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Features - The Metrics of Space: Tactical Level Design. What makes good level design?

Features - The Metrics of Space: Tactical Level Design

PhD and educator McMillan -- who's worked with Ubisoft to create a curriculum for game design -- examines how point of view effects players, showcasing a variety of gameplay scenarios which show different tactical choices players may be confronted with. There are various means of understanding how the perception of 3D spaces in games changes the player's emotional state. One methodology used in level design is that of architectural perspective -- the relationship of the player and the spaces that they occupy at any given time. Many implementations of this approach do not consider more dynamic relationships involving the player, other agents and the environment. This article looks at dynamic relationships within 3D space in order to understand how we can use dynamic objects in conjunction with level geometry to adjust game difficulty and the player's emotional state. How to be a Better Game Designer. "Regardless of what kind of game you work on, design leadership is at the center of success or failure," writes design consultant Phil O'Connor, whose credits include Far Cry 3 and Operation Flashpoint 2.

How to be a Better Game Designer

Here are some of his practical tips to help you become a better design leader. "Good judgment comes from experience, and experience comes from bad judgment. " - Rita Mae Brown, Alma Mater A few years back I was inspired to write an article, How to Hire Good Game Designers, which Gamasutra graciously published. The positive response it received was surprising and inspiring, so here goes some more advice -- this time to my peers in the design trade. Opinion: How To Hire Good Game Designers. [In this passionate opinion piece, Codemasters principal designer Phil O'Connor outlines 10 different ways you can spot a "real game designer" during the resume and interview process, and avoid hiring ineffective or unqualified applicants.]

Opinion: How To Hire Good Game Designers

I have the incredible fortune of being paid to design games. I consider this a privilege, the result of some luck, but at the same time, it’s something I worked for years at achieving. What Is A Game? An Excerpt From Imaginary Games. One way of exploring our need to play is to dig deep into the biology of the gaming experience.

What Is A Game? An Excerpt From Imaginary Games

There are a number of key chemicals that can be identified, such as the neurotransmitter epinephrine (or adrenaline), which is the underpinning of excitement -- the most primal of the emotions of play. Games of chance and competition add to this raw excitement a winning state that produces feelings of elation that cause the victor to punch the air or raise their arms, what Suits describes as "the truly magnificent exhilaration that can be produced only by a supreme triumph". There is no word in English for this emotion, but the researcher Paul Ekman (2003) notes that in Italian it is called fiero, the personal triumph over adversity.

Since this word is unfamiliar to most English speakers I will use the term triumph as a synonym. Grinding is an important part of the appeal of certain digital games, namely those which utilize reward schedules to structure the play. The Design of Free-To-Play Games: Part 1. Rational Design: The Core of Rayman Origins. [In this extensive design article, Chris McEntee, NHTV Game Architecture and Design student -- who worked on Rayman Origins as a designer at Ubisoft Montpelier -- examines the company's core design philosophy and explores the techniques used to create the lauded platformer.]

Rational Design: The Core of Rayman Origins

"Form follows function" - Louis Sullivan "Less is more" - Ludwig Mies van der Rohe "Easy to learn and difficult to master" - Nolan Bushnell In my time with Ubisoft Montpellier, I have had the honor of working with a handful of talented designers who are experts in the process of rational design. Over the course of my internship and specialization, I have tried to absorb as much information on this design process as I possibly could. Paired with my extensive research into the subject, I feel that I have achieved a relatively decent grasp of the core concepts and have applied them in my own levels relatively well. Evaluating Game Mechanics For Depth.

[Former Insomniac designer Mike Stout takes shares a useful rubric for judging the depth of play mechanics, including checks for redundant ones, in this in-depth design article, which contains examples from the Ratchet & Clank series.]

Evaluating Game Mechanics For Depth

Often, in game development, a design that looks great on paper doesn't turn out as well in practice as you'd hoped. It comes across as "shallow" or "flat. " Perhaps play-testers, publishers, or peers describe it as "needing more variety" or as "feeling repetitive. " Every game designer has heard these complaints at one time or another. Features - The Designer's Notebook: Machinations, A New Way to Design Game Mechanics.

The Designer's Notebook: Machinations, A New Way to Design Game Mechanics By Ernest Adams,Joris Dormans Game mechanics are harder to talk about than any other aspect of game design.

Features - The Designer's Notebook: Machinations, A New Way to Design Game Mechanics

The terms we use are largely abstractions -- things like negative feedback loop and difficulty progression. They're a nuisance to prototype and test, too, because unless they're simple enough to implement in a board game, you have to either write code or use a spreadsheet, and neither one is particularly fast or intuitive. Recently I've co-written a book that's (partly) about a better way to do it. Joris created a free tool called Machinations that I think will revolutionize the way we develop, and teach, game mechanics. Machinations is a visual language for diagramming game economies, and a tool for drawing, and above all, simulating them without writing code. The Machinations Tool allows you to create and save digital versions of Machinations diagrams and see how they change over time. Activation Modes Gates.