developing strategy / my tips on making games

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Developing Strategy My Tips on Making Games Alex Mandryka @DesignBeachBum [email protected] GameWhispering.com

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Page 1: Developing Strategy / My tips on making games

Developing StrategyMy Tips on Making Games

Alex Mandryka

@DesignBeachBum

[email protected]

GameWhispering.com

Page 2: Developing Strategy / My tips on making games

Who’s this guy?Born in ParisTrained in biologyWorked for 5 years in France

Moved to Canada in 2005Studio level positions at Ubisoft and Relic

Now doing consulting

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STOP THINKING LIKE PLAYERS!I’m sorry but...

Page 4: Developing Strategy / My tips on making games

Player Designer

Maker Creator

IntentionStrategy

Page 5: Developing Strategy / My tips on making games

BUSINESS STRATEGYIt’s about satisfying others, not ourselves

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Business Strategy

Something you’re good at + differentiation

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CREATIVE STRATEGYThink before your act

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Creative Strategy

“A MOBA to chill and have fun”

Team experience

Simple hero progression Map special features

“Let’s start implementing!”

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What Mario Kart do we want?

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What is Chavo Animado about?

1.Fun of being a kid

2.Interact with others

3.Disturbing peace

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What happens in an episode?

1. Starts in a normal/mundane setting2. A new element is introduced3. The kids actions, make them enter into fantasy4. Fantasy escalates into total chaos as adults get involved5. Resolution to go back to reality with a couple of jokes

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What is the message of the series?

Being a kid is letting yourself go into fantasy, knowing that you'll have

to return to reality

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IMPLEMENTATION STRATEGYFind questions before coming up with answers

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Implementation Strategy

Making

Development=

Answers

Prototyping=

Questions

4 months “This gameplay isn’t fun”

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Just adding features

It’s not the features but the dynamics

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ANALYSIS STRATEGYIt is more complicated than you think

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Analysis Strategy

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Understanding in details

What inputs to pass?- Hold forward- Build speed- Jump

What’s the difference here? And here?

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How does movement differ?

Inertia No inertia No inertia

Why?

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Warcraft VS StarcraftWhy different systems?

Starcraft plays at a bigger scale•200 population limit•Need for multiple basesMany different fronts

Warcraft III is smaller scale•100 population limit•Hero focus + XP system•Upkeep systemFewer fronts

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“Shooter” is not precise enough

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TRAINING STRATEGYRational ways to learn

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Design skills – Game Design

• System design: AI, economy, game rules

Logic, mathematics, probabilities

• Interaction design: Controls, interfaces, feedback

Ergonomics, biomechanics, cybernetics

• Motivation design: Learning, reward, difficulty

Psychology, learning theory, motivation theory

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Design skills – Level Design• Gameplay implementation: Challenge

creation, obstacles meet abilities

Analysis of game’s core challenge

• Environment creation: Building spaces to naturally draw the player through

3D engines and tools, architecture, landscaping

• Theatrics: Environmental storytelling, mood setting

Staging, cinematography techniques

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Design skills – Narrative Design• Writing: Dialogue/screenplay, prose

Literature, creative writing

• Narrative Interface Design: Designing methods to convey story to the player

Media studies, media psychology, communication

• Player-Centric Plotting: Engaging the player as protagonist - Don’t tell, don’t show, let me play it!

Psychology? Literature theory?

Page 31: Developing Strategy / My tips on making games

Alexandre Mandryka

@DesignBeachBum

[email protected]

GameWhispering.com