Game Design Learning Materials
Game Design Learning Materials
Main points:
Feature Set
A List of all major Elements
Can be non-functional things (build, tools and dev related stuff)
Everything necessary to ship
What matters most for every feature -> the main goal of the feature
What Cannot be compromised
Guide your decision making
Elevator Pitch
Communicate your game with other efficient
Critical step
If you can’t describe your games in a way that make people interested, you probably
miss something
Mistakes to avoid when making games:
https://www.youtube.com/watch?v=HbhdTt4IgPk
Define your elevator pitch:
What makes your game great in just a few sentences
Fifa -> Authentic football action with the stars and teams around the world that we
know and love. Unparallel strategic realism lets you control your squad with incredible
precision. Visual accuracy that showcases the game beautiful.
Then break your vision down to a single sentence (X statement or Product Razor)
Fifa -> Authentic football that makes the user the star
Iterate and get it tight (can take time)
Try it with friends see reactions
Development
Order of Feature development
Prototype (on the most important of your feature pillars)
Central to your game loop
Then start your complete feature roadmap (all your remaining features in order of
delivery by development)
It is really hard, check the video https://www.youtube.com/watch?v=a7vZFiFLw-w
2. Business questions
What types of games have reached the most players?
What types of games do people spend the most time playing?
What types of games are people making most frequently?
● Aric's World's Game Industry Archive: Aric Wilmunder was a programmer at Atari and
Luscasfilm Games and worked on a handful of classic titles. His GDD archive is a
comprehensive inside look at some of the top titles from those companies.
● Maniac Mansion Design Notes (on Ron Gilbert's blog)
● GDD summary on SeriousGames.eu, with plenty of linked examples (scroll down).
● A GDD template on Google Docs, courtesy of HeadClot88 on the Unity3d boards. Just
one more way of putting a GDD together.
Gaming News:
● Kotaku
● IGN
● Game Informer
● Polygon
● Rock Paper Shotgun
● Board Game Geek
● Dice Tower News
● Boardgaming.com (News)
Gaming Industry:
● Steam Database
● VGChartz
● Thinkgaming.com's App Sales Data page
General game design books
Storytelling guides
● The Ultimate Guide to Video Game Writing and Design, by Flint Dille and John Zuur
Platten
● Slay the Dragon: Writing Great Video Games, by Robert Denton Bryant and Keith
Giglio
● Power-Up: How Japanese Video Games Gave the World an Extra Life, by Chris Kohler
● Replay: The History of Video Games by Tristan Donovan
● The Timeless Way of Building by Christopher Alexander
● Reality Is Broken: Why Games Make Us Better and How They Can Change the World,
by Jane McGonigal
● Game Design Theory: A New Philosophy for Understanding Games, by Keith Burgun
● Rules of Play: Game Design Fundamentals, by Katie Salen Tekinbaş and Eric
Zimmerman
●
World Design
Level Design
This in-depth analysis of Resident Evil’s level design could help you to think about your own
methodology.
Phil Co, Level Design for Games: Creating Compelling Game Experiences: This book provides
several useful level diagrams and examples to help you think through your level designs.
"How to Start Your Own Level Design or Game Environment": This article from
worldofleveldesign.com provides 8 different ways for you to improve your level design.
"Excerpts from An Architectural Approach to Level Design": This article applies several helpful
elements of architectural theory to level design.
"Beginning Level Design, Part 1": Gamasutra.com's first of a two-part series covering theories
behind level design.
"Single Player Level Design Workflow": This article focuses on ways to structure your workflow when
designing single player levels.
Mapmaking
fantasticmaps.com: Fantasy maps and mapmaking tutorials by Jonathan Roberts.
Here Be Cartographers: Reading the Fantasy Map: Nicholas Tam's article on his blog Ntuple
Indemnity is a quick survey of how maps are used in fantasy fiction, but his observations also apply
to world design in games. As Tam writes, "It is hard to imagine a world without maps."
Color
Color Matters is a great online resource on color theory.
This in-depth Gamasutra article by Herman Tulleken discusses color theory specifically for game
design.
Josef Albers, The Interaction of Color: An essential resource on color, this book covers principles
such as color relativity, intensity, and temperature; vibrating and vanishing boundaries; and the
illusion of transparency and reversed grounds.
Adam Banks and Tom Fraser, Designer’s Color Manual: The Complete Guide to Color Theory and
Application: If you are new to color theory, this book is a great and comprehensive beginner's guide
to the subject.