Pong 1972

The aim is to defeat the opponent in a simulated table tennis game by earning a higher score

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Late 70’s

In 1978 the game that made it popular to play video games was created this game was Space Invaders

Space Invaders 1978

The pixelated enemy alien has become a pop culture icon and represent video game.

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Late 70’s

The late 70’s are considered The Golden Age of Video Games. There were video game machines appearing everywhere: malls, stores and restaurants.

• The game established the maze chase game genre• It opened gaming to female audiences• It was the first video game to feature power-ups• It is frequently credited as the first game to feature cut scenes

Pac-man 1979

Cut scene

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1981

Donkey Kong

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1981

Galaga

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3rd Generation Video Game

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1980’s80’s saw the climax of the Golden Age of Video Arcade Games. With the switch to the PC and more powerful consoles available, more and more games were being programmed. In the 80’s many more genres were invented.

One of the best video game franchise got it’s start in 1985:Super Mario

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1980’s

Exploration was created by using current technology to like we have never seen before. Combined with a rich world, the Legend of Zelda series was born.

Legend of Zelda - Action Adventure

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1980’s

Kung Fu Master

Prince of Persia 1989

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1980’s

Golden Axe - Slasher

Dragon Warrior - RPG

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1980’s

Top 5 Car Racing Game

in 80s

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Formal Elements of GameFormal Elements of Game

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PlayersPlayers: how many? Any requirements? Special : how many? Any requirements? Special knowledge, roles, etc…?knowledge, roles, etc…?

ObjectiveObjective: what is the objective of the game?: what is the objective of the game? ProceduresProcedures: what are the required actions for play?: what are the required actions for play? RulesRules: any limits on player actions? Rules regarding : any limits on player actions? Rules regarding

behavior? What are they?behavior? What are they? ResourcesResources: what are the required actions for play?: what are the required actions for play? ConflictConflict: what causes conflict in this game? Opponents, : what causes conflict in this game? Opponents,

Obstacles, and Dilemmas?Obstacles, and Dilemmas? BoundariesBoundaries: what are the boundaries of this game? Are : what are the boundaries of this game? Are

they physical? Conceptual?they physical? Conceptual? OutcomeOutcome: what are the outcomes of the game?: what are the outcomes of the game?

Formal elements in your game: Formal elements in your game: Checklist for your gameChecklist for your game

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1. Players1. Players

If there are no players, there’s no reason for gamesIf there are no players, there’s no reason for games

Key decisions come in three “easy” questions, and a hard one:Key decisions come in three “easy” questions, and a hard one:

• • How many players are required?How many players are required?

• • How many players are allowed?How many players are allowed?

– – may or not equal the required numbermay or not equal the required number

• • Tic-tac-toe; SolitaireTic-tac-toe; Solitaire

– – player vs game systemplayer vs game system

• • Monopoly (2-8), EverQuest (1-1K)Monopoly (2-8), EverQuest (1-1K)

• • Do the players have uniform roles?Do the players have uniform roles?

– – most board games:most board games:

• • chess, Monopolychess, Monopoly

– – some not:some not:

• • Mastermind (coder vs code breaker); Team games (football); RPG-s Mastermind (coder vs code breaker); Team games (football); RPG-s (healer, fighter, magician)(healer, fighter, magician)

• • What are the What are the Interaction PatternsInteraction Patterns??

– – compete, cooperate, both?compete, cooperate, both?

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How is the interaction between the players organized?

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2. Objectives2. ObjectivesCaptureCapture

• • take/destroy something of the opponent’s: chess, Quake, WarCrafttake/destroy something of the opponent’s: chess, Quake, WarCraft

ChaseChase

• • catch/elude an opponent: Assassin, Maximum Chase (Xbox)catch/elude an opponent: Assassin, Maximum Chase (Xbox)

RaceRace

• • reach physical goal before other players: GT5reach physical goal before other players: GT5

AlignmentAlignment

• • arrange game pieces in particular order: Tetris, Bejeweled, Solitaire, Tic-tac-arrange game pieces in particular order: Tetris, Bejeweled, Solitaire, Tic-tac-toetoe

Rescue or EscapeRescue or Escape

• • get a defined unit to safety: Super Mario Bros, Prince of Persia 3Dget a defined unit to safety: Super Mario Bros, Prince of Persia 3D

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2. Objectives2. ObjectivesForbidden ActForbidden Act

• get the competition to break the rules by laughing, talking, making the get the competition to break the rules by laughing, talking, making the wrong move etcwrong move etc

• v. interesting, not often found in digital gamesv. interesting, not often found in digital games

ConstructionConstruction• build, maintain, manage objects: SimCity, The Simsbuild, maintain, manage objects: SimCity, The Sims

ExplorationExploration• explore game areas: Zelda, Ultima Onlineexplore game areas: Zelda, Ultima Online

SolutionSolution• solve a problem/puzzle before/more accurately than the competition: solve a problem/puzzle before/more accurately than the competition:

Myst, TrainyardMyst, Trainyard

OutwitOutwit

• • gain & use knowledge to defeat other players: Survivor, Diplomacy gain & use knowledge to defeat other players: Survivor, Diplomacy (social dynamics)(social dynamics)

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2. Objectives in Serious Game2. Objectives in Serious Game A serious game is a game designed for a primary purpose A serious game is a game designed for a primary purpose

other than pure entertainmentother than pure entertainment Such games are used by industries such as defense, Such games are used by industries such as defense,

education, scientific exploration, health care, emergency education, scientific exploration, health care, emergency management, city planning, engineering, religion, and management, city planning, engineering, religion, and politicspolitics• A Force More Powerful, Amnesty the Game, Close A Force More Powerful, Amnesty the Game, Close

Combat: Marines, Darfur is Dying, Democracy, EteRNA, Combat: Marines, Darfur is Dying, Democracy, EteRNA, FloodSim, Re-Mission…FloodSim, Re-Mission…

Such games require not only “gaming” objectives, but also Such games require not only “gaming” objectives, but also learning objectives: learning objectives: • • • specific, measurable objectives for players to be able specific, measurable objectives for players to be able

to achieve after playing the gameto achieve after playing the game

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3. Procedures3. Procedures The methods of play and the actions players can takeThe methods of play and the actions players can take Not only Not only WHATWHAT but also but also

• WhoWho (one player? some players? all players?) (one player? some players? all players?)• WhereWhere (limited by location?) (limited by location?)• WhenWhen (limited by turn, time, game stats?) (limited by turn, time, game stats?)• HowHow (how accessed: directly/physical interaction; (how accessed: directly/physical interaction;

indirectly/controller; verbal command?)indirectly/controller; verbal command?) aka aka Controls ManualControls Manual

Most games tend to have:Most games tend to have:• Starting Action Starting Action (how to put a game into play)(how to put a game into play)• Progression of Action Progression of Action (ongoing procedures)(ongoing procedures)• Special Actions Special Actions (available conditional to other elements or game (available conditional to other elements or game

stats)stats)• Resolving Actions Resolving Actions (bring gameplay to close)(bring gameplay to close)

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4. Rules4. RulesI. Rules defining objects and conceptsI. Rules defining objects and concepts

• Board games: fairly simple, 1-2 attributesBoard games: fairly simple, 1-2 attributes chess: king, bishop; color and positionchess: king, bishop; color and position

• videogames: fairly complexvideogames: fairly complex WarCraft III /LOL: knight unit/Champion/Minions; strength, cost,…WarCraft III /LOL: knight unit/Champion/Minions; strength, cost,…

II. Rules restricting actionsII. Rules restricting actions• close potential loopholesclose potential loopholes

chess, go; prevent mistakes, never ending loop of playchess, go; prevent mistakes, never ending loop of play• set basic delimitationsset basic delimitations

soccer team can only have <=11 memberssoccer team can only have <=11 members• prevent gameplay imbalance prevent gameplay imbalance

WarCraft III/LOL: can’t access powerful resources/items early in the gameWarCraft III/LOL: can’t access powerful resources/items early in the game

III. Rules restricting effectsIII. Rules restricting effects• For example: If A answers incorrectly, B get a chance to answerFor example: If A answers incorrectly, B get a chance to answer• Candy Crush: If you lose all the heart, you need to wait for a while or ask your friends for Candy Crush: If you lose all the heart, you need to wait for a while or ask your friends for

help; or you can spend money to buy the heartshelp; or you can spend money to buy the hearts• Useful to create variation in gameplay and to get gameplay back on trackUseful to create variation in gameplay and to get gameplay back on track

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5. Resources5. Resources LivesLives UnitsUnits HealthHealth Currency (~ money)Currency (~ money) ActionsActions ObjectsObjects

• Armor, weapons, magic, power-upsArmor, weapons, magic, power-ups Terrain (~land/region)Terrain (~land/region) TimeTime

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6. Conflict in Games6. Conflict in Games

Conflict emerges when the players try to Conflict emerges when the players try to accomplish the goals of the game within its rules accomplish the goals of the game within its rules and boundaries.and boundaries.

Conflict is designed into the game by creating Conflict is designed into the game by creating rules and procedures that prevent players from rules and procedures that prevent players from accomplishing their goals directly.accomplishing their goals directly.

Procedures offer an inefficient means toward Procedures offer an inefficient means toward accomplishing the game objective.accomplishing the game objective.

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Conflict in GamesConflict in Games

Conflict results when trying to meet objectives in Conflict results when trying to meet objectives in the following ways:the following ways:

• Challenging the player by forcing them to Challenging the player by forcing them to employ a particular skill or range of skills.employ a particular skill or range of skills.

• Creating a sense of competition which is Creating a sense of competition which is enjoyable so that players will submit enjoyable so that players will submit themselves to the inefficient means of meeting themselves to the inefficient means of meeting objectives in order to gain a sense of objectives in order to gain a sense of achievement from game participation.achievement from game participation.

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Examples of Game ConflictExamples of Game Conflict

PinballPinball: Keep the : Keep the ball from escaping ball from escaping the field of play the field of play using only the using only the flippers or other flippers or other devices provided.devices provided.

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Examples of Game ConflictExamples of Game Conflict

GolfGolf: Get the ball : Get the ball from the tee to the from the tee to the hole, past any hole, past any obstacles on the obstacles on the course, in as few course, in as few strokes as possible.strokes as possible.

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Examples of Game ConflictExamples of Game Conflict

MonopolyMonopoly: Manage your : Manage your money and your money and your properties to become properties to become the richest player in the the richest player in the game and make your game and make your opponents bankrupt.opponents bankrupt.

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Examples of Game ConflictExamples of Game Conflict

QuakeQuake: Stay alive while player : Stay alive while player and non-player opponents try to and non-player opponents try to kill you.kill you.

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Examples of Game ConflictExamples of Game Conflict

WarCraft IIIWarCraft III: : Maintain your forces Maintain your forces and resources, while and resources, while using them to using them to command and command and control the map control the map objectives.objectives.

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Examples of Game ConflictExamples of Game Conflict

PokerPoker: Outbid : Outbid opponents based opponents based on your hand or on your hand or your ability to bluff.your ability to bluff.

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Sources of Game ConflictSources of Game Conflict

OpponentsOpponents ObstaclesObstacles DilemmasDilemmas

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OpponentsOpponents

In multiplayer games, other players are typically the In multiplayer games, other players are typically the main source of conflict.main source of conflict.

Quake/GTA 5/BF 4Quake/GTA 5/BF 4 uses other players in addition to uses other players in addition to non-player opponents and physical obstacles to create non-player opponents and physical obstacles to create conflict.conflict.

In In MonopolyMonopoly, conflict comes from interactions with , conflict comes from interactions with other players.other players.

Spiderman III with non-player opponent

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ObstaclesObstacles

Obstacles are a common source of conflict in both single and Obstacles are a common source of conflict in both single and multiplayer games, though they play a more important role in multiplayer games, though they play a more important role in single-player games.single-player games.

Sometimes, as in Sometimes, as in Toy Story IIToy Story II, the characters try to move around , the characters try to move around obstacles to cross the street.obstacles to cross the street.

Obstacles may take a physical form, or may involve mental Obstacles may take a physical form, or may involve mental skills, such as puzzles in an adventure game.skills, such as puzzles in an adventure game.

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DilemmasDilemmas Conflict from dilemmas arise from the Conflict from dilemmas arise from the

choices players have to make.choices players have to make. The dilemma in The dilemma in MonopolyMonopoly is the choice of is the choice of

whether to spend money to buy property whether to spend money to buy property or use the money to upgrade a property or use the money to upgrade a property that is already owned.that is already owned.

One of the dilemmas in One of the dilemmas in PokerPoker is whether to is whether to stay or hold.stay or hold.

Players make choices that have good or Players make choices that have good or bad potential consequences.bad potential consequences.

Dilemmas are a powerful source of conflict.Dilemmas are a powerful source of conflict.

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7. Boundaries7. Boundaries

What separates the game from anything that is What separates the game from anything that is not the game?not the game?

– – PhysicalPhysical: edges of an arena (influences strategy : edges of an arena (influences strategy in football game)in football game)

– – ConceptualConceptual: emotional impact (still friends : emotional impact (still friends outside game after we “kill” each other).outside game after we “kill” each other).

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8. Outcome8. Outcome

Most games aim to produce a measurable Most games aim to produce a measurable outcome:outcome:– – most often, unequal outcome: Winner/Losermost often, unequal outcome: Winner/Loser

– – some outcomes are score-based, others are binary some outcomes are score-based, others are binary decisionsdecisions

– – if score-based, keep track of rankings and statisticsif score-based, keep track of rankings and statistics

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What is Game Design?What is Game Design?

Humans have been devising and Humans have been devising and playing games for thousands of playing games for thousands of years.years.

There is hot debate about which There is hot debate about which existing game is the oldest:existing game is the oldest:• Go Go • African stone game - Awari African stone game - Awari

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GoGo AwariAwari

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What is Game Design?What is Game Design?

Creating and playing in an artificial Creating and playing in an artificial world is the heart of all games.world is the heart of all games.

Many games, such as Go, Chess, Many games, such as Go, Chess, Mahjong and Poker, were perfected Mahjong and Poker, were perfected so long ago that their rules have not so long ago that their rules have not changed for centuries.changed for centuries.

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Many games come on the market, Many games come on the market, enjoy a brief popularity, and fade enjoy a brief popularity, and fade away again.away again.

People always interested in new People always interested in new games, so there is a constant games, so there is a constant demand for new game designs.demand for new game designs.

What is Game Design?What is Game Design?

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Game design is the process of:Game design is the process of:• Imagining a gameImagining a game• Defining the way it worksDefining the way it works• Describing the elements that make up Describing the elements that make up

the game (conceptual, functional, the game (conceptual, functional, artistic and others)artistic and others)

• Transmitting that information to the Transmitting that information to the team that will build the gameteam that will build the game

What is Game Design?What is Game Design?

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Key Areas for Game DesignKey Areas for Game Design

Core Mechanics

InteractivityStorytelling

and Narrative

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Core MechanicsCore Mechanics

Core MechanicsCore MechanicsThe rule that define the operation of the game The rule that define the operation of the game world make up the core mechanics of the world make up the core mechanics of the game, or the foundations of gameplay.game, or the foundations of gameplay.

Core mechanic is the heart and soul of the Core mechanic is the heart and soul of the gamegame

If the core mechanics arenIf the core mechanics aren’’t sound, you t sound, you end up with a poor game.end up with a poor game.

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Core Mechanics?Core Mechanics?

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Core Mechanics?Core Mechanics?

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Storytelling and NarrativeStorytelling and Narrative

Storytelling Storytelling All game tell a story. The complexity and depth All game tell a story. The complexity and depth

of that story depends on the game. of that story depends on the game.

At one extreme, the game is a story. At At one extreme, the game is a story. At the other extreme, itthe other extreme, it’’s the player who tells s the player who tells the story by the act of playing.the story by the act of playing.

Even Even TetrisTetris has a story has a story –– a story created a story created by the player as she plays.by the player as she plays.

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NarrativeNarrativeNarrative means that part of the story that is Narrative means that part of the story that is told by you, the author and designer, to the told by you, the author and designer, to the player.player.

Narrative is the non-interactive, Narrative is the non-interactive, presentational part of the story. presentational part of the story.

TetrisTetris has a story, but it contains no has a story, but it contains no narrative. Because playing games is an narrative. Because playing games is an active process and listening to a narrative active process and listening to a narrative is a passive one.is a passive one.

Storytelling and NarrativeStorytelling and Narrative

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Good story?Good story?

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Good story?Good story?

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Good story?Good story?

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Good story?Good story?

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Good story?Good story?

Page 80: SM3120  Game Level Design Lesson 01 – Basic of Game Design

Good story?Good story?

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Good story?Good story?

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Good story?Good story?

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Good Story?Good Story?

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InteractivityInteractivity

InteractivityInteractivityFor our purposes, For our purposes, interactivityinteractivity is the way is the way that the player sees, hears, and acts that the player sees, hears, and acts within the gamewithin the game’’s world. In short, the s world. In short, the way the player plays the gameway the player plays the game

This covers a lot of diverse topics: This covers a lot of diverse topics: graphics, sounds, user interface --- graphics, sounds, user interface --- everything that comes together to present everything that comes together to present the gaming experience.the gaming experience.

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InteractivityInteractivity

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InteractivityInteractivity

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Latest portable game consolesLatest portable game consoles

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InteractivityInteractivity

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InteractivityInteractivity

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InteractivityInteractivity

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Iphone/ipad/AndroidIphone/ipad/Android

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InteractivityInteractivity

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InteractivityInteractivity

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InteractivityInteractivity

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InteractivityInteractivity

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InteractivityInteractivity

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InteractivityInteractivity

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InteractivityInteractivity

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Important TipsImportant Tips

1.1. Game are for entertaining people (not Game are for entertaining people (not you)you)

2.2. To come up with clear ideas about what To come up with clear ideas about what does and doesndoes and doesn’’t work in games:t work in games:

• AudienceAudience• Other game in same genreOther game in same genre• Your own gaming preferencesYour own gaming preferences

3.3. Game should empower their playersGame should empower their players

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Important TipsImportant Tips

4.4. A gameA game’’s challenges make up its s challenges make up its gameplaygameplay

5.5. Give the player rest breaks between Give the player rest breaks between challenges. This helps to create a good challenges. This helps to create a good pace/rhythm, which keep the players pace/rhythm, which keep the players playing your gameplaying your game

6.6. The first 10 mins of your game is the The first 10 mins of your game is the most importantmost important

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Important TipsImportant Tips

7.7. Consistency and growth are the 2 main Consistency and growth are the 2 main concepts that keep your game concepts that keep your game interesting and playable.interesting and playable.

8.8. At the end of your game, give the player At the end of your game, give the player a good sense of closure. Or, reward the a good sense of closure. Or, reward the player who finishes your game.player who finishes your game.

9.9. A good game nameA good game name

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Important TipsImportant Tips

10.10. Give your game as much polish as Give your game as much polish as possible, and have fun doing it.possible, and have fun doing it.

11.11. DonDon’’t forget your family, friends, t forget your family, friends, lovers during the development lovers during the development process.process.

12.12. Work hard, play hard!Work hard, play hard!

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Documenting the DesignDocumenting the Design

As part of their job, game designers As part of their job, game designers produce a series of documents to tell produce a series of documents to tell other about their game design.other about their game design.

Types of design documents:Types of design documents: High concept(2-4 pages)High concept(2-4 pages) Game treatment (10-20 pages)Game treatment (10-20 pages) Game script (50-200 pages)Game script (50-200 pages)

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High conceptHigh concept

Writing the high-concept document is Writing the high-concept document is the first step after writing down the the first step after writing down the initial idea. initial idea.

Its aim is to express the fundamental Its aim is to express the fundamental spirit of the game.spirit of the game.

The high-concept document should The high-concept document should take, at most, a week to create, of take, at most, a week to create, of which four days are spent thinking which four days are spent thinking and one is spent writingand one is spent writing

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High conceptHigh concept

The high-concept documents covers these The high-concept documents covers these details:details:• Player motivationPlayer motivation• Target audienceTarget audience• GenreGenre• Unique selling pointUnique selling point• CompetitionCompetition• Target platformTarget platform• Overall storylineOverall storyline• licensing issueslicensing issues

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Game treatmentGame treatment The purpose of the game treatment is to The purpose of the game treatment is to

present the game in broad outline to present the game in broad outline to someone whosomeone who’’s already interested in it and s already interested in it and want to hear more about it. want to hear more about it.

Your goal at this point is to get funding of Your goal at this point is to get funding of some sort, either to create a more some sort, either to create a more complete design or a prototype.complete design or a prototype.

It can be a tool for selling the game to a It can be a tool for selling the game to a potential publisher or investor.potential publisher or investor.

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Game treatmentGame treatment The treatment should answer some of the The treatment should answer some of the

questions left by the high-concept document.questions left by the high-concept document.

You should provide screen shots, background on You should provide screen shots, background on the key characters, a brief description of the the key characters, a brief description of the overall storyline to tell what the game will look overall storyline to tell what the game will look and feel like to play.and feel like to play.

You should also include an analysis of the You should also include an analysis of the competition and indicate the ways in which your competition and indicate the ways in which your game will be different and better.game will be different and better.

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Game ScriptGame Script The game script (or The game script (or ““biblebible””) is the largest and the ) is the largest and the

last in this series. Itlast in this series. It’’s not a sales tool; its not a sales tool; it’’s much s much too large and comprehensive for that.too large and comprehensive for that.

ItIt’’s intended to document design decisions , not s intended to document design decisions , not to persuade anyone of anything.to persuade anyone of anything.

The game script is the definitive reference for all The game script is the definitive reference for all matters relating to the structure and organization matters relating to the structure and organization of the game, what the player does and see of the game, what the player does and see –– the the gameplay, storyline, characters, user interface, gameplay, storyline, characters, user interface, and the rules of play.and the rules of play.

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Game ScriptGame Script The game script does not include the technical The game script does not include the technical

design. design.

It documents the creative, conceptual, and It documents the creative, conceptual, and functional aspects of the game.functional aspects of the game.

It dose not address how the game is build or It dose not address how the game is build or implemented in software.implemented in software.

The technical design document, is usually based The technical design document, is usually based on the game script and is written by technical on the game script and is written by technical direction for the game. Technical design is direction for the game. Technical design is beyond our course.beyond our course.