The document provides an overview of the steps for designing a game, including defining objectives, concepts, challenges, scoring models, design documents, and playtesting. It discusses elements like visuals, objectives, tactics, story, and mastery. It also covers balancing game flow to give players a sense of control and ensuring feedback is clear and consistent. The goal is to create an engaging experience through an active and voluntary process.
3. Content
1. What’s the objective of this workshop for you?
2. Which variables can I use to make it remarkable?
3. Which rules are there on this playground?
4. What’s the score model (do’s ++ and don’ts --)?
5. When is it finished?
4. Content
1. Briefing
2. Concept
3. Objective, challenges and why it is fun
4. Score-model
5. Design Document & Database
6. Play-test & iterate
5. Content
1. Briefing Idea
2. Concept Creation
3. Objective, challenges and why it is fun
4. Score-model
5. Design Document & Database
6. Play-test & iterate
6. Content
1. Briefing Idea
2. Concept Creation
3. Objective, challenges and why it is fun Game
4. Score-model Design
5. Design Document & Database
6. Play-test & iterate
7. Content
1. Briefing Idea
2. Concept Creation
3. Objective, challenges and why it is fun Game
4. Score-model Design
5. Design Document & Database
6. Play-test & iterate Development
8. 1/6: Briefing
1. Objective
2. Target audience (players)
3. Essence of the problem / challenge
4. Most suitable platform
5. Other important guidelines
12. 2/6: Concept
1. Objective in the game (desired outcome)
2. What’s the essence of the problem?
3. How would you validate (un)desired behavior (reward & punish)
13. 2/6: Concept
1. Objective in the game (desired outcome)
2. What’s the essence of the problem?
3. How would you validate (un)desired behavior (reward & punish)
4. Describe plausible scenario’s & situations
14. 2/6: Concept
1. Objective in the game (desired outcome)
2. What’s the essence of the problem?
3. How would you validate (un)desired behavior (reward & punish)
4. Describe plausible scenario’s & situations
5. What is a suitable metaphor for this subject?
15. 2/6: Concept
1. Objective in the game (desired outcome)
2. What’s the essence of the problem?
3. How would you validate (un)desired behavior (reward & punish)
4. Describe plausible scenario’s & situations
5. What is a suitable metaphor for this subject?
6. Make a mood-board for your game concept
24. Game Elements
Objective
Challenge Challenge Challenge Challenge
A B C ...
Actions
25. Game Elements
Objective
Challenge Challenge Challenge Challenge
A B C ...
+
Positive Score - Negative
Consequence Consequence
model
Actions
26. Game Elements
Objective
Challenge Challenge Challenge Challenge
A B C ...
User Interface
Feedback System
+
Positive Score - Negative
Consequence Consequence
model
Actions
27. Game Elements
Objective
Challenge Challenge Challenge Challenge
A B C ...
User Interface
Ruleset Feedback System
+
Positive Score - Negative
Consequence Consequence
model
Actions
28. Game Elements
Objective
Challenge Challenge Challenge Challenge
A B C ...
User Interface
Ruleset Feedback System
+
Positive Score - Negative
Consequence Consequence
model
Metaphor
& Visual Layer
Actions
29. 3/6: Objective
1. Write down the objective in the game
2. Define challenges derived from the main objective
3. Develop the basic game-loop to fulfill challenges
4. Define levels for gradual growth in required skills
= Purpose, meaning, fun, replayable?
30. Game Flow
* Balancing the Flow gives the
player a ‘Sense of Control’
31. Game Flow
Purpose
* Balancing the Flow gives the
player a ‘Sense of Control’
32. Game Flow
Purpose
* Balancing the Flow gives the
player a ‘Sense of Control’
SS
G RE
PRO
33. Game Flow
Purpose
* Balancing the Flow gives the
player a ‘Sense of Control’
Start
Doing
SS
G RE
PRO
34. Game Flow
Purpose
Experiment
* Balancing the Flow gives the
player a ‘Sense of Control’
Start
Doing
SS
G RE
PRO
35. Game Flow
Learn Purpose
Experiment
* Balancing the Flow gives the
player a ‘Sense of Control’
Start
Doing
SS
G RE
PRO
36. Game Flow
Mastery*
Learn Purpose
Experiment
* Balancing the Flow gives the
player a ‘Sense of Control’
Start
Doing
SS
G RE
PRO
37. 4/6: Score-model
1. Which actions help the player to achieve the set challenges
2. Which actions limit the player from achieving the set challenges
3. How do we reward and punish these actions
4. Make sure the game shows Clear and Consistent Feedback
= Empowerment, sense of control, good feeling (flow)
38. 5/6: Design document
1. Define the playground in detail *
2. Write a document that programmers understand
(Tip: use schematics, structures and pictures)
3. Fill a dBase with your game loop mechanics, questions, answers,
actions, scores, etc.
*(visual style, storyline, size, actions, rules, score model, feedback, text, dialogue, interface, sound design, music, animations, etc. )
39. 6/6: Play-test
1. Play the game with your team
2. Play the game with strangers
3. Listen, learn, adjust, test = iterate!
4. The players are always right...
40. Why use games?
1. 100% Attention
2. Fun!
3. Voluntary
4. Active experience
5. Multi-sensory & Re-playable
6. Hours, weeks and potentially years of engagement
7. Immersion: suitable to address complex issues
8. Measurable effect!
41. Game Over?
The objective of this workshop was to experience the basics of
game design
More information on www.brandnewgame.nl
And feel free to download my book
42. Book: www.brandnewplayground.com
PLAY CONSULT
ING
Blog: www.gamingandbranding.com
CONCEPT
Bizz: www.brandnewgame.nl
Twitter: @BartHufen #gamification