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Interdisciplinary Design in Games Presented By: The International Game Developers Association Pittsburgh Chapter

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Page 1: Games 1.Have a reason to design a game. 2.Brainstorm 3.Sift, strain, and find the “good” ideas 4.Prototype 5.Playtest 6.Experience Doc

Interdisciplinary Design in Games

Presented By:

The International Game Developers AssociationPittsburgh Chapter

Page 2: Games 1.Have a reason to design a game. 2.Brainstorm 3.Sift, strain, and find the “good” ideas 4.Prototype 5.Playtest 6.Experience Doc

Game Design DisciplineShawn Patton

Game DesignerSchell Games

Page 3: Games 1.Have a reason to design a game. 2.Brainstorm 3.Sift, strain, and find the “good” ideas 4.Prototype 5.Playtest 6.Experience Doc

What Do GameDesigners Do?

Games

Page 4: Games 1.Have a reason to design a game. 2.Brainstorm 3.Sift, strain, and find the “good” ideas 4.Prototype 5.Playtest 6.Experience Doc

What Do GameDesigners Do?

Page 5: Games 1.Have a reason to design a game. 2.Brainstorm 3.Sift, strain, and find the “good” ideas 4.Prototype 5.Playtest 6.Experience Doc

What Do GameDesigners Do?

Page 6: Games 1.Have a reason to design a game. 2.Brainstorm 3.Sift, strain, and find the “good” ideas 4.Prototype 5.Playtest 6.Experience Doc

What Do GameDesigners Do?

Page 7: Games 1.Have a reason to design a game. 2.Brainstorm 3.Sift, strain, and find the “good” ideas 4.Prototype 5.Playtest 6.Experience Doc

What Do GameDesigners Do?

Page 8: Games 1.Have a reason to design a game. 2.Brainstorm 3.Sift, strain, and find the “good” ideas 4.Prototype 5.Playtest 6.Experience Doc

What Do GameDesigners Do?

Page 9: Games 1.Have a reason to design a game. 2.Brainstorm 3.Sift, strain, and find the “good” ideas 4.Prototype 5.Playtest 6.Experience Doc

What Do GameDesigners Do?

Page 10: Games 1.Have a reason to design a game. 2.Brainstorm 3.Sift, strain, and find the “good” ideas 4.Prototype 5.Playtest 6.Experience Doc

Process ofGame Design

1. Have a reason to design a game.2. Brainstorm3. Sift, strain, and find the “good” ideas4. Prototype5. Playtest6. Experience Doc7. Game Design Doc8. Develop9. Playtest10.Repeat 8 and 9 till you run out of

time/money

Page 11: Games 1.Have a reason to design a game. 2.Brainstorm 3.Sift, strain, and find the “good” ideas 4.Prototype 5.Playtest 6.Experience Doc

Reason

• For fun!• For a client!• For fun and a client!• As a gift!• Did I mention for fun?

Page 12: Games 1.Have a reason to design a game. 2.Brainstorm 3.Sift, strain, and find the “good” ideas 4.Prototype 5.Playtest 6.Experience Doc

Brainstorm

• Could be just you, could be a group• Get ideas flowing!• Write down keywords, thoughts, phrases,

everything!• No idea is bad during a brainstorm!• (Whiteboards and giant post-it notes are useful if

you’re in a group.)

Page 13: Games 1.Have a reason to design a game. 2.Brainstorm 3.Sift, strain, and find the “good” ideas 4.Prototype 5.Playtest 6.Experience Doc

Find “Good” Ideas

• Strain feasible ideas from infeasible ideas.• Which ideas kept coming up again and again?• Talk to your team (if you haven’t already)• Try to keep in mind time and money constraints.

Page 14: Games 1.Have a reason to design a game. 2.Brainstorm 3.Sift, strain, and find the “good” ideas 4.Prototype 5.Playtest 6.Experience Doc

Prototype

• Prototypes are quick!• They are easy!• Paper prototype• Prototype in a

known game

engine• Don’t get too

attached to

any one, remember, they should be quick!

Page 15: Games 1.Have a reason to design a game. 2.Brainstorm 3.Sift, strain, and find the “good” ideas 4.Prototype 5.Playtest 6.Experience Doc

Playtest

• Playtest with yourself first.• Bring other people in!• Keep in mind your key demographic• Though try not to outright turn anyone away…• Take notes!• Don’t interfere unless you absolutely must!• Let the playtesters know that anything wrong is

your fault, and you need their Help to fix the game!

• Remember to listen with more than your ears!

Page 16: Games 1.Have a reason to design a game. 2.Brainstorm 3.Sift, strain, and find the “good” ideas 4.Prototype 5.Playtest 6.Experience Doc

Experience Doc

• Write out a story of a player playing your game.• “After watching the cool intro cut scene, Timmy

clicks on New Game.”• Put yourself in the shoes of a naïve player.• Notice everything you haven’t thought of!

Page 17: Games 1.Have a reason to design a game. 2.Brainstorm 3.Sift, strain, and find the “good” ideas 4.Prototype 5.Playtest 6.Experience Doc

Game Design Doc

• Get everything you’ve learned on paper• Keep it readable: Bullet Points are good!• Don’t dig too far down on any one part (yet)• Pictures help a lot!

(even “crappy” ones)

Page 18: Games 1.Have a reason to design a game. 2.Brainstorm 3.Sift, strain, and find the “good” ideas 4.Prototype 5.Playtest 6.Experience Doc

Develop

• Make the Game!• Be flexible• Learn from prototypes

and playtesting• Keep listening!• You can do it!

Page 19: Games 1.Have a reason to design a game. 2.Brainstorm 3.Sift, strain, and find the “good” ideas 4.Prototype 5.Playtest 6.Experience Doc

Playtest Again!

• Use fresh playtesters!• Seriously… use fresh playtesters.• Iterate the design.• Trust yourself too, run feedback through a filter.• Give people what they need, not always exactly

what they want.

Page 20: Games 1.Have a reason to design a game. 2.Brainstorm 3.Sift, strain, and find the “good” ideas 4.Prototype 5.Playtest 6.Experience Doc

Game Design Complete

• Just keep repeating until you run out of resources!• Anyone can be a game designer, you just need to

practice!

My web: shawnpatton.comJesse’s Book : artofgamedesign.com

Page 21: Games 1.Have a reason to design a game. 2.Brainstorm 3.Sift, strain, and find the “good” ideas 4.Prototype 5.Playtest 6.Experience Doc

Game Audio DisciplineScott Gainar

Composer, Creative DirectorGainar Creative Music

Page 22: Games 1.Have a reason to design a game. 2.Brainstorm 3.Sift, strain, and find the “good” ideas 4.Prototype 5.Playtest 6.Experience Doc

Three Components of Game Experience

–Visual (graphics, art, etc.)

–Gameplay

–Audio

Page 23: Games 1.Have a reason to design a game. 2.Brainstorm 3.Sift, strain, and find the “good” ideas 4.Prototype 5.Playtest 6.Experience Doc

Audio

Three types of audio found in games:

–Music

–Sound Effects

–Dialog (voice-over)

Page 24: Games 1.Have a reason to design a game. 2.Brainstorm 3.Sift, strain, and find the “good” ideas 4.Prototype 5.Playtest 6.Experience Doc

Music

The role of music:• Emotion• Continuity• Source music• Other

– Ambiance– Effect– Foreshadowing– Character themes

Page 25: Games 1.Have a reason to design a game. 2.Brainstorm 3.Sift, strain, and find the “good” ideas 4.Prototype 5.Playtest 6.Experience Doc

Sound Effects

• Real – 95% of “real” sounds in film are added

after the fact• Car door• Foot steps• Buzz from lighting• Wind/rain• Brushing past bushes• Ambiance

• Imagined– Spaceship– Creatures– Futuristic weapons

Page 26: Games 1.Have a reason to design a game. 2.Brainstorm 3.Sift, strain, and find the “good” ideas 4.Prototype 5.Playtest 6.Experience Doc

Dialog

• Examples– Narration– Character spoken word

• Has to be easily understood

• Pay attention to other audio elements

Page 27: Games 1.Have a reason to design a game. 2.Brainstorm 3.Sift, strain, and find the “good” ideas 4.Prototype 5.Playtest 6.Experience Doc

Challenges Specific to Game Audio

• Non-linear nature of games– Music– Real-time “mixing” of audio elements

• Need to be technical minded– Understand integration of audio engine– Basic programming

Page 28: Games 1.Have a reason to design a game. 2.Brainstorm 3.Sift, strain, and find the “good” ideas 4.Prototype 5.Playtest 6.Experience Doc

Game Programming DisciplineMark Tomczak

Game ProgrammerSimOps Studios

Page 29: Games 1.Have a reason to design a game. 2.Brainstorm 3.Sift, strain, and find the “good” ideas 4.Prototype 5.Playtest 6.Experience Doc

Three Game Programmer Hats

Page 30: Games 1.Have a reason to design a game. 2.Brainstorm 3.Sift, strain, and find the “good” ideas 4.Prototype 5.Playtest 6.Experience Doc

Overview

• Games have rules, context, content

• Programmers are involved in all three parts

o Building rules for the game

o Building context for the game

o Achieving the team's shared vision 

Page 31: Games 1.Have a reason to design a game. 2.Brainstorm 3.Sift, strain, and find the “good” ideas 4.Prototype 5.Playtest 6.Experience Doc

A Game Is Rules

• Game rules usually stated in a language specific to the gameo functions

movePieceTo canCastle

o objects chess piece

Page 32: Games 1.Have a reason to design a game. 2.Brainstorm 3.Sift, strain, and find the “good” ideas 4.Prototype 5.Playtest 6.Experience Doc

Scripting Language

Page 33: Games 1.Have a reason to design a game. 2.Brainstorm 3.Sift, strain, and find the “good” ideas 4.Prototype 5.Playtest 6.Experience Doc

Game rules need a context

Page 34: Games 1.Have a reason to design a game. 2.Brainstorm 3.Sift, strain, and find the “good” ideas 4.Prototype 5.Playtest 6.Experience Doc

Things I need to teach the computer

to do…• Manage memory• Draw to screen (render)

o ... quicklyo ... beautifullyo (this is most of

the work)• Play sounds• Accept commands from

the player (input)o Mouseo Keyboardo Joysticko Wii Remote?

• Simulate an opponent (AI)• Make things solid

(collision)• Simulate a realistic world

(physics)• Do things at the right time

(timers)• Play with other humans

(networking)

• NEVER CRASH

Page 35: Games 1.Have a reason to design a game. 2.Brainstorm 3.Sift, strain, and find the “good” ideas 4.Prototype 5.Playtest 6.Experience Doc

“…but I just want it to

play chess!”

Page 36: Games 1.Have a reason to design a game. 2.Brainstorm 3.Sift, strain, and find the “good” ideas 4.Prototype 5.Playtest 6.Experience Doc

Game Engines

PyGame

Panda3D

Torque 3D

Wild Pockets

Page 37: Games 1.Have a reason to design a game. 2.Brainstorm 3.Sift, strain, and find the “good” ideas 4.Prototype 5.Playtest 6.Experience Doc

Working With the Team

-vs-

Page 38: Games 1.Have a reason to design a game. 2.Brainstorm 3.Sift, strain, and find the “good” ideas 4.Prototype 5.Playtest 6.Experience Doc

Developer Tools

Torque Constructor

Wild Pockets Builder

Good Game Design is About Iteration

Page 39: Games 1.Have a reason to design a game. 2.Brainstorm 3.Sift, strain, and find the “good” ideas 4.Prototype 5.Playtest 6.Experience Doc

Thank You!

Page 40: Games 1.Have a reason to design a game. 2.Brainstorm 3.Sift, strain, and find the “good” ideas 4.Prototype 5.Playtest 6.Experience Doc

Game Production DisciplineAndy Jih

VP of Production, Evil Genius DesignsProducer, Schell Games

Page 41: Games 1.Have a reason to design a game. 2.Brainstorm 3.Sift, strain, and find the “good” ideas 4.Prototype 5.Playtest 6.Experience Doc

Team Client

Budget Schedule

Page 42: Games 1.Have a reason to design a game. 2.Brainstorm 3.Sift, strain, and find the “good” ideas 4.Prototype 5.Playtest 6.Experience Doc

Pick 2

Page 43: Games 1.Have a reason to design a game. 2.Brainstorm 3.Sift, strain, and find the “good” ideas 4.Prototype 5.Playtest 6.Experience Doc

Communication

Page 44: Games 1.Have a reason to design a game. 2.Brainstorm 3.Sift, strain, and find the “good” ideas 4.Prototype 5.Playtest 6.Experience Doc

Game Art DisciplineNick McClay

Game ArtistSimOps Studios

Page 45: Games 1.Have a reason to design a game. 2.Brainstorm 3.Sift, strain, and find the “good” ideas 4.Prototype 5.Playtest 6.Experience Doc

Artist’s Role

To design the visual impression of the game– Create the Characters– Build the World– Design the style of the entire game

Use visual design to enhance the game’s design

– Building Intuitive Interfaces– Creating clear visual cues for game mechanics– Influencing player perceptions

Page 46: Games 1.Have a reason to design a game. 2.Brainstorm 3.Sift, strain, and find the “good” ideas 4.Prototype 5.Playtest 6.Experience Doc

Defining a Style

Page 47: Games 1.Have a reason to design a game. 2.Brainstorm 3.Sift, strain, and find the “good” ideas 4.Prototype 5.Playtest 6.Experience Doc

Style is Independent of Technology

Page 48: Games 1.Have a reason to design a game. 2.Brainstorm 3.Sift, strain, and find the “good” ideas 4.Prototype 5.Playtest 6.Experience Doc

Concept Art

Page 49: Games 1.Have a reason to design a game. 2.Brainstorm 3.Sift, strain, and find the “good” ideas 4.Prototype 5.Playtest 6.Experience Doc

Storyboards

Page 50: Games 1.Have a reason to design a game. 2.Brainstorm 3.Sift, strain, and find the “good” ideas 4.Prototype 5.Playtest 6.Experience Doc

Assets

Page 51: Games 1.Have a reason to design a game. 2.Brainstorm 3.Sift, strain, and find the “good” ideas 4.Prototype 5.Playtest 6.Experience Doc

Assets

Page 52: Games 1.Have a reason to design a game. 2.Brainstorm 3.Sift, strain, and find the “good” ideas 4.Prototype 5.Playtest 6.Experience Doc

Prototype Asset

Page 53: Games 1.Have a reason to design a game. 2.Brainstorm 3.Sift, strain, and find the “good” ideas 4.Prototype 5.Playtest 6.Experience Doc

Taking it to the next level

Page 54: Games 1.Have a reason to design a game. 2.Brainstorm 3.Sift, strain, and find the “good” ideas 4.Prototype 5.Playtest 6.Experience Doc

Finished Asset

Page 55: Games 1.Have a reason to design a game. 2.Brainstorm 3.Sift, strain, and find the “good” ideas 4.Prototype 5.Playtest 6.Experience Doc

Game Engine Integration

Page 56: Games 1.Have a reason to design a game. 2.Brainstorm 3.Sift, strain, and find the “good” ideas 4.Prototype 5.Playtest 6.Experience Doc

Thanks!

Page 57: Games 1.Have a reason to design a game. 2.Brainstorm 3.Sift, strain, and find the “good” ideas 4.Prototype 5.Playtest 6.Experience Doc

Thank YouFor more information about the

Pittsburgh IGDA Check out: www.igda.org/pittsburgh