background preloader

Game Design

Facebook Twitter

Avatars Become Fused With Your Physical Self - Seeker. Travis Ross's Blog - 7 Essential Resources for Understanding Motivation. The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.

Travis Ross's Blog - 7 Essential Resources for Understanding Motivation

Hearthstone dev invents stories that tell themselves. Nathan Lovato's Blog - 11 Tips to Speed Up your Game Design Process. The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.

Nathan Lovato's Blog - 11 Tips to Speed Up your Game Design Process

The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. This guide was originally published on the GameAnalytics blog At the start of a project, everything has yet to be done. There are loads of tasks at hand, and it is hard to tackle them in the right order. As a game designer, our job involves some writing.

The large, almighty Game Design Document is a myth. Documents are less than ideal when it comes to assembling coherent networks of information. If you are working in a studio already, you’ll have leads to tell you how they want you to work. 1. A design document leaves a lot of room for interpretation. A prototype both describes and provides means to assess the quality of a game concept. Racism in Watch Dogs 2 is subtle, and that's how it won me over - Polygon. Katharine Neil's Blog - How we design games now and why. The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.

Katharine Neil's Blog - How we design games now and why

The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. Here I share some thoughts on how game design practice has been shaped by business, technology and culture. First published in the book Critical Hits: An Indie Gaming Anthology, edited by Zoe Jellicoe, foreword by Cara Ellison. Available for purchase here.

Game Theory

Text Adventures. Class Warfare: Radical French philosopher Guy Debord’s Situationist board game. Guy Debord and Alice Becker-Ho playing Kriegspiel in 1977.

Class Warfare: Radical French philosopher Guy Debord’s Situationist board game

She was sexually harassed in a VR game. So the game added self-defense superpowers. Jordan Belamire's story starts in a snowy, medieval fortress shooting arrows at zombies and giant spiders.

She was sexually harassed in a VR game. So the game added self-defense superpowers.

The fortress wasn't real, of course; it was a level in a video game called QuiVr. She was actually standing in the living room of her brother-in-law's home in Redwood City. In her hands were two motion-sensing video game controllers and strapped to her head was the HTC Vive — one of the best and first consumer-level virtual reality (VR) headsets available. A man using the HTC Vive. Photo by Sam Yeh/AFP/Getty Images. How does storytelling differ between video games and literature? In a talk at the University of Alabama Huntsville, Raph Koster spoke extensively on the history of storytelling and on the ways video games tell stories as both traditional and untraditional storytelling vehicles.

How does storytelling differ between video games and literature?

Developers interested in the journey of storytelling in history, and how that journey has come to affect how stories are told in video games now should take a look at the video above. Koster has been working in the games industry for over twenty years and has worked on games like Ultima Online, Everquest, and Star Wars Galaxies. Vice. Ellie and Joel, the main playable characters in 'The Last of Us' Hold your comment, your pithy tweet, your caustic Facebook post: I'm not saying that video games cannot tell amazing stories.

vice

Project Earth is leaving beta. Video Games And The Door Problem. An MMO Where Your Character Can Grow Old And Die. Video Games And The Door Problem. Ett socialt experiment i ett datorspel har gjort manliga spelare rasande. Level 8: Kinds of Fun, Kinds of Players. On Monday, we discovered that “fun” is really just another word for “learning” and that putting players in a flow state is where this elusive “fun” comes from.

Level 8: Kinds of Fun, Kinds of Players

Today we dig deeper into this concept to learn more about “fun,” digging into LeBlanc et al.’s “8 kinds of fun” and relating that back to flow theory and other things. We currently have an idea of what is fun, but it would help to know why these things are fun. What if there are new kinds of fun waiting to be discovered? Resetting Accessibility in Games. [To what end accessibility?

Resetting Accessibility in Games

Gamasutra speaks to Valve and other developers about creating games for different audiences about the very good reasons you should consider making your game more easily played.] Aggregate the most popular video game blogs and websites over the past four years, search for the word "accessibility," and you're likely to come up with a handful of "how-to" articles, economic arguments for why this is an issue for game developers to pursue, or spotlights on adaptive devices. There's an implied divisiveness here: the idea that designing games for the disabled is extra work, an extra step worth pursuing for remuneration, or an interesting display of technological evolution.

But tackling accessibility isn't just about improving access for some. Twine, the Video-Game Technology for All. Photo Perhaps the most surprising thing about “GamerGate,” the culture war that continues to rage within the world of video games, is the game that touched it off.

Twine, the Video-Game Technology for All

Depression Quest, created by the developers Zoe Quinn, Patrick Lindsey and Isaac Schankler, isn’t what most people think of as a video game at all. For starters, it isn’t very fun. Its real value is as an educational tool, or an exercise in empathy. Aside from occasional fuzzy Polaroid pictures that appear at the top of the screen, Depression Quest is a purely text-based game that proceeds from screen to screen through simple hyperlinks, inviting players to step into the shoes of a person suffering from clinical depression. Continue reading the main story. BSA Game Design Merit Badge. Mobile Game design guideline. [Mind-Speak] » Blog Archive » Project Aurora – Making Design Decisions. This is the second post in a scarily-open series on the development of my latest indie endeavor: Project Aurora. The first one, on creating a concept, is here. What constitutes a design decision?

All of game design is making decisions – about implementation, priority, advice to take, playtests to do, where to stop, how to end. The vast majority of these decisions are tiny enough, or broad enough, to address with a few seconds thought, or intuition. Scary word, so let me clarify: Intuition is an informed gut reaction. [Mind-Speak] » Blog Archive » Project Aurora – Creating the Concept. If you’re like me, you love seeing how other people design. Here’s the process – and the docs – from the first stages of development on my latest indie endeavor: Project Aurora. The Spark The idea for Project Aurora came up accidentally, the result of experimental concepting for Project Babies. Game design process. Step one: Setting up game develpoment Step two: Determinging Project Goals Step three: Game desigm- The creative side Step four: The technical side Step five: The finish line.

Architecture - How to design a game engine in an object-oriented language? Features - Paper Burns: Game Design With Agile Methodologies. A fear of next generation development can be seen everywhere; it’s at the water cooler, it’s in magazines, it’s talked about at the Game Developers Conference and in Magazine. With increased hardware capacity allowing for ever more expansive and immersive games, everything is growing: Team sizes, asset requirements, person hour investment, and of-course required capital from investors to support it all. Audiences are also expecting more. They want more mechanics with greater functional and technical depth, denser polygon art, higher resolution textures, more complex AI, more testing and quality assurance, and the list goes on. This fear of the next generation is not confined to the industry. The press has caught, and with them the consumer.

Lost Garden. Evolutionary Design A practical process for creating great game designs Page 1 of 6 Table of Content Page 1 Table of Contents Introduction Board Games and Novel Writing Page 2 Giants and Castles, The Evolutionary Process The Death of the Ego Page 3 Focus on a fundamental activity Play the Game Observe the Game Page 4 Identify Problems with the Game Common Economic Issues Common Psychological Issues Page 5 Create new rules The Life Cycle of an Evolutionary Design Expanding the Evolution Metaphor. Designing for Creativity and Kindness in Games. Game Design. Data-Driven Game Design - One Approach to innovative game design. About 12 months ago, like so many others before us, a friend and I decided we would try and make a game.