workshop bart hufen

Post on 27-Jun-2015

119 Views

Category:

Documents

4 Downloads

Preview:

Click to see full reader

DESCRIPTION

Presentatie van Bart Hufen tijdens het State of the Art Marketing event 2013.

TRANSCRIPT

PLAY INGCONSULT

CONCEPT

+1

+2

Game Design

Baby Steps to Start Playing

Content

1. What’s the objective of this workshop for you? 2. Which variables can I use to make it remarkable? 3. Which rules are there on this playground? 4. What’s the score model (do’s ++ and don’ts --)?5. When is it finished?

Content

1. Briefing 2. Concept3. Objective, challenges and why it is fun4. Score-model 5. Design Document & Database 6. Play-test & iterate

Content

1. Briefing 2. Concept3. Objective, challenges and why it is fun4. Score-model 5. Design Document & Database 6. Play-test & iterate

Idea Creation

Content

1. Briefing 2. Concept3. Objective, challenges and why it is fun4. Score-model 5. Design Document & Database 6. Play-test & iterate

Game Design

Idea Creation

Content

1. Briefing 2. Concept3. Objective, challenges and why it is fun4. Score-model 5. Design Document & Database 6. Play-test & iterate

Game Design

Idea Creation

Development

1/6: Briefing

1. Objective 2. Target audience (players) 3. Essence of the problem / challenge 4. Most suitable platform 5. Other important guidelines

2/6: Concept

2/6: Concept

1. Objective in the game (desired outcome)

2/6: Concept

1. Objective in the game (desired outcome) 2. What’s the essence of the problem?

2/6: Concept

1. Objective in the game (desired outcome) 2. What’s the essence of the problem? 3. How would you validate (un)desired behavior (reward & punish)

2/6: Concept

1. Objective in the game (desired outcome) 2. What’s the essence of the problem? 3. How would you validate (un)desired behavior (reward & punish) 4. Describe plausible scenario’s & situations

2/6: Concept

1. Objective in the game (desired outcome) 2. What’s the essence of the problem? 3. How would you validate (un)desired behavior (reward & punish) 4. Describe plausible scenario’s & situations 5. What is a suitable metaphor for this subject?

2/6: Concept

1. Objective in the game (desired outcome) 2. What’s the essence of the problem? 3. How would you validate (un)desired behavior (reward & punish) 4. Describe plausible scenario’s & situations 5. What is a suitable metaphor for this subject? 6. Make a mood-board for your game concept

Game Elements

Game ElementsVisual

Game ElementsVisual

Objective

Game ElementsVisual

ObjectiveTactics

Game ElementsVisual

ObjectiveTactics

Story

Game ElementsVisual

ObjectiveTactics

Story

Mastery

Game Elements

DO NOT DISTURB

Visual

ObjectiveTactics

Story

Mastery

Objective

Actions

Game Elements

Objective

ChallengeC

Challenge...

Challenge B

ChallengeA

Actions

Game Elements

Objective

ChallengeC

Challenge...

Challenge B

ChallengeA

Actions

+Positive

Consequence - Negative

ConsequenceScore model

Game Elements

User Interface Feedback System

Objective

ChallengeC

Challenge...

Challenge B

ChallengeA

Actions

+Positive

Consequence - Negative

ConsequenceScore model

Game Elements

User Interface Feedback System

Objective

ChallengeC

Challenge...

Challenge B

ChallengeA

Actions

+Positive

Consequence - Negative

ConsequenceScore model

Ruleset

Game Elements

Metaphor & Visual Layer

User Interface Feedback System

Objective

ChallengeC

Challenge...

Challenge B

ChallengeA

Actions

+Positive

Consequence - Negative

ConsequenceScore model

Ruleset

Game Elements

3/6: Objective

1. Write down the objective in the game 2. Define challenges derived from the main objective 3. Develop the basic game-loop to fulfill challenges 4. Define levels for gradual growth in required skills

= Purpose, meaning, fun, replayable?

* Balancing the Flow gives the player a ‘Sense of Control’

Game Flow

Purpose

* Balancing the Flow gives the player a ‘Sense of Control’

Game Flow

Purpose

* Balancing the Flow gives the player a ‘Sense of Control’

PROGRESS

Game Flow

Purpose

Start Doing

* Balancing the Flow gives the player a ‘Sense of Control’

PROGRESS

Game Flow

Purpose

Start Doing

Experiment

* Balancing the Flow gives the player a ‘Sense of Control’

PROGRESS

Game Flow

Purpose

Start Doing

Experiment

Learn

* Balancing the Flow gives the player a ‘Sense of Control’

PROGRESS

Game Flow

Purpose

Mastery*

Start Doing

Experiment

Learn

* Balancing the Flow gives the player a ‘Sense of Control’

PROGRESS

Game Flow

4/6: Score-model

1. Which actions help the player to achieve the set challenges 2. Which actions limit the player from achieving the set challenges 3. How do we reward and punish these actions 4. Make sure the game shows Clear and Consistent Feedback

= Empowerment, sense of control, good feeling (flow)

5/6: Design document

1. Define the playground in detail *

2. Write a document that programmers understand (Tip: use schematics, structures and pictures)

3. Fill a dBase with your game loop mechanics, questions, answers, actions, scores, etc.

*(visual style, storyline, size, actions, rules, score model, feedback, text, dialogue, interface, sound design, music, animations, etc. )

6/6: Play-test

1. Play the game with your team 2. Play the game with strangers 3. Listen, learn, adjust, test = iterate! 4. The players are always right...

1. 100% Attention 2. Fun! 3. Voluntary 4. Active experience 5. Multi-sensory & Re-playable 6. Hours, weeks and potentially years of engagement 7. Immersion: suitable to address complex issues 8. Measurable effect!

Why use games?

The objective of this workshop was to experience the basics of game design

More information on www.brandnewgame.nl

And feel free to download my book

Game Over?

Book: www.brandnewplayground.com

Blog: www.gamingandbranding.com

Bizz: www.brandnewgame.nl

Twitter: @BartHufen #gamification

PLAY INGCONSULT

CONCEPT

top related