Teaching Analog Game Design

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1 Teaching Analog Game Design Stone Librande Jesse Schell Naomi Clark Ira Fay Mary Flanagan Teaching Analog Game Design Stone Librande Lead Designer, Riot Games 1

2 Click to edit Master title style Click to edit Master text styles Second level Third level A game design exercise Fourth level» Fifth level Design Jam Stone Librande Lead Designer, Riot Games Click to edit Master title style Click to edit Master text styles Second level Third level Fourth level» Fifth level 2

3 Click to edit Master title style Click to edit Master text styles Second level Third level Fourth level» Fifth level Click to edit Master title style Click to edit Master text styles Second level Third level Fourth level» Fifth level 3

4 Click to edit Master title style Click to edit Master text styles Second level Third level Fourth level» Fifth level Overview Click to edit Master title style Split up into small teams 2 3 people per team Click to edit Master text styles Brainstorm Second level Third level Get assignment Discuss Fourth level the situation for 5 10 minutes» Fifth level Create design documents Presentation 4 minute pitch 4

5 4/4/2016 Click to edit Master title style Click to edit Master text styles Second level Third level Fourth level» Fifth level Click to edit Master title style Click to edit Master text styles Second level Third level Fourth level» Fifth level 5

6 Design Documents Click to edit Master title style Executive Producer Timeline from beginning to end of production Click to edit Master text styles Second level Third level Fourth level» Fifth level Design Documents Click to edit Master title style Head of Marketing Bullet points showing unique attributes Click to edit Master text styles Second level Third level Fourth level» Fifth level 6

7 Design Documents Click to edit Master title style Lead Engineer Schematic showing main systems and relationships Click to edit Master text styles Second level Third level Fourth level» Fifth level Design Documents Click to edit Master title style Creative Director Screen layout examples Click to edit Master text styles Second level Third level Fourth level» Fifth level 7

8 Wrapping Up Click to edit Master title style Pitches Click to edit Master text styles 4 minutes per team Second level Third level ~1 minute per document Question & Answer period Fourth level Shhh» Fifth level (Pitches aren t that important.) Homework Click to edit Master title style Project Document Click to edit Master text styles Analyze your current project Second level Third level Create a one page design that describes a key feature Fourth level Present» it Fifth to your level team Incorporate their feedback 8

9 Homework Click to edit Master title style Click to edit Master text styles Second level Third level Fourth level» Fifth level Key Takeaways Click to edit Master title style Focus on design, not on the game Click to edit Master text styles Designer isn t the one in charge Second level Working Third within level tight constraints Fourth level Process is quick and valuable» Fifth level Apply techniques to a real world project 9

10 Click to edit Master title style Click to edit Master text styles Design Jam cards and rules are available for download at: Second level Third level Fourth level» Fifth Teaching Analog Game Design Jesse Schell CEO, Schell Games Distinguished Professor of Entertainment Technology, Carnegie Mellon University 10

11 11

12 Ludus Ludus 12

13 Ludus Ludus 13

14 Ludus Ludus 14

15 Ludus Ludus 15

16 Ludus Thanks! Slides: slideshare.net/jesseschell 16

17 Teaching Analog Game Design Naomi Clark Assistant Arts Professor, NYU Game Center Multiplayer Analog to Multiplayer Digital The Ecosystem Game: practicing with massively multiplayer player economies The Paper Carnival: simulated competition for players time and money 17

18 The Ecosystem Game Function & interplay of varied actors in an economic system Rapid evolution of optimizing behavior and (oftdegenerate!) strategies among players Real-time balancing for this kind of situation As a designer, avoid ecosystem collapse 18

19 19

20 20

21 21

22 The Paper Carnival Focusing on player psychology Creating incentives for repeated or prolonged engagement with a game Types of addictive behavior and ethical issues Competing with other games for attention & retention Carnival (games of skill ) Casino (gambling) F2P (play over time, etc) 22

23 Design in teams Play as individuals (taking turns running team booth ) Competition for profitability at both scales 23

24 Carnival (skill fantasies) Casino (luck fantasies) F2P ( labor fantasies) 24

25 Thanks! You can find Naomi Clark gamecenter.nyu.edu deadpixel.co Teaching Analog Game Design Ira Fay Assistant Professor of Computer Science and Game Design, Hampshire College CEO, Fay Games 25

26 Design, develop, and implement a campus-wide treasure hunt 26

27 Learning Objectives 27

28 Learning Objectives Puzzle design Puzzle minutes to solve Answer is someone s name No internet 28

29 Puzzle If you don t understand what you need to do for this assignment, hints will be posted on the course website over the next several days. Real Puzzle minutes to solve Answer is location on Hampshire campus No internet 29

30 Learning Objectives Puzzle design Giving good feedback Receiving feedback Learning Objectives Puzzle design Giving good feedback Receiving feedback Teamwork Communication 30

31 4/4/

32 Troll NPC 32

33 4/4/2016 Conclusion Teamwork Some freeloaders Puzzle design skills 33

34 Thank you! Ba zl svany fyvqr n terng bccbeghavgl: n pvcure unvxh Teaching Analog Game Design Mary Flanagan Sherman Fairchild Distinguished Professor in the Emerging Field of Digital Humanities Dartmouth College 34

35 Teaching Analog Game Design: Foundations Mary Sherman Fairchild Distinguished Professor in the Emerging Field of Digital Humanities Dartmouth College USA Professor II, Linguistic, Literary and Aesthetic Studies, University of Bergen EDUCATION SUMMIT GDC

36 4/4/

37 1. BRIEFING 2. MODELING 37

38 3. ID Values, Psych Aspects 4. PLAYTEST & ITERATE 38

39 5. EXPERT EVAL 6. REVISE & REFINE 39

40 THE ASSIGNMENT EXPERIENCE One exemplar project 40

41 From a Pedagogical Perspective: Elements Societal Benefit Appropriate abstraction Dynamics, Challenge Risk Reward Iteration Player centered design Values Creativity Presentation Skills Novelty 41

42 @criticalplay Sherman Fairchild Distinguished Professor in the Emerging Field of Digital Humanities Dartmouth College USA Professor II, Linguistic, Literary and Aesthetic Studies, University of Bergen EDUCATION SUMMIT GDC

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