Game Design
• The process of planning and creating the content of a game
• Art of applying design principles to create a game
• Defines that how the game will work from start to end
• Explains how overall game is structured and composed
• All basic game design components are related to each other which are
• Gameplay and experience
• Game mechanics
• Narrative
• Aesthetics
• Level design
Gameplay and
Experience
Game Types
Viewpoints and Camera Perspectives
Genres and Styles
Temporal Aspects
Ending Types
Playability
Learning
Immersion
Efficiency
Satisfaction
Emotion
Motivation
Socialization
Gameplay and Experience
• A specific way in which a player interacts with a game
• Defines the way a game is played
• Explains how a player is involved with a game
• A connection between player and game
• Gameplay of modern games are usually defined with the help of two major characteristics
• Game Types: Define the viewpoints, styles, temporal aspect and ending type of a game
• Playability: Set of factors that measure the ease and fun in playing a game
• A viewport is a viewing region in computer graphics (the part which appears on the display)
and a viewpoint is a way of representing (or rendering) a viewport with respect to a camera
perspective
• Game can have viewpoints and camera perspectives in 2D or 3D
• A game can have multiple types of viewpoints which can be blended together or selected
one at a time
• Many games do not use existing popular viewpoints and camera perspectives instead they
create their own depending upon the gameplay
Viewpoints and Camera Perspectives
Game Types
Static Background
• Games with a fixed background in the display that does not move
• Camera focuses on static background and stays there
Candy Crush Peggle
Viewpoints and Camera Perspectives
• Games with a display that scrolls horizontally or vertically or both
• Camera slides on vertical and / or horizontal axis
• Often camera is fixed and scene with content slides on vertical and / or horizontal axis
Cuphead Ori and the Blind Forest
Screen Scrolling
Viewpoints and Camera Perspectives
• Games show the scene from the top
• Camera usually shows the player and its surrounding area from above
Mini Motor Racing Civilization VI
Top Down
Viewpoints and Camera Perspectives
• Games with isometric projection from 3D to 2D also known as 2.5D
• An angle for rotation is applied to a 2D drawing object to make it look like 3D
Clash of Clans
X X
X can be 30, 45 or 60 degrees
Isometric
Viewpoints and Camera Perspectives
• Games with a viewpoint which is rendered from the perspective of player’s character
• Camera becomes the eyes of the main player often known as eye camera
Battlefield V Call of Duty Modern Warfare
First Person
Viewpoints and Camera Perspectives
Red Dead Redemption 2 Death Stranding
• Games with a viewpoint which is rendered with a perspective that is some distance away
from the player’s character
• Camera stays at a distance and follow the main player often known as follow camera
Third Person
Viewpoints and Camera Perspectives
God of War
• Games with a viewpoint in which camera changes its position and angle with respect to the
current context in the game
• Mostly designed and built on third person
Context Sensitive
Viewpoints and Camera Perspectives
• Genre is a specific category of a game which is related by similar type of characteristics,
objectives and features
• Genre defines the classification of a game based on its attributes
• Genre can also have multiple subgenres
• Style is grouping of games that have similar challenges with similar methods for winning or
besting the challenge
• A game can have multiple types of genres and styles which can be blended together or
selected one at a time
Genres and Styles
Game Types
• Action games emphasize on series of actions performed by the player
• They provide physical challenges that are mostly based on player’s eye-hand coordination
and reaction time
• Mostly challenge the reflexes of a player
• Usually consists of continuous and fast-paced games that require quick reflexes
• Sub categories in action games are Arcade, Platform, Fighting, Shooter, Beat 'em Up,
Endless Runner, Stealth, Survival, etc.
Action Games
Genres and Styles
• Adventure games allow player to move at his / her own pace through the various parts of
the game while solving challenges and puzzles along the way
• They are set in a world that is explored by the player to complete objectives with his / her
own choice
• Mostly consists of episode based stories
• Sub categories in adventure games are Text Based Adventure, Graphical Adventure,
Interactive Movie, Visual Novel, etc.
Adventure Games
Genres and Styles
• Action adventure games are a combination of action games and adventure games where a
player explores the world and complete objectives through series of actions
• They usually challenge the reflexes of a player, and engage him / her in problem solving
missions and quests
• They contain both physical and conceptual tasks
• They have faster-paced gameplay as compared to adventure games while also solving
challenges and often experiencing a detailed storyline
Action Adventure Games
Genres and Styles
• Strategy games require planning, tactics and calculations from the player to solve
challenges and objectives
• They are totally based on players’ strategic decisions and interventions to bring the
desired outcome
• Mostly player’s decision making determine the outcome
• Sub categories in strategy games are Puzzle, Board, 4X, Real Time Strategy (RTS), Real Time
Tactics (RTT), Tower Defense, Turn Based, etc
Strategy Games
Genres and Styles
• Role playing games allow player to play the role of a character in the game, which is
usually set within a virtual world that is influenced by the storyline
• They focus on player’s character development and narrative components
• They are heavily based on storyline
• Sub categories in role playing games are MMORPG, Action RPG, Tactical RPG, Sandbox
RPG, etc.
Role Playing Games
Genres and Styles
• Simulation games recreate the experience of real world or simulate the aspects of fictional
world for a player in the game
• They present and imitate real life situations
• They are often accompanied with simulators (hardware to help in creating and
experiencing a simulation environment)
• Simulation games are mostly used to help or train people
• They are often used to perform analysis or make some predictions
Simulation Games
Genres and Styles
• Sports games allow the player to experience the simulation of any particular sports of real
world in the game world
• Mostly these games characters, teams and objects are updated annually to reflect the
changes happened in real world
• They challenge the player on planning, precision and accuracy
• Popular sub category in sports games is racing game which allows player to drive a car or
any other type of vehicle on some kind of track
Sports Games
Genres and Styles
• Temporal aspects refers to methods that define how time passes or how events are taking
place inside the game
• They define that how control is given to or taken away from a player inside the game with
respect to time
• Time management in the game
• Relationship between game time and real world time
• Changes in game and its challenges with the passage of time
• A game can have multiple type of temporal aspects which can be blended together or
selected one at a time
Temporal Aspects
Game Types
• Following are the most common types of temporal features in modern games
• Real-Time: Game time progresses continuously, and actions are performed by the
players in real world time
• Turn-Based: Game time is divided into turns, and actions are performed by the players
on their respective turns
• Time Manipulation: Player can manipulate time by taking certain actions, they can
pause, rewind, forward, fast forward, etc.
• Time Travel: Player can move between different points of time in the same timeline
• Timed Action: Player must complete certain action in a given amount of time
Temporal Aspects
Game Types
• Ending types refers to methods that define how a player finishes the game
• It marks the completion of a game from the player’s perspective
• Following are the most common types of endings in modern games
• Finite: A game with a single terminal ending
• Infinite: A game with no definite ending
• Branching: A game with multiple endings
• Post-Game: A game with bonus content unlocked after completing the game
Ending Types
Game Types
• Learning: How quickly a player can learn and dominate a game. The learning curve and
distribution of tutorials in a game for a player
• Immersion: How seamlessly a player is integrated in the virtual world of a game. The
perception which is created around a player
• Efficiency: How time and resources are managed in a game. The structuring of challenges
for a player
• Satisfaction: How much a player is satisfied after playing or completing a game
• Emotion: How much a game induces feelings in a player. The provocation of different
feelings in a short space of time in a player
Playability
Gameplay and Experience
• Motivation: How much a player is keen to play and complete a game. The degree of
motivation which pushes a player continuously to advance in a game
• Socialization: How much a game allows a player to socialize with other players
Playability
Gameplay and Experience
Game Mechanics
• Defines how a game works
• Describes the overall behavior of a game
• Acts as the building blocks for a game
• A system that defines the complete state of a game
• Combination of methods that provide interaction with the game state
• Relation between objects inside a game space with the help of rules which are triggered by
actions using skills and chance in order to achieve goals
• It consists of space, objects, actions, goals, rules, skills, and chance
• The universe of a game is called its space
• A super set containing all the objects of a game
• Defines a place or a combination of places inside a game
• It can be a scene, level or a map
• Properties of space:
• Type: Discrete or continuous on a scale
• Dimension: 1D, 2D or 3D
• Boundedness: Unbounded or bounded with connected areas
Space
Game Mechanics
• Type: Discrete
• Dimension: 2D
• Boundedness: Bounded
Chess by Apple
Space
Game Mechanics
• Type: Continuous
• Dimension: 3D
• Boundedness: Unbounded
Temple Run 2
Space
Game Mechanics
• Anything that can be seen or manipulated in a game is an object
• Something that can be drawn or updated
• Space acts as a super container of objects in a game
• Properties of object:
• Attributes: Contain information about the object
• State: Set of current values of object’s attributes
• Behaviors: Functionality that an object can perform depending on its state
• Game state is a set of current states of all the objects in its space
Objects
Game Mechanics
• Chess board
• White pawns and pieces
• Black pawns and pieces
Chess by Apple
Objects
Game Mechanics
• Player’s characters
• Coins, power ups, etc.
• Environment, path, tress, etc.
Temple Run 2
Objects
Game Mechanics
• Interaction of a player with a game by doing some activity on objects is an action
• Define what a player does in a game
• What operations a player can do in a game
• Verbs of a player in a game
• Choices a player can make in a game
• Possible activities of a player
• Actions can change the state of a game and the state of objects
• Usually actions define the basic controls of objects in a game
Actions
Game Mechanics
• Player’s turn
• Move pawn or piece left, right,
forward, backward, diagonal, etc.
Chess by Apple
Actions
Game Mechanics
• Player’s movement
• Move left or right
• Jump or slide
Temple Run 2
Actions
Game Mechanics
• Objective in a game that a player will try to achieve by performing actions is a goal
• Winning conditions in a game
• Guidelines of goal:
• Should be well defined, measurable and incremental
• Can be broken down into different steps if its too large
• Provide some feedback and closure
• Give reward in any form after completion such as coins, badges, level ups, etc.
• Must be attainable and not boring
Goals
Game Mechanics
• Checkmate opponent’s king first
Chess by Apple
Goals
Game Mechanics
• Obtain high score
Temple Run 2
Goals
Game Mechanics
• Regulation that a player follows in a game while performing actions in order to achieve
goals is a rule
• How a player can perform operations in a game
• Laws and rulings in a game
• Fundamental principles of a game
• Consequences of the actions
• Constraints on the actions and the goals
• Restrictions in a game, what player can and can’t do
Rules
Game Mechanics
• Rook only moves in straight direction
• Bishop only moves in diagonal direction
• Etc.
Chess by Apple
Rules
Game Mechanics
• Player runs on the path
• Player falls down if there is no path
• Etc.
Temple Run 2
Rules
Game Mechanics
• Player’s ability acquired through some effort to do something well in a game is a skill
• Player’s capacity to perform well in a game after experience
• Skills are improved gradually as the player spends time in a game
• Expertise or talent used in playing the game
• Types of skill:
• Physical: Strength, dexterity, coordination, and physical endurance
• Mental: Memory, observation, problem solving and decision making
• Social: Communication, coordination and guessing opponent moves
Skills
Game Mechanics
• Mental skills
• Social skills
Chess by Apple
Skills
Game Mechanics
• Physical skills only
Temple Run 2
Skills
Game Mechanics
• Element of surprise for a player in a game is a chance
• Randomness factor inside a game
• Uncertainty of events happening in a game
• Unpredictable changes in state of a game
• Output of game is influenced by some randomization
• Properties of chance:
• Outcome: It is either discrete or continuous
• Type: It can be either completely random or controlled by some probability or biasness
Chance
Game Mechanics
• No chance
Chess by Apple
Chance
Game Mechanics
• Chance
• Random procedurally generated path
• Obstacles and coins appear randomly
Temple Run 2
Chance
Game Mechanics
Narrative
• Story of a game that tells how the game progresses
• Game has an interactive story where a player is continuously active and often involved in
the decision making throughout the storyline
• Explains what is happening and why things happen the way they do in a game
• Series of connected or related events inside a game
• Script of a game which can contain the dialogues and actions
• Narrative is mostly categorized into two types
• Embedded: Narration that does not depend on player’s interaction with the game
• Emergent: Narration that depends on player’s interaction with the game
• Storytelling by using paragraphs or sentences on game screen
• Can be with or without sound
Textual
Storytelling
Mass Effect Andromeda
• Storytelling by using images and illustration on game screen
• Can be with or without sound
Pictorial
Storytelling
Angry Birds
• Storytelling by using combined textual and pictorial method
• Can be with or without sound
Textual and Pictorial
Storytelling
XCOM Enemy Within / Enemy Unknown
• Storytelling by using in-game movies or animations with sound on game screen
• Non-interactive sequences in a game, also known as cinematics
Cutscenes
Storytelling
Uncharted 4
• Storytelling by using in-game conversations during the actual gameplay
• Usually consist of dialogs from game characters
In-game Conversations
Storytelling
Days Gone Mass Effect Andromeda
Linear
Types of Story
Endless
Types of Story
• Story where a player start at one point
and go straight to the end in a sequence
with single (finite) ending
• Story where a player start at one point
and keep on going infinitely in a
sequence with no (infinite) ending
Non Linear
Types of Story
Open Ended
Types of Story
• Story where a player start at one or
multiple points and it changes due to the
decisions made by a player in a sequence
with either a single (finite) ending or
multiple (branching) endings
• Story where a player start at one or
multiple points and it allows a player to
progress in different directions without a
sequence with either a single (finite)
ending or multiple (branching) endings
Aesthetics
• Visual, aural and haptic experience that a player encounters in a game
• Way a game presents itself to a player
• Overall look and feel of a game
• Make a game look more appealing
• How the content of a game is presented
• Define an overall theme for a game
• Contributes in stimulation of feelings inside a player
• Modern games contain many different and multiple type of aesthetics
• Every game follows a particular artistic style which uses specific drawing techniques for
creating visuals inside a game
• The manner in which graphics of a game are portrayed
• A style is defined by characteristics that describe the artwork
• Defines that how the artwork looks inside a game
• The visual appearance method of art
• Presents the recognizable mood in graphics
• Modern games create their own art style documentations and follows them
Artistic Style
Aesthetics
Cell Shaded Art Style (Borderlands 3, Telltale Batman) Pixel Art Style (Stardew Valley, FEZ)
Low Poly / Flat Shaded Art Style (Morphite, Astroneer) Photorealistic Art Style (Metro Exodus, Battlefield V)
• It is the visual appearance of text that defines letter, typeface and font design in a game
• Used to present textual information, titles, scores, statistics, interface labels, etc. in a game
• Usually compatible with the overall art style and genre of a game
Typography
Aesthetics
Anthem Splinter Cell Convictions
• It provides the interaction between the player and the game
• Consists of windows, menus, controls, tabs, icons, buttons, text fields, etc. in a game
• Usually compatible with the overall art style and genre of a game
Interface
Aesthetics
Anthem Red Dead Redemption 2
• Aurals (natural or artificially reproduced) to support visuals or create effects in a game
• Consists of music, speech, sound effects, etc. in a game
• Usually compatible with the overall art style and genre of a game
Sound Tracks and Effects
Aesthetics
• It provides the interactivity through tangible means using bodily sensations in a game
• Consists of touch, force touch, joysticks, controllers, vibrations, etc. in a game
• Usually aligned with the overall gameplay
Tactile
Aesthetics
Level Design
• Process of planning and creating space (level) inside a game that is available to a player
during a specific object or through out the complete game
• Activity of creating playable content for a player in a game
• Guidelines of level design:
• Each level must have at least one entry point
• Each level must have at least one exit point (if story type is not endless)
• Design of all levels should be consistent and compatible with the genre of a game
• Level should be pleasing, engaging and guide the player throughout the storyline
• Level should cover its boundaries in a natural way
• Level should not repeat the content over and over again
• Linear: Player only follows a scripted path or area inside a level (for linear story type)
• Endless: Player moves continuously inside a infinite level (for endless story type)
• Open World: Player can roam freely inside a level (for non linear / open ended story type)
Level Types
Level Design
Linear (Need For Speed: The Run) Open World (GTA V)
References
• The Art of Game Design - Jesse Schell
• Game Design Essentials - Briar Lee Mitchell
• Challenges for Game Designers - Brenda Brathwaite, Ian Schreiber
• What We Talk About When We Talk About Game Aesthetics - Simon Niedenthal