2. Who Am I?
David Mullich
dmullich@lafilm.edu
@David_Mullich
www.electricsheep.biz
Instructor at LAFS
Game Designer at Electric Sheep
Game Consulting
Co-creator of Boy Scouts of America
Game Design Merit Badge
3.
4. How to Succeed in LAFS
Be your own Career Entrepreneur
3 Keys:
Devotion
Persistence
Re-invention
5. How To Succeed in Game Design 1
Show up for class
Complete the assignments on time
Follow the instructions
Do all parts of the assignments
Manage the scope of your work
Remember, this is a design class, not a
programming class
6. Course Outline
1. The Player Experience
2. Foundational Elements
3. Structural Elements
4. Dramatic Elements
5. Dynamic Elements
Mid-Term Exam
8. Tests
There will be a mid-term exam during Level 6
and a final exam during Level 10.
If you see this symbol on a slide
there will probably be an exam question
about it.
9. “I just want to do the minimum to
pass this class”
Classes are not kidney
stones.
If you think about them
in these terms, maybe
you’re on the wrong
career path?
10. Creativity Within Constraints
If you can’t be bothered to:
Strive for originality despite the rules
Improve upon your initial idea
Actually enjoy and actively want to do the
above
Then get used to the phrase
“Would you like fries with that?”
11. Impressions
Your classmates and faculty will most likely
be your doorway into the industry.
How do you want them to think of you?
Leave a professional and lasting impression.
12. Make It Easy To Review Your Work
Sending bosses or potential clients or instructors files in
a format they can’t open will just make them angry! And
you don’t want angry people evaluating you!
So, always send documents in PDF format!
And send game executables in EXE format!
18. Main Role
The game designer’s main role is to be an
advocate for the player.
In some ways, designing a
game is like being the host
of a party. It’s your job to
get everything ready and
create a fun experience for
the player.
23. Types of Players
The Competitor: Plays to best other players
The Explorer: Curious about the world; loves to go
adventuring; seeks outside boundaries
The Collector: Acquires items, trophies, or
knowledge; likes to create sets, organize, etc.
The Achiever: Plays for varying levels of
achievement
The Joker: Doesn’t take the game seriously; plays
for the fun of playing.
24. Types of Players (cont’d)
The Artist: Driven by creativity, creation, design
The Director: Loves to be in charge
The Storyteller: Loves to create or live in worlds of
fantasy and imagination
The Performer: Loves to put on a show for others
The Craftsman: Wants to build, craft, engineer or
puzzle things out
25. Aesthetics of Play
Game Designers Robin Hunicke, Marc LeBlanc and Robert
Zubek divide aesthetics within games into 8 categories:
Sensation: Game as sense-pleasure
Fantasy: Game as make-believe
Narrative: Game as unfolding story
Challenge: Game as obstacle course
Fellowship: Game as social framework
Discovery: Game as uncharted territory
Expression: Game as soap box
Submission (or Abnegation): Game as mindless pastime
26. Levels of Game Experience
Mechanics: Actions players perform in a
game
Dynamics: Feedback in response to those
actions
Aesthetics: Feelings players experience in
response to that feedback
28. Take-Away
A game designer should focus on the
aesthetics (the play experience) and pick the
best mechanics (and other game elements)
to create that experience.
29.
30. Player Experience
A game designer does not create games.
A game designer creates experiences.
What experience do I want the player to have?
What is essential to that experience?
How can my game capture that experience?
Jesse Schell, Lens #1
31. What Experience Do I Want The Player To
Have?
Immersion: The illusion that you
are another person or in another
place.
Novelty: New experiences or
surprises vs. the familiar and
predictable.
Challenge: Meaningful “work”
where the player can make clear
progress and has incentive to try
again if s/he fails.
32. What Experience Do I Want The Player To
Have?
Stimulation: The emotional
element of play - victory, defeat,
humor, suspense.
Harmony: Player-to-player
engagement – cooperation vs.
competition, helping vs. harming
Threat: The risk of losing progress
or face, resulting in feelings of
tension, danger, and humiliation.
46. 1. Download Game Maker 8.1 for Windows
Installer from from the LAFS GD1 website
Level 1 page
2. Download GD1 1 Resources from the
LAFS GD1 website Level 1 page
3. Create a Bounce The Ball game
Hinweis der Redaktion
Devotion: You need to be disciplined about what you do
Persistence: The game industry is competitive, and opportunities are rare. Luck is opportunity X preparation.
Reinvention: Learning new behaviors and skills
He who has the gold makes the rules!
DISCUSSION: What do you think a game designer really does? What is their day like?
Why is communication the game designer’s core skill?
What other skills does a game designer need?
Why is “idea guy” a poor definition for what a game designer does?
Why shouldn’t game designers get too attached to their ideas?
What is the number one cause of failed games?
Builders make worlds to explore.
Engineers make systems and mechanics
Scientists test new ways to improve the play experience
Teachers teach players what to do
Dreamers create new, unique, amazing experiences.
What was his background before becoming a game designer?
What role did luck play in him getting into game design?
Why do people say he’s someone who loves to take chances?
What made Ultima Underworld feel like a real world? (Lots of things you can do)
What made System Shock so revolutionary? (Role-playing + Shooter)
What advice did he have for Thief’s developers (Don’t make for MIT grads like you)
What made Deus Ex more than just a “damn shooter”? (Hybrid game allowing player to make choices that really affected outcome.)
Or is it really that simple?
DISCUSSION: What do you think makes a game fun?
Fun is desirable in nearly every game, although sometimes fun defies analysis.
What are Mechanics, Dynamics and Aesthetics?
Which does a Game Designer handle first when creating a game?
What does a player experience first when playing a game?
So what does Extra Credits think Game Designers should focus on?