OGDC 2014: 10 bits of business/design wisdomGameLandVN
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This document outlines 10 bits of business and design wisdom for game development, including sharing your vision, having heart, being agile, modular design, playing your own game, wise communication, having priorities, balancing goals, and shipping projects to keep improving in an iterative process. The presentation was given by Nguy?n Ch┴ Hi?u from VNG Corporation on the topic of business design being like game design.
The Idaho Game Developers, Drake Cooper's Back Stage Pass program and Trailhead Boise are teaming up to host this event. We will have a meet and greet, a presentation on mobile game design by Michael Wilson of Ponywolf, and a look at Boise's newest collaboration space.
The talk is about the basics of game design and structure while applying those principles to modern digital design.
?This is theory and methodology, not practice, but we may reference design and programming principles, so rudimentary experience in design or development will be useful.?
Making a game "Just Right" through testing and play balancingJulio Gorg└
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The document discusses different types of testing that should be done when developing a game, including focus testing, usability testing, play balancing, bug testing, and compatibility testing. It provides details on when each type of testing should be done, the goals of each, and methods for conducting the testing. Play balancing is described as adjusting the difficulty levels of a game after collecting play data from testers and analyzing it to determine which levels are too hard or easy.
This document discusses game design concepts related to completeness, balancing, and playtesting. It covers that a game is internally complete when there are no missing elements or exploitable loopholes. Balancing involves adjusting difficulty and game variables to create the desired experience. Playtesting helps identify issues and refine the design through iterative testing and feedback. The key is achieving a balanced and fair design without stagnation, while accounting for all possible player interactions and strategies.
The document discusses various concepts related to balancing difficulty, complexity, and player skill in game design. Some key points:
- Game balance refers to matching a game's difficulty to a player's skill as they progress, or ensuring all multiplayer players have an equal chance to succeed regardless of starting position or resources.
- Difficulty is the skill needed to reach a goal, while complexity refers to the number of actions. The right levels are intended by the designer to avoid boredom or frustration.
- Balancing can be achieved through clues, varied goals, obstacles, or complexity adjustments like indirect control or role reversals.
- Smooth learning curves allow players to progress from novice to mastery through consistent,
This document provides information about a game design merit badge presentation. It outlines expectations for participation, prerequisites for requirements, and limits for designed games. It discusses analyzing different games, types of play value, intellectual property, modifying game rules, designing an original game, testing prototypes, and careers in game development. Players are expected to actively participate, ask questions, and experiment. Designed games must not require more than 5 players or be overly complex.
Leveraging on Data Analysis to Balance Game Design, via the example of 2 social games: a casual one and a mid-core one. Presentation by Thibault Coupart, Game Data Analyst & Game Balance Designer.
Video game design and programming course for the Master in Computer Engineering at the Politecnico di Milano. http://www.facebook.com/polimigamecollective https://twitter.com/@POLIMIGC http://www.youtube.com/PierLucaLanzi http://www.polimigamecollective.org
The document discusses various concepts related to balancing difficulty, complexity, and player skill in game design. Some key points:
- Game balance refers to matching a game's difficulty to a player's skill as they progress, or ensuring all multiplayer players have an equal chance to succeed regardless of starting position or resources.
- Difficulty is the skill needed to reach a goal, while complexity refers to the number of actions. The right levels are intended by the designer to avoid boredom or frustration.
- Balancing can be achieved through clues, varied goals, obstacles, or complexity adjustments like indirect control or role reversals.
- Smooth learning curves allow players to progress from novice to mastery through consistent,
This document provides information about a game design merit badge presentation. It outlines expectations for participation, prerequisites for requirements, and limits for designed games. It discusses analyzing different games, types of play value, intellectual property, modifying game rules, designing an original game, testing prototypes, and careers in game development. Players are expected to actively participate, ask questions, and experiment. Designed games must not require more than 5 players or be overly complex.
Leveraging on Data Analysis to Balance Game Design, via the example of 2 social games: a casual one and a mid-core one. Presentation by Thibault Coupart, Game Data Analyst & Game Balance Designer.
Video game design and programming course for the Master in Computer Engineering at the Politecnico di Milano. http://www.facebook.com/polimigamecollective https://twitter.com/@POLIMIGC http://www.youtube.com/PierLucaLanzi http://www.polimigamecollective.org