Game Design for Game Developers by Iain Lobb
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Transcript of Game Design for Game Developers by Iain Lobb
![Page 1: Game Design for Game Developers by Iain Lobb](https://reader033.fdocuments.us/reader033/viewer/2022051612/54bfb6904a7959fc4e8b45a7/html5/thumbnails/1.jpg)
@iainlobb
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Zwok
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Meta4orce
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Stackopolis
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Pop Pirates
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Owl Spin
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Dull Dude Games
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Super Gun Kids
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Addic>ng Game Design
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Addic>ve Game Design
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I hope I’m right!
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Without good game design you are
guaranteed to fail.
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Tailor your game to the market.
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Play test your game on people other than your
friends.
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Don’t ignore feedback.
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Don’t clone.
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Recombine popular game mechanics.
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Nobody reads.
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Make learning the rules into part of the game.
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Games should get easier as they go, not harder.
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Flight (Armor Games)
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Humans are hunter-‐gatherers. Let the player collect coins, power-‐ups
and keys.
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Items and upgrades turn a skill game into a
strategy game.
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Whatever you do, put a shop in your game!
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Deep game play is based on decision making, not
manual dexterity.
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Let the player know what they can get if they keep
playing.
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Randomise rewards.
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Saving the player’s progress increases their investment in your
game.
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The new genera>on of gamers have never
played games that don’t save their progress.
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Don’t make players repeat large sec>ons of
game play.
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Auto-‐save all the >me.
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Build your own achievements system.
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Tell the story with voice ac>ng and game play.
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Sissy’s Magical Ponycorn Adventure (Untold Entertainment)
Meta4orce
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2.5 dimensions is enough for anybody.
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Create living worlds to explore, not empty voids.
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Take the player on a journey.
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Li[le Wheel (One Click Dog)
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Puzzles should make the player feel clever, not
stupid.
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The wrong theme will kill your game before you’ve
even started.
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Cute characters, animals and friendly monsters
have broader appeal than space marines.
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...but consider your audience.
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Remember what you liked when you were 8 years old.
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Keep the guns but lose the gore.
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Good characters are recognisable from their
silhoue[es.
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Good characters are recognisable from their
colour scheme.
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It’s easier to iden>fy with a simple character.
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To iden>fy with a character, we need to see their face.
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Even viewed from the side, characters should face the
camera.
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Characters with big heads are more expressive.
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Use a Zelda-‐like perspec>ve rather than a true top-‐down view.
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The same idea can be a hit or a flop depending
on how well you implement it.
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Don’t invent your own control scheme.
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Polish like crazy!