SlideShare una empresa de Scribd logo
1 de 7
Descargar para leer sin conexión
Game Design and Development Basics


Hi there! My name is Louis Kraml and I want to share with you some of the
game design and development basics I’ve learned throughout the years.




Designing a game from scratch is a time consuming task, especially if you
run a small game development team. Actually, more and more people
decide to create a full game by themselves, many of them being
disappointed by their former team members.



I’ve seen this happening quite a few times, and from what I know you can’t
expect to meet more than 10-20% hard working, indie game developers.
OK, so how do we maximize our chances of creating a successful game?
Everything starts with the brainstorming stage; what you are doing here can
turn your idea into a successful project that actually gets completed, or into
a poor attempt that never sees the light of the day.



It’s easy to get carried away: you might have so many great ideas flowing
through your head! Right now I’m thinking at an RPG where you would
have your hero change its form from solid to liquid to vapor and back, as he
moves on along these danger-filled caves. Yeah! And he will enter some
rooms where there will be several instances of him, and all these instances
will have to work in harmony, discovering what buttons need to be pushed
in order to open the gate to the next level.



As you can probably guess, we could go on and on with this, and it’s
actually recommended to do so at the brainstorming stage. Still, when
you’ve gotten about 100 great ideas, it’s time to throw 90 of them out of the
window! Yes, you read that right, you will have to give up and simply ignore
most of your fantastic ideas, because this will greatly increase your
chances to actually finish the game.



“But my ideas are great!”, I hear you saying. Sure thing, but we are keeping
a few of your BEST ideas, so your game will have increased chances of
success. Not only that, but if your game is successful, you could create lots
of sequels that incorporate the previously brainstormed, unused ideas.



So how do we decide what ideas should be kept? The answer to this
question is very simple: we will NEED some features, and we might WANT
to have some features in the game.
As an example, we are going to need to have a loading / saving system
most of the time; very few games don’t have them these days. On the other
hand, we could have a checkpoint-based load / save system, which saves
the game automatically when we reach a certain goal / area, or a game that
has a load / save system which allows you to load your own picture, tweet
your high score, craft a press release about your gaming performances,
and so on.



To begin with, you will want to keep the ideas / features that bring in a lot of
originality, without needing a lot of development time. It is important to have
an overall perspective of your project; if you want to include a museum
exploration level, you would have to create at least 50... 100 (if not
hundreds or thousands!) of artwork pieces that will be displayed inside it.



If you work in a small team, remember to filter all the ideas with the other
members of the game development team; you might find out that some of
the elements (deformable terrain, to give you a simple example) might not
be possible to do using your game engine.



At this point you should have a list with some great features that require
little time and effort and another set of great features that will need more
time in order to be brought to life. Don’t forget to ask yourself this question
obsessively: do I really NEED this feature in my game, or is it something
that I’d just like to have?



Sure, you can add as many features as you like, but these features might
push the project back for several months and even years. It helps if you are
a lazy person, doing it all by yourself; you should be able to identify the
time consuming operations.
What is your game about? Most times, you have a clear understanding of
what you're getting is about. Still, try and jot down the very core of your
game. If you would have to use a single phrase to describe your game,
what would that phrase be? What is so exciting about your game that the
entire world will want to purchase a copy of it?



Do not skip over this part, because it is crucial and it will help you refine the
game design process, making it much more efficient. Try and imagine that
you have finished your game, and now one of your clients is looking at the
game box. What does it say on that box? Is the title and the description of
the game so exciting that it makes the client pickup your game and rush
home to plate? Do not forget that these days the market is full with high-
quality games, so the offer is very broad.



By now you should have a list of ideas, a brief description of the game, and
the fantastic title and description for your game. It is time to do a reality
check. Your friends and relatives are among the most precious testers you
could ever dream of having. Present your game idea in front of them and
see if that has gotten them excited.



Sure, your grandma might not be the best person to discuss these matters
with, but if you have a few friends that have an interest in gaming, you
should get some good feedback, provided that you ask them to offer
constructive, and yet honest feedback.



Here's an elevator pitch example: you are a princess looking for your frog
prince. Your mission is to search the forest, solving puzzles and
discovering the pieces that will create a huge poster with your beloved
prince. As soon as all the puzzle pieces are found, the frog prince will be
brought back to life.
The following step of the process is to create a mockup of your game.
Basically, you want to have a hand-drawn picture of your game screen.
You don't need to be a skilled artist for that; even a black and white image
will do the job. Make sure to include all the game panels and digits that will
be displayed on the screen at all times; this way, you will discover some of
the parts that you have missed during the brainstorming process.



Having this game sketch has an additional role: it will help you understand
better what is happening in your game. Not only that, but you also have the
chance to pick the best layout for your buttons, panels and so on. But the
best benefit of them all is the fact that now you will be able to evaluate
properly if your future game design project has the chances to be turned
into a successful game project or not.



If you still like the game idea a lot and your testers find it excellent as well,
then you are ready to start working at the first game prototype. This
prototype doesn't have to be perfect, nor does it have to include high-
quality artwork, all there is to it is to highlight the great gameplay ideas that
you have gathered during the brainstorming phase.



The sooner you are able to create this playable prototype, the better.
Fortunately, there are lots of game development systems out there, so your
task shouldn't take more than a few days. Basically, you want to have this
prototype functional as early as possible because it will give you the energy
to continue, as well as force you to discover some problems and maybe
change minor parts of the gameplay, in order to speed up the game
development process or even adapt what you thought was possible to the
existing technology options.



Once that you have your ugly looking, and yet fully functional game
prototype, it is the time to add polish trick. Resist the temptation to add a
main menu, splash screens, and so on at this stage; they will eat a lot of
your time, which is much better spent by adding more actual features that
boost the value of your game.



Now it could be the time to add high-quality artwork to your game. How
much video memory will your game is for 128 x 128 pixel sprites? Does the
game look well enough that way? If you can do that, go with higher
resolution sprites; this will improve the aspect of your game. Don't forget
that the project will use more memory, though.



Okay, so now you have a game that is actually playable and looks decent.
It is the time to start working at all the other features, but be very careful
while taking care of this part of the project. There is a very serious danger
that might put to risk your game: you might like your game so much that
you want to work at several features at the same time. Whatever you do,
be sure to work at a single feature; then, after you have finished all the
work at it, move on to the following feature and so on.



Start by creating older levels for your game, for example. Then, move on
with all of the characters. Then, create all the 2-D graphics, for example.
The idea here is to maintain your focus and actually get to finish all the
game aspects one by one, without multitasking, because that would be an
energy and productivity killer. It is essential to work at a feature until it is
polished enough and ready for shipping.



There is a logical order in which these aspects should be tackled, of
course, so don't start creating the weapons for your characters before you
have those characters drawn or modeled.



Don't forget to make backup copies of your game on a regular basis; resist
the temptation to overwrite the old copies with the new ones. Too many
projects get lost this way because the developers didn't save an early copy,
so they have lost a huge amount of work by overwriting it. Many advanced
game developers will use version control software, but if you are just
starting out you can get away with it by simply saving your game prototype
daily, in a folder that has the car and they month and year as its name.



Whatever you do, try and do your best to polish everything to perfection
before moving on. This way, if you run out of patience and you decide to
ship your game earlier, including only 50 of those 100 levels that were
planned initially, you will have 50 well built levels, rather than having 70 so
and so polished levels.



Okay, so now you're getting is almost ready for shipping. It is important to
look back at some point and decide that the game is ready to be shipped.
Sure, some of the features that were included in the game design
document initially might not be available in the final version of the game,
but you have a solid, fully working, great-looking project that is ready to
heat the stores.



While being enthusiastic is always great, it is also important to do some
reality checks from time to time. Just look at the game credits that fly over
the screen at the end of a best-selling game type; you will notice that there
are hundreds of people that have worked at that particular project! This
doesn't mean that you should give up year great game development ideas,
though, but rather to have a realistic approach and try to create a medium-
sized project that has much greater chances to be turned into a solid,
highly playable product.



Louis Kraml, the author of this report, is a game programmer that likes to
share useful information with all the aspiring game developers. For more
information about Louis Kraml and his game tutorials, make sure to check
out http://louiskraml.org

Más contenido relacionado

Destacado

AI Trends in Creative Operations 2024 by Artwork Flow.pdf
AI Trends in Creative Operations 2024 by Artwork Flow.pdfAI Trends in Creative Operations 2024 by Artwork Flow.pdf
AI Trends in Creative Operations 2024 by Artwork Flow.pdfmarketingartwork
 
PEPSICO Presentation to CAGNY Conference Feb 2024
PEPSICO Presentation to CAGNY Conference Feb 2024PEPSICO Presentation to CAGNY Conference Feb 2024
PEPSICO Presentation to CAGNY Conference Feb 2024Neil Kimberley
 
Content Methodology: A Best Practices Report (Webinar)
Content Methodology: A Best Practices Report (Webinar)Content Methodology: A Best Practices Report (Webinar)
Content Methodology: A Best Practices Report (Webinar)contently
 
How to Prepare For a Successful Job Search for 2024
How to Prepare For a Successful Job Search for 2024How to Prepare For a Successful Job Search for 2024
How to Prepare For a Successful Job Search for 2024Albert Qian
 
Social Media Marketing Trends 2024 // The Global Indie Insights
Social Media Marketing Trends 2024 // The Global Indie InsightsSocial Media Marketing Trends 2024 // The Global Indie Insights
Social Media Marketing Trends 2024 // The Global Indie InsightsKurio // The Social Media Age(ncy)
 
Trends In Paid Search: Navigating The Digital Landscape In 2024
Trends In Paid Search: Navigating The Digital Landscape In 2024Trends In Paid Search: Navigating The Digital Landscape In 2024
Trends In Paid Search: Navigating The Digital Landscape In 2024Search Engine Journal
 
5 Public speaking tips from TED - Visualized summary
5 Public speaking tips from TED - Visualized summary5 Public speaking tips from TED - Visualized summary
5 Public speaking tips from TED - Visualized summarySpeakerHub
 
ChatGPT and the Future of Work - Clark Boyd
ChatGPT and the Future of Work - Clark Boyd ChatGPT and the Future of Work - Clark Boyd
ChatGPT and the Future of Work - Clark Boyd Clark Boyd
 
Getting into the tech field. what next
Getting into the tech field. what next Getting into the tech field. what next
Getting into the tech field. what next Tessa Mero
 
Google's Just Not That Into You: Understanding Core Updates & Search Intent
Google's Just Not That Into You: Understanding Core Updates & Search IntentGoogle's Just Not That Into You: Understanding Core Updates & Search Intent
Google's Just Not That Into You: Understanding Core Updates & Search IntentLily Ray
 
Time Management & Productivity - Best Practices
Time Management & Productivity -  Best PracticesTime Management & Productivity -  Best Practices
Time Management & Productivity - Best PracticesVit Horky
 
The six step guide to practical project management
The six step guide to practical project managementThe six step guide to practical project management
The six step guide to practical project managementMindGenius
 
Beginners Guide to TikTok for Search - Rachel Pearson - We are Tilt __ Bright...
Beginners Guide to TikTok for Search - Rachel Pearson - We are Tilt __ Bright...Beginners Guide to TikTok for Search - Rachel Pearson - We are Tilt __ Bright...
Beginners Guide to TikTok for Search - Rachel Pearson - We are Tilt __ Bright...RachelPearson36
 
Unlocking the Power of ChatGPT and AI in Testing - A Real-World Look, present...
Unlocking the Power of ChatGPT and AI in Testing - A Real-World Look, present...Unlocking the Power of ChatGPT and AI in Testing - A Real-World Look, present...
Unlocking the Power of ChatGPT and AI in Testing - A Real-World Look, present...Applitools
 
12 Ways to Increase Your Influence at Work
12 Ways to Increase Your Influence at Work12 Ways to Increase Your Influence at Work
12 Ways to Increase Your Influence at WorkGetSmarter
 

Destacado (20)

AI Trends in Creative Operations 2024 by Artwork Flow.pdf
AI Trends in Creative Operations 2024 by Artwork Flow.pdfAI Trends in Creative Operations 2024 by Artwork Flow.pdf
AI Trends in Creative Operations 2024 by Artwork Flow.pdf
 
Skeleton Culture Code
Skeleton Culture CodeSkeleton Culture Code
Skeleton Culture Code
 
PEPSICO Presentation to CAGNY Conference Feb 2024
PEPSICO Presentation to CAGNY Conference Feb 2024PEPSICO Presentation to CAGNY Conference Feb 2024
PEPSICO Presentation to CAGNY Conference Feb 2024
 
Content Methodology: A Best Practices Report (Webinar)
Content Methodology: A Best Practices Report (Webinar)Content Methodology: A Best Practices Report (Webinar)
Content Methodology: A Best Practices Report (Webinar)
 
How to Prepare For a Successful Job Search for 2024
How to Prepare For a Successful Job Search for 2024How to Prepare For a Successful Job Search for 2024
How to Prepare For a Successful Job Search for 2024
 
Social Media Marketing Trends 2024 // The Global Indie Insights
Social Media Marketing Trends 2024 // The Global Indie InsightsSocial Media Marketing Trends 2024 // The Global Indie Insights
Social Media Marketing Trends 2024 // The Global Indie Insights
 
Trends In Paid Search: Navigating The Digital Landscape In 2024
Trends In Paid Search: Navigating The Digital Landscape In 2024Trends In Paid Search: Navigating The Digital Landscape In 2024
Trends In Paid Search: Navigating The Digital Landscape In 2024
 
5 Public speaking tips from TED - Visualized summary
5 Public speaking tips from TED - Visualized summary5 Public speaking tips from TED - Visualized summary
5 Public speaking tips from TED - Visualized summary
 
ChatGPT and the Future of Work - Clark Boyd
ChatGPT and the Future of Work - Clark Boyd ChatGPT and the Future of Work - Clark Boyd
ChatGPT and the Future of Work - Clark Boyd
 
Getting into the tech field. what next
Getting into the tech field. what next Getting into the tech field. what next
Getting into the tech field. what next
 
Google's Just Not That Into You: Understanding Core Updates & Search Intent
Google's Just Not That Into You: Understanding Core Updates & Search IntentGoogle's Just Not That Into You: Understanding Core Updates & Search Intent
Google's Just Not That Into You: Understanding Core Updates & Search Intent
 
How to have difficult conversations
How to have difficult conversations How to have difficult conversations
How to have difficult conversations
 
Introduction to Data Science
Introduction to Data ScienceIntroduction to Data Science
Introduction to Data Science
 
Time Management & Productivity - Best Practices
Time Management & Productivity -  Best PracticesTime Management & Productivity -  Best Practices
Time Management & Productivity - Best Practices
 
The six step guide to practical project management
The six step guide to practical project managementThe six step guide to practical project management
The six step guide to practical project management
 
Beginners Guide to TikTok for Search - Rachel Pearson - We are Tilt __ Bright...
Beginners Guide to TikTok for Search - Rachel Pearson - We are Tilt __ Bright...Beginners Guide to TikTok for Search - Rachel Pearson - We are Tilt __ Bright...
Beginners Guide to TikTok for Search - Rachel Pearson - We are Tilt __ Bright...
 
Unlocking the Power of ChatGPT and AI in Testing - A Real-World Look, present...
Unlocking the Power of ChatGPT and AI in Testing - A Real-World Look, present...Unlocking the Power of ChatGPT and AI in Testing - A Real-World Look, present...
Unlocking the Power of ChatGPT and AI in Testing - A Real-World Look, present...
 
12 Ways to Increase Your Influence at Work
12 Ways to Increase Your Influence at Work12 Ways to Increase Your Influence at Work
12 Ways to Increase Your Influence at Work
 
ChatGPT webinar slides
ChatGPT webinar slidesChatGPT webinar slides
ChatGPT webinar slides
 
More than Just Lines on a Map: Best Practices for U.S Bike Routes
More than Just Lines on a Map: Best Practices for U.S Bike RoutesMore than Just Lines on a Map: Best Practices for U.S Bike Routes
More than Just Lines on a Map: Best Practices for U.S Bike Routes
 

Game Design And Development Basics

  • 1. Game Design and Development Basics Hi there! My name is Louis Kraml and I want to share with you some of the game design and development basics I’ve learned throughout the years. Designing a game from scratch is a time consuming task, especially if you run a small game development team. Actually, more and more people decide to create a full game by themselves, many of them being disappointed by their former team members. I’ve seen this happening quite a few times, and from what I know you can’t expect to meet more than 10-20% hard working, indie game developers. OK, so how do we maximize our chances of creating a successful game?
  • 2. Everything starts with the brainstorming stage; what you are doing here can turn your idea into a successful project that actually gets completed, or into a poor attempt that never sees the light of the day. It’s easy to get carried away: you might have so many great ideas flowing through your head! Right now I’m thinking at an RPG where you would have your hero change its form from solid to liquid to vapor and back, as he moves on along these danger-filled caves. Yeah! And he will enter some rooms where there will be several instances of him, and all these instances will have to work in harmony, discovering what buttons need to be pushed in order to open the gate to the next level. As you can probably guess, we could go on and on with this, and it’s actually recommended to do so at the brainstorming stage. Still, when you’ve gotten about 100 great ideas, it’s time to throw 90 of them out of the window! Yes, you read that right, you will have to give up and simply ignore most of your fantastic ideas, because this will greatly increase your chances to actually finish the game. “But my ideas are great!”, I hear you saying. Sure thing, but we are keeping a few of your BEST ideas, so your game will have increased chances of success. Not only that, but if your game is successful, you could create lots of sequels that incorporate the previously brainstormed, unused ideas. So how do we decide what ideas should be kept? The answer to this question is very simple: we will NEED some features, and we might WANT to have some features in the game.
  • 3. As an example, we are going to need to have a loading / saving system most of the time; very few games don’t have them these days. On the other hand, we could have a checkpoint-based load / save system, which saves the game automatically when we reach a certain goal / area, or a game that has a load / save system which allows you to load your own picture, tweet your high score, craft a press release about your gaming performances, and so on. To begin with, you will want to keep the ideas / features that bring in a lot of originality, without needing a lot of development time. It is important to have an overall perspective of your project; if you want to include a museum exploration level, you would have to create at least 50... 100 (if not hundreds or thousands!) of artwork pieces that will be displayed inside it. If you work in a small team, remember to filter all the ideas with the other members of the game development team; you might find out that some of the elements (deformable terrain, to give you a simple example) might not be possible to do using your game engine. At this point you should have a list with some great features that require little time and effort and another set of great features that will need more time in order to be brought to life. Don’t forget to ask yourself this question obsessively: do I really NEED this feature in my game, or is it something that I’d just like to have? Sure, you can add as many features as you like, but these features might push the project back for several months and even years. It helps if you are a lazy person, doing it all by yourself; you should be able to identify the time consuming operations.
  • 4. What is your game about? Most times, you have a clear understanding of what you're getting is about. Still, try and jot down the very core of your game. If you would have to use a single phrase to describe your game, what would that phrase be? What is so exciting about your game that the entire world will want to purchase a copy of it? Do not skip over this part, because it is crucial and it will help you refine the game design process, making it much more efficient. Try and imagine that you have finished your game, and now one of your clients is looking at the game box. What does it say on that box? Is the title and the description of the game so exciting that it makes the client pickup your game and rush home to plate? Do not forget that these days the market is full with high- quality games, so the offer is very broad. By now you should have a list of ideas, a brief description of the game, and the fantastic title and description for your game. It is time to do a reality check. Your friends and relatives are among the most precious testers you could ever dream of having. Present your game idea in front of them and see if that has gotten them excited. Sure, your grandma might not be the best person to discuss these matters with, but if you have a few friends that have an interest in gaming, you should get some good feedback, provided that you ask them to offer constructive, and yet honest feedback. Here's an elevator pitch example: you are a princess looking for your frog prince. Your mission is to search the forest, solving puzzles and discovering the pieces that will create a huge poster with your beloved prince. As soon as all the puzzle pieces are found, the frog prince will be brought back to life.
  • 5. The following step of the process is to create a mockup of your game. Basically, you want to have a hand-drawn picture of your game screen. You don't need to be a skilled artist for that; even a black and white image will do the job. Make sure to include all the game panels and digits that will be displayed on the screen at all times; this way, you will discover some of the parts that you have missed during the brainstorming process. Having this game sketch has an additional role: it will help you understand better what is happening in your game. Not only that, but you also have the chance to pick the best layout for your buttons, panels and so on. But the best benefit of them all is the fact that now you will be able to evaluate properly if your future game design project has the chances to be turned into a successful game project or not. If you still like the game idea a lot and your testers find it excellent as well, then you are ready to start working at the first game prototype. This prototype doesn't have to be perfect, nor does it have to include high- quality artwork, all there is to it is to highlight the great gameplay ideas that you have gathered during the brainstorming phase. The sooner you are able to create this playable prototype, the better. Fortunately, there are lots of game development systems out there, so your task shouldn't take more than a few days. Basically, you want to have this prototype functional as early as possible because it will give you the energy to continue, as well as force you to discover some problems and maybe change minor parts of the gameplay, in order to speed up the game development process or even adapt what you thought was possible to the existing technology options. Once that you have your ugly looking, and yet fully functional game prototype, it is the time to add polish trick. Resist the temptation to add a main menu, splash screens, and so on at this stage; they will eat a lot of
  • 6. your time, which is much better spent by adding more actual features that boost the value of your game. Now it could be the time to add high-quality artwork to your game. How much video memory will your game is for 128 x 128 pixel sprites? Does the game look well enough that way? If you can do that, go with higher resolution sprites; this will improve the aspect of your game. Don't forget that the project will use more memory, though. Okay, so now you have a game that is actually playable and looks decent. It is the time to start working at all the other features, but be very careful while taking care of this part of the project. There is a very serious danger that might put to risk your game: you might like your game so much that you want to work at several features at the same time. Whatever you do, be sure to work at a single feature; then, after you have finished all the work at it, move on to the following feature and so on. Start by creating older levels for your game, for example. Then, move on with all of the characters. Then, create all the 2-D graphics, for example. The idea here is to maintain your focus and actually get to finish all the game aspects one by one, without multitasking, because that would be an energy and productivity killer. It is essential to work at a feature until it is polished enough and ready for shipping. There is a logical order in which these aspects should be tackled, of course, so don't start creating the weapons for your characters before you have those characters drawn or modeled. Don't forget to make backup copies of your game on a regular basis; resist the temptation to overwrite the old copies with the new ones. Too many projects get lost this way because the developers didn't save an early copy,
  • 7. so they have lost a huge amount of work by overwriting it. Many advanced game developers will use version control software, but if you are just starting out you can get away with it by simply saving your game prototype daily, in a folder that has the car and they month and year as its name. Whatever you do, try and do your best to polish everything to perfection before moving on. This way, if you run out of patience and you decide to ship your game earlier, including only 50 of those 100 levels that were planned initially, you will have 50 well built levels, rather than having 70 so and so polished levels. Okay, so now you're getting is almost ready for shipping. It is important to look back at some point and decide that the game is ready to be shipped. Sure, some of the features that were included in the game design document initially might not be available in the final version of the game, but you have a solid, fully working, great-looking project that is ready to heat the stores. While being enthusiastic is always great, it is also important to do some reality checks from time to time. Just look at the game credits that fly over the screen at the end of a best-selling game type; you will notice that there are hundreds of people that have worked at that particular project! This doesn't mean that you should give up year great game development ideas, though, but rather to have a realistic approach and try to create a medium- sized project that has much greater chances to be turned into a solid, highly playable product. Louis Kraml, the author of this report, is a game programmer that likes to share useful information with all the aspiring game developers. For more information about Louis Kraml and his game tutorials, make sure to check out http://louiskraml.org