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How to be a Games Designer

Podcast: what game we first played

00:00 / 07:45
00:00 / 04:05
00:00 / 02:05

In the podcast, as a group we discussed what game we first played, our first experiences playing computer games and certain games that had grabbed our attention. In the dicussion we revealed that everyone had a variety of intrests, some prefering fighting and role play games whilst others like shooters, their choice all fitting their person prefences and strengths. It made us understand why we could to pursue careers in game design/development and how certain interests influence our imagination. 

The Role of the Designer

Game Designers

Shigeru Miyamoto

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  • Japan born Shigeru Miyamoto is one of the most infamous game designers of all time, currently employed as a creative fellow at Nintendo. His notoable work includes Donkey Kong, the Super Mario And Legend of Zelda series.  His explorations during childhood influenced his later work such as popular game The Legend of Zelda. His passion for manga and western genre television shows also plays major influence in his work particularly manga’s classical  kishōtenketsu narrative structure. After the arcade hit Space, Miyamoto was inspired to join the video game industry and has been a notable name in the industry ever since then.

  • Miyamoto's work can be found here.

Mike Pondsmith

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  • Most known for his work as a roleplaying, board, and video game designer, originally starting off a graphic designer in the industry; currently working at R. Talsorian Games. American born Mike Pondsmith is most notable for his work on games such as Cyberpunk 2020, Mekton and Teenagers from Outer Space.  Pondsmith first work named ‘Imperial Star’ a rewriting for game Traveller after he was dissatisfied with the game mechanics, after these events his interest in game design began to grow further. The first game he made from the scratch was titled ‘Mekton’ and was filled with influences from manga and anime art styles admitting that his work was based on manga ‘Mobile Suit Gundam’. His later work on ‘Cyberpunk 2020’ was inspired by the 1982 movie  ‘Blade Runner’ particularly the dark, film noir style prominent in the film.

  • Pondsmith can be found here.

Lucas Pope

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  • Lucas Pope, an American video game designer currently residing in Japan, is known for his experimental indie works such as Papers, Please, and Return of the Obra Dinn. His interest in mechanical engineering was kindled by his handyman father and a friend he met in high school;  he went on to study it at university, with the computer programming portion of his education quickly grabbing his attention. His work on the dystopia ‘Papers, Please,' which was inspired by the book ‘194' and the Cold War checkpoints in Berlin.

  • Popes work can be found here

Brenda Romero

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  • American game designer and developer, Brenda Louisde Romero -formally Brenda Brathwaite- starting to working game development since 1981 most notable for her work on the Wizardry series and Playboy: The mansion. The topic of women and video gamesis particular important to Romero, specifically showing that the gender differences can be very important resources in the video game industry. Her family, which was raised by a single mother, couldn't afford to buy new board games. So she would buy used games, gather their various components, and then make her own games out of these strange bits. At the age of 11, Romero began playing Dungeons and Dragons, influencing her later work including the D&D franchise.

  • Romero's work can be found here

Hideo Kojima

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  • Hideo Kojima is a Japanese video game creator, director, producer, and is most well-known for his work on Metal Gear Solid 1998 for the PlayStation . Known as a video game auteur, he acquired a great interest in action/adventure film and literature during his infancy and adolescence. Metal Gear and Snatcher 1987-1990. Metal Gear was a project that Kojima was requested to take over from a senior colleague. Because of hardware constraints, Kojima changed the gameplay to centre on a prisoner fleeing rather than battling, as inspired by The Great Escape. He was employed by Konami in 1986, and he created and authored Metal Gear 1987 for the MSX2, a game that established the groundwork for stealth games and the Metal Gear series, his best known and most admired works. He is also renowned for creating the Zone of the Enders series, as well as writing and developing the graphic adventure games Snatcher 1988 and Policenauts 1994, which were praised for their cinematic presentation. 

  • Kojima's work can be found here.

Hidetaka Miyazaki

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  • Japenesse born Hidetaka Miyazaki is a video game drector, designer and writer for FromSoftware,which he is president of. Miyazaki is frequently influenced by real-world architectural designs, which he incorporates into his games as part of the environmental storytelling. Anor Londo, a prominent site in Dark Souls, is one such example, having been inspired by the Milan Cathedral in Italy and the Château de Chambord in France. Demon's Souls, Déraciné, Bloodborne, Dark Souls, Armored Core 4, and Armored Core: Last Raven are among the games he created. Armored Core: Last Raven is a PlayStation 2 third-person shooter mecha video game released in 2005. 

  • Miyazaki's work can be found here.

Paloma Dawkins

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  • Canadian born Paloma Dawkins is a cartoonist, animator and video game creator, her work most recognised for her work that blurs the line between natural and game environments. Her most notable works are Museum of Symmetry, Gardenarium and more recently  ALEA.Dawkins games are set in a vibrant, quirky cartoonish worlds that have no specific goals that need to be completed. Dawkins compares game design to “the way that plants are designed.. use as a few resources as possible to take up as much space as they can”. her latest game, ALEA, a minimalist rhythm game and meditative spin on Dance Dance Revolution was inspired by a walk through the Californian Muir Woods d, reflecting the natural world in her game.

  • Dawkins' work can be found here

Eric M Lang

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  • Eric M. Lang is a Canadian game designer. Duelyst, Faeria, Godfall, Shadow Deck: Magic Heroes Card Legacy CCG Arena, Hex: Shards of Fate, Card Crushers: Magic Heroes Deck PvP Battle CCG, Eternal Card Game, and Card Heroes: CCG/TCG Card Wars Deck Building Game are among the games he created. He began his career as a FASA playtester before self-publishing his first game, Mystick, in 2000. He has since collaborated with companies like as Fantasy Flight Games, WizKids, and CMON. He received the Diana Jones Award in 2016. Lang was appointed director of game design at CMON in March 2017. Lang will leave CMON in September 2020 to pursue freelance work and advocacy in the board game business. His work finds inspiratrion from folklore and mythology; also his travel experiences, particularly ideas of culture being prominent in his work. Lang's main ambition is to create a lifechaning experience with his work

  • Lang's work can be found here

Gary Gygax

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  • Ernest Gary was American game designer and author born 1938 who sadly passed away iun 2008. He is best know for his role in the pioneering role-playing game Dungeons and Dragons, which he co-created with Dave Arneson in 1974, an expansion of his game Chainmail that found inspirations from fantasy stories that he remembered fondly from his childhood.  Gygax’s original interest in fantasy and science fiction was sparked by his father who introduced the genres to him through pulp novels. His interest in games, combined with an appreciation of history, eventually led Gygax to begin playing miniature war games in 1953 with his best friend Don Kaye, his passion for these soon lead to his career in the video game industry.

  • Gary Gygax work can be found here

Flow

Personally, I expressed an interest in a new game that fit my interest fitting into fantasy, exploration, fighting and shooting genres. I enter a flow state when playing games, repudiating the sometimes conflicting demands of a task and focusing on the next step. I start having clear, well-defined goals that foster an understanding of what actions need to be taken to accomplish the activity at hand. The reason why I get into this flow state when playing games is that I see that my skills are well matched to the task, the goals are clear, and I am focused without interruption.

In my opinion, the role of the designer is crucial, paying attention to trends to create engaging, motivating and challenging environments/settings which grab your interest and persuade you to purchase and play the game

Passage

"Passage" game is a pixel game with a couple being the main characters, the player makes them walk by pressing the moving forward button after five minutes the couple's appearance changes until they die. I learnt that the "Passage" game is about the life of humans, 

I was curious about the technique used for developing this game as it was an older game - from 2007 - when computer technology was not as advanced as it is in modern times. As a player, I found it less interesting as it is not the type of game I would typically enjoy playing and be engaged in. The task was very simple; completely story-based and there was no sense of challenge for me.

Reflect on Reflection!

Being reflective is about looking back and improving upon a previous experience. Reflection encourages thoughts about what happened in detail: decisions that were made, actions that were taken and the consequences of those decisions and actions. It is a summary of what has been done and how it could be done better or differently. Being reflective helps to identify the areas of strengths and difficulties to make an action plan of professional development, for example, what can I do to develop my areas of weakness, maybe additional research and reading, professional training and lectures. For designers, it is important to reflect on previous projects, particularly public reaction to them, this is vital to creating a successful, popular and well-selling game, as they are able to pinpoint and work on areas of improvement.

5 Memories into a possible game

parkour

climbing 

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Spinning Knockback

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Forest

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Manga

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At first, I had to think of 5 ideas that could influence in designing my own game. Summarising my thoughts I came to the decision to produce 'Treasure hunter manga'. The character of this game will be a treasure hunter explorer who will go through a forest facing challenging traps and choosing the route where the master skills can be used to successfully and safely to finished it, meeting the set goals. It will involve the actions like parkouring, climbing, crossing and jumping gaps, together with spinning knockback to succeed in dealing with a problem or difficulty. 

Learning to Play

These two games aren't the type of games I typically enjoy, I found the goal of these games too difficult to the point where I had to give up quickly, growing bored as I made no progress.

However the first game 'Unlock! Escape Adventure' I found useful for developing my cognitive ability with the game's mixture of puzzles that when solved lead to further maps. This aspect was enjoyable as the prize of progressing motivated me to decipher the puzzle to escape each adventure. 

The second game, "Weird things human search for" was completely unenjoyable for me, the stage and weird things/phrases people search were not entertaining to me and I wasn't able to figure out how to match the prompts although this could be humorous to the general public, in my opinion, it was boring and ridiculous.

Both games are cooperative card games that work best when played in a group, where they can work together by solving problems or by engaging in conversation to create various ideas. This social aspect of the games makes them similar additionally they both involve creativity these two similarities improve language, communication and understanding skills within players. The main difference is that the first game required more time and effort into solving the problem to progress further, contrastingly the second game had a time limit of 60 seconds per round, resulting in a quick collection of points and a sooner victory for one of the teams. 

 

"Unlock! escape adventure"

"weird thing humans search for"

Formal Elements of Games

Creating/designing the 'Tic-tac-toe' games.

In a group we designed a variation of the game called 'Tic-tac-toe'. Me and my group made a more simple'tic-tac-toe' game with new rules varying from the traditional ones - involving a 3x3 grid, 5 symbol cards and 3 players. The advantage of our game was an opportunity for a player to overite another player's  card, adding more strategy to the game, this causing players to be more vigilant and thoughtful during their turn by having to predict their opponents move. In my opinion it is a very good idea as it makes the game more dynamic and strageical, making it more engaging and interesting for players.

However when reflecting on our produced work we discovered that the rules of the game were unclear to some of our classmates who we used as players to test our produced game.  They found the overwriting part of the game confusing, not understanding if the overwrite feature was once per player or once on every scare. Furthermore some felt the game was too easy and finished it quickly. Nevertheless our classmates also enjoyed the simplicity of the game which was our main objective when designing it.

Our group then had an opportunity to explore the 'Tic-tac-toe' games designed by our classmates.  One group had a rule where the symbols has to be up in the air and land into the air,  this rule caught my attention as it adds an extra challenge of having to land the symbol on the desired square, this added a chance factor to the game which i found surprising and more challenging which made it more njoyable

Anotherr challenging factor what I liked was a rule that involved the use of a dice as an additional tool which allowed a player once who scored 6 to block a part of the grid. I liked this as it made the game more competitive and similarly to the last rule relied on chance. Landing a 6 left you excited and overjoyed as you were able to give your oppoenet a disadvantage and pave a way for you to win.

Some of the groups' rules I found unclear and sparked confusion. It took time for our group to understand what and how to play. This inconvenience led to the loss of interest and giving up; feedback was provided for further improvements.

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Where does creativity come from?

My Game Design Manifesto

1. Teamwork is crucial

Communicating my ideas to others and listening to theirs.
2. Decision-making skills.

Making quick and sometimes difficult choices.
3. Hard work and dedication 

Perceiving through obstacles and remaining focused on my goal.
4. Self-reflection

What was done in the past and how it can be improved upon.
5. Remaining organised

Keeping all my resources easily accessible.

6. Creativity

Constantly thinking outside of the box for original and unique ideas.
7. Planning

Established goals and processes to achieve set goals.
8. Attention to detail

Meticulously working on my game.
9. Testing the game

Continuously assuring that everything works/looks the way I originally intended. 
10. Accepting failure

Ready to accept that I will not always get everything perfect first try.

Whilst developing the final version of my game design manifesto, I reflected on what was most important to me whilst designing a game; the processes I myself had to go through to develop my final projects.

Story Game Challenge

Twine 

Below is my 'Travelling to school' story.

Where do ideas come from?

Magic system

Idea magic: 95-100

  1. fireball

  2. fire sword

  3. fire shield

  4. fire aworrs

  5. fire meteor

  6. fire fist

  7. fire gom

  8. fire dragon

  9. fire egal

  10. water ball

  11. water sword

  12. water shield

  13. water aworrs

  14. gravity gun

  15. gravity vortex

  16. dark vortex

  17. vortex sword

  18. vortex aworrs

  19. beats tamer

  20. demon tamer

  21. myth  tamer

  22. shack wav

  23. lighting bull

  24. lighting tall

  25. light up

  26. isbal

  27. blacksmith

  28. air sword

  29. air blast

  30. shield

  31. steal

  32. copy

  33. eyes see

  34. takeover

  35. trans

  36. flower shied

  37. flower beam

  38. rose cage

  39. rose blade

  40. shadow blade

  41. shadow sit

  42. shadow teleport

  43. teleport

  44. stone eade

  45. eathqueet

  46. earth golem

  47. slave

  48. float

  49. heat

  50. cool

51. smell

52. speed up

53. share memory

54. Armor

55. 777

56. puppet

57. telepathy

58. Light blade

59. Light aworrs

60. Minecraft

61. Booster up

62. wing

63. Importer

64. Dater

65. Black flame

66. poison fog

67. Lock

68. Car

69. Wood golem

70. Wood home

71. Love

72. inventory

73. Heal

74. Grow limbs

75. Vortex

76. Vortex black

77. Summer human

78. Into Demon

79. Cause

80. Different language

81. Death note

82. Explosion blast

83. Vortex Explosion

84. Explosion sword

85. Finger 1000 of death

86. Death talk

87. Who hate punch

88. Who hate slap

89. Who hate staped

90. Superhuman

91. Superhuman 2

92. Superhuman 3

93. Change hire

94. curse face yugioh

95. devourer

96. flying sword

97. drawing to come to life

98. magic phone

99. mage game

100. toys to come to life

Idea magic: 10

  1. Blacksmith

  2. black hole

  3. myth tamer

  4. curse face yugioh

  5. inventory

  6. Into Demon

  7. Death note

  8. minecraft

  9. Armour

  10. devourer

In the process of thinking of hundred ideas for a magic system in a game, I contributed by coming out with ideas of magic qualities, special powers, special and specific effects, which were written on the list. Looking at the list and every single magic effect, I chose ten out of one hundred which in my opinion are more attractive and engaging.

At the table in a group, I was tasked to choose three magiic ideas out of ten which attracts me the most and I found them interesting and perspective. I wrote them on the grid table paper at the top, leaving space below for my peers to add more extra ideas to my chosen magic. All six grid tables were shuffled in the middle of the table for the random pick. In the group, together with everyone, I looked at every single picked grid table with someone's ideas to add my thoughts to their chosen magic, so had been done by my peers to my ideas. At the end of exerrcise when all six grids were filled with ideas, I had to choose one which in my opinion is the most interesting. The chosen idea then has to be illustrated in pictures by me.

On Play

To me personally, the word 'play' incites thoughts of videogames that bring mass enjoyment and pleasure. Play also reminds me of childhood activities, like going to the park to play football and playing on the outdoor equipment. It makes me think of peace and relaxation as well. 

I was tasked to design a playground. To begin with, I research shortly of popular large outdoor equipment amongst children, gathering these ideas and putting them into a rough sketch to memorise certain details to maintain a clear idea of their appearance whilst 3D modelling as in my opinion it looks better in the 3D image than concept art. 

Wood and steel materials were used to design the entertaining playground equipment as according to my research these are very common and child friendly.

My Playground

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Paul Dean Industry Talk

Paul Dean, co-founder of the show 'Shut Up and Sit Down,' recently gave a discussion on the industry that surprised me before I started watching. As the event progressed, I was able to get a better sense of his personality and the topic of his talk, which was far more entertaining than the lecture I had anticipated; instead, he presented an inspiring perspective into what to focus on in the sector. Dean was able to ask me questions on what it takes to build a fantastic and groundbreaking game, for example, what it takes to make Dark Souls. Overall, the discussion was highly beneficial to me and provided an insightful look into the field in which I wish to work, highlighting key issues. Another point Dean raised was about working on a larger project which could often be a boring and tedious process.

On Players

Such factors as an interesting and engaging game with attractive visuals and settings that reflects your interests, based on your character qualities allowing you to become a participant as you feel attached to the character/s and want to continue playing in the world created by the designer, seeing how the story unfolds. Designers should realise what types of players are in the game industry to be able to cover all the spectrum of interest to successfully design a project. Therefore the designers should have a clear idea of popular games/trends using extensive research to develop these ideas, for example using players reviews may help a designer understand what factors to consider when designing their game thinking about: player's motivation, what initiates, guides, and maintains goal-oriented behaviours. What is the driving force behind it?  Answering these questions will help them understand why certain types of players will express an interest in purchasing the game. 

These days most common types of players are:

Bartle Taxonomy:

Bartle Taxonomy is the unique and special player with his/ her own inspiration or motivations to play every given game with a tailored approach to his or her environment.

Bartle player Taxonomy or Bartle Player Categories are based on character theories and the actions of the player. The four protagonist styles are killers, Achievers, Socializer and Explorers.

Killers:

These are the criminals who want to see the destruction of the Earth. We do recognise that they like to see chaos and they don't seem to worry too much about other players ' abilities as long as they are able to win the game in the end. Defeating the bosses, raiding other players and even pointing out the ways where they seize control (loopholes) of the game is their main and sometimes only goal.

Killers are constantly searching for bugs and loopholes to abuse the game. So it's best not to offer them an added advantage unless otherwise planned and useful to the game.

Achievers:

The achievers want to be at the top of the leaderboard, collect more points than anyone else and otherwise have the highest score at the expense of everything else, including socialising, exploring and winning battles. It's all about the ranking and status of the achievers. In fact, the leaderboard may be the biggest indicator of a game that the players will be involved and actively interested in, but a close second will be their own points and collection of loot.

Achievers will actually be incentivized to view advertisements, go on lengthy missions as long as it implies they get something nobody else has or just sweat it out to be at the top of the leaderboard, as all they want to do is compete and be the best.

These types of players just want to win, whether that involves earning more scores, more loot or being at the top of a leaderboard. The finest costumes or the most fascinating stuff could be of quality to them, but the overall numbers matter most to them.

Socializers:

Socializers just want to communicate, and all other facets of gaming are less important, particularly if they can interact on private channels or through direct messages, or even through social network incorporation.

Socializers tend to make up the vast majority of players in the casual gaming realm; the largest and most famous example is Facebook's Farmville, but many popular mobile games fit the bill as well.

Socializers have a lot of sympathy for other competitors/players and invest a lot of their time in talking and communicating with their fellow players, and less time connecting with the material of the game itself.

Explorers:

These are the players who love nothing more than constructing a map and exploring all the limits of any given game. They admire complex virtual worlds and enjoy having unique knowledge of a game system that no one has, making unique game maps and mostly socialising in order to discover more new things and the mysteries and intrigues of the universe around them in the game.

Explorers want to explore the unseen and know things about the game that no one else does, they are the greatest expert offering, giving them opportunities to find mysteries like new levels, new realms or parts of the gaming world and even loot to obtain will make them relate to a game on a personal level.

The explorers as well as in the way that they appear to spend a lot of time in the game and wander around. They're less likely to make in-game purchases–they'd rather discover loot and such on their own than spend their way to a massive collection. They tend to be part of the broader social community of the game on forums and social media as well.

Map 5 game onto Bartle's Taxonomy

Game Title: Super Smash Bros Ultimate

The types of players who might be interested and engaged in this game are killers and socialisers. The 'Super Smash Bros Ultimate' (SSBU) game is a fun fighting game in which players select a character such as Mario, Sonic, Pikachu, or others to fight against each other.   The characters are brightly coloured, with various  3D styles, either human-like or cartoonish, players are particularly interested in this game as it is all their favourite characters all put into one fighting game.  The goal of the game is to enhance your agility, control, speed, and combo level while bringing a positive mindset to such a negative event as fighting

To improve this game, i would further add to the story mode aspect to appeal to Explorers, by providing them a map to discover whilst still maintain the fighting aspect for the killers and social aspect for the socialises.

Create an image or screenshot detailing some of the changes

Game Title: Minecraft

Create an image or screenshot detailing some of the changes

Minecraft is an open-world game where players explore their randomly and uniquely generated world, gathering resources, killing mobs to achieve their own set targets like building a house or beating the ender dragon - which is seen as the 'final boss' to many. The mechanics are easy and simple to use, using the WASD keys and spacebar to move/jump and using the mouse to place/break objects and move the view of their character.  This game heavily attracts socialisers and explorers, as the game is set in an open world where the player is free to roam and discover new and interesting things, which this intertwined with the multiplayer feature of the game attracts these plater types. To attract the opposite side I would improve the game by adding onto the achievement feature of the game, making them more ambitious as well as attracting the achievers additionally I would add more bosses, such as the wither and ender dragon, to stimulate the mind of the killer player type and allow them to enjoy the game as well. 

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Game Title: Genshin Impact

Genshin impact is an open-world, action role-playing game where the player plays as 1-4 characters to defeat bosses/enemies, the players also have the option to follow the game's story quests. The game has a range of fighting types such as sword, bow, claymores... this offers a range of mechanics to players, choosing the one that suits them best. Genshin Impact is set in a world with different regions with defining characteristics that are fun to discover and learn about through exploration - assisted by a myriad of quests. This game appeals to most of the player types, the fighting attracting killers, the open-world perking the interest of explorers and the range of quests completely hooking achievers. However, to improve this game i would add to the already established multiplayer aspect of the game, which can grow boring, by allowing players to complete quests with their friends rather than just being to kill bosses. Improving this part of the game would appeal to socialisers as they can communicate with people.

1. What kind of players play this game according to Bartle’s taxonomy?

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Game Title: Stardew Valley

Stardew Valley is a simulation role-playing game where the player takes on the role of a farmer, taking on the responsibility of buying, planting and taking care of plants/animals as well as maintaining social relationships with NPCs within the game. This game attracts socialisers as there are a variety of characters for them to talk to, each with their own unique personality and back-story, this also attracts explorers with the hundreds of items within the game, and cave systems for them to explore and try to get to the end off. To attract the opposite side i would add more to the fighting part of the game to make it more complex yet interesting for killers possibly also adding bosses for them to defeat and engage. Additionally, I would establish clearly set goals in the game for achievers to aspire to, stimulating them instead of the freedom the game has.

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Game Title: Journey

Journey is an indie adventure game that is solely focused on the wordless story of the game, the playing as the character as he progresses through his journey set in a desert, traversing through ruins and a variety of other ancient structures. This game heavily attracts explorers with new things to discover as they progress through the game and have to manoeuvre through the environment. As an improvement, I would add characters to the game for socialisers to interact with and learn about additionally I would add an element of danger that the player would have to fight against to stimulate the minds of killers.

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To my opinion, Bartles's Taxonomy is very useful as this classification of video game players allows one to be more specific in choosing a video game as it is based on the preferred actions within the game. For game designers, it is crucial to refer to this classification to create a product that is easy to learn and fun to play. The games will be clearly addressed to gamers who are looking for a serious gaming experience and want to be challenged by games. The game industry will serve dedicated gamers who play for the thrill of mastering the game and competition. Nobody amongst gamers will feel neglected as they will know what they are purchasing and feel satisfied. 

MDA and GDD's

Game Jam :Maze Escape
Gameplay

OVERVIEW

The objective of the game is to escape the maze. It’s an entertaining puzzle style game with an element of exploration. The player must follow a series of wide winding corridors with many false turns and dead-ends until they eventually reach the way out. 

 

Goals

  • Maze Escape core gameplay should encourage you to remain focused and determined, perceiving through the difficult maze.

  • Maze Escape game should challenge the player, requiring them to use their cognitive thinking to navigate themselves out of the maze as well and use their memory to recall previous routes.

  • Maze escape should be fun to explore as they try to find a way out via trial and error.

  • Maze escape whilst challenging the player should also be able to escape and not entirely impossible, rewarding players for their efforts to find the way out.

Genres and Tropes

Game Genres List

Action, Action Roguelike, Arcade & Rhythm Games, Beat 'em up, Fighting & Martial Arts Games, First-Person Shooter, Platformers & Runners, Third-Person Shooter, Adventure, Casual, and Puzzle Games, Adventure RPG, Metroidvania, Story-Rich Games, Visual Novel, Role-Playing Games, Action RPG, JRPG, Party-Based RPG, Rogue-Likes & Rogue-Lites, Strategy & Tactical Role-Playing Games, Turn-Based Role-Playing Games, Simulation, Building & Automation Sims, Business & Tycoon Games, Dating Sims, Farming & Crafting Sims, Life & Immersive Sims, Sandbox & Physics Sims, Space & Flight Sims, Strategy Games, Card & Board Games, City & Settlement Builders, Grand Strategy & 4X Games, Military Strategy Games,RTS, Tower Defense, Turn-Based Strategy, Sports & Racing Games, Fishing & Hunting, Individual Sports, Racing Sim, Sports Sims & Sports Managers, Team Sports, 

Paper Please

The research I have done, reveal that 'Paper Please' is a puzzle simulation video game, which was released in the 1900s, aiming to look at your job as immigration inspector, who was controlling the flow of people entering the Arstotzkan side of Grestin from Kolechia. One of the main point of this computer game inventions was to establish among the throngs of immigrants and visitors looking for work those who were having criminal records such as hidden smugglers, spies, and terrorists. Using the documents provided by travellers and the Ministry of Admission's primitive inspect, search, and fingerprint systems helped to decide who are welcome to enter Arstotzka and who will be turned away or arrested.

'Paper please' as I see is a  game made in pixel art style and 1900s with the colours, representing USSR, mainly it is black and white  outside when inside is brown, grey, red and green. The music is a simple beat, without serious arrangement, with the use of noises, representing the crowd of people.

This War of Mine

'This War of Mine' is giving the player a thrilling experience of living as a civilian during the war.  In 'This War Of Mine' game you rather play as a group of civilians trying to survive in a besieged place-city, who are struggling with the lack of food, medical help and constant danger to become a victim of snipers or hostile scavengers than as an elite soldier. The game provides an experience of war which is shown from an entirely new angle.

'This war of mine' I see as the game designed  in 3D picture to bring more realistic vision how it might look like the war conflict. The colours used for the game are the shades of black, greish and dark wite to bring the look of sadness to this horrible time and suffer. The music which is used for this game to me is quiet pase melody with the expectations of hope, you could hear the piano or guitar singular sounds. Also the sounds of human steps are used to represent the walking movements of characters.

Super Smash Bros Ultimate
  1. The 'Super Smash Bros Ultimate' (SSBU) game is a fun fighting game in which players select a character such as Mario, Sonic, Pikachu, or others to fight against each other.   The characters are brightly coloured, with various  3D styles, either human-like or cartoonish, players are particularly interested in this game as it is all their favourite characters all put into one fighting game.  The goal of the game is to enhance your agility, control, speed, and combo level while bringing a positive mindset to such a negative event as fighting.

  2. I believe that SSBU follows the tropes common in the fighting game genre. In terms of mechanics, there is a variety of different characters with the their own individualized abilities which is common in many fighting games additionally the music is dramatic and exciting fitting the genre. On the other hand, SSBU's characters have their own art style as they are from the respective game series whilst in many fighting games the characters have the same art style and are from the same series additionally SSBU has a story mode which isn't conventional in the genre.

  3.  SSBU is a collection of characters from a variety of  game series this effects the mechanics as it is able to have a myraid of characters with types and fighting styles that makes the games mechanics interesting and engaging to players.

  4. SSBU utilises the trope of having a variety of character types to fit the premise which is a collection of game characters from a variety of series this allows the limited selected players prevalent in fighting games to be varied and unique. Additionally this allows gameplay to be more enjoyable not only because of the interesting mechanics but also the contrasting art styles drawing attention to the game.

Splatoon 2
  1. 'Splatoon 2' is a third-person shooter with a cartoonish art style and vibrant, eye-catching colours. The aim of the game is to cover as much of the map with your teams colour whilst also preventing the opposing side from the doing same, this is achieved by covering the colour or shooting oppentonts. 

  2. Splatoon 2 strays from the conventional shooter games with its unique and bubbly art style, juxtaposing the rest of the genre which often is dimly coloured and realistic. MEchincally, the game has a variety of types of  weapons/tools such as paint rollers that aren't always guns this is different to many games in the genre that instead feature a range of guns and other shooting devices. Splatoon 2 further strays from the genre with its charamastic music and sound, sometimes often comical with the paint splatters, however other games often have intense music with loud gunshots. 

  3. As the game has two main goals, covering the map in your team colour and eliminating the weapons, the influences the mechanics of the game with its weapons also serving a dual function, also acting as painting tools. This allows the mechanics to have interesting and imaginative weapons that fit this dual function in line with the premise of the game.

  4. Splatoon 2 abuses the tropes of third person shooters, completing transforming them to fit their charamastic game, contrasting the other violent and games in the genre. Whilst still fitting into the genre it has strayed away from conventions with their vibrant colours, perky music and dual-functioning weapons/tools that makes it unique and eye-catching and particularly intriguing to younger audiences who may want to play the ganre but not enjoy the bleakness of other games within it.

splatoon-2-switch-hero.jpg

Introduction to Narrative Structures

UP - Carl and Ellie Sequence

The scene begins with a photographer taking a picture of the wedding of the happy couple, where they are joined by Ellie's enthusiastic family who cheer loudly and Carl's sombre relatives who clap bleakly. They straight away move into a home, gradually fixing it up to be their vibrant dream house they had fasnated about as children.  They go about their lives, going on dates, peacefully reading together in their new home and working together.

As the lover's marriage progresses they soon begin to try for children, already starting to decorate a new nursery with hand painted pictures of the wall however complications arise preventing them for having children, which Ellie particularly takes hard. As a way to grieve they begin saving to fulfil their childhood dream, using this money several times to fix various problems.

The couple grows old together still blissfully in love with each other, Carl decides to surprise her by buying tickets to travel to a location they had always dreamed about unfortunately as he goes to announce this,his wife collapses and is taken to hospital where she dies accompanied by her husband. 

Carl sits alone in the church that they had gotten married in which  is now home to Ellie's funeral. He heads home still holding the last balloon he gave to his wife. 

INCEPTION FIGHT SEQUENCE

The scene begins with the character Cobb aiming a gun at someone in a snowy terrain. In the next few scenes we switch between the character of Arthur in a hotel room - filled with several unconscious people-  where he takes a briefcase and both Arthur and Cobb, this time unconscious, in a van that is being chased by and shot at by a man on a motorbike.

Back in the hotel, Arthur is confronted by two men, whom he begins to fight within the hallway, the hallway begins to move however as the van in the other scene drifts and makes quick sudden movements directly affecting the hallway reflects the movements of the van, the characters now seemingly defying gravity, Arthur and the two men still continuing to fight with some difficulty.

One of the men are caught off guard falling down the hallway, which is now sideways. The van collides with a another vehicle, pushing it into a body of water with its occupants still remaining unconscious. Now in a room the scene ends with Arthur shooting the remaining man who's body lies beside him on the floor. 

HIS NAME IS INIGO MONTOYA...

The scene begins with character of Westley, dressed fully in black with a mask, making his way up a cliff to meet Inigo, whom offers to help Westley up and promises to not kill him until he does reach the cliff, swearing on the soul of his father. Westley reluctantly agrees using the rope dropped down to him to climb up, taking a seat before the two begin to fight.  The men talk, Inigo reminicising about his father, where he says he plans to kill the 6-fingered man who killed his father.

After a short while of bonding, the two begin to fight with their swords, both clearly with an equal amount of skill; sharing banter as I fight around the rocky terrain. The fight finally ends with Westley knocking out Inigo and fleeing swiftly. 

CONTAINS FLASHING IMAGERY AND RUTGER HAUER

The scene begins in rain with the character of Deckard desperately hanging onto a beam as a bloody Roy watches, illuminated by light as he dives across to the platform Deckard is hanging off. Roy stares at the struggling man laughing at his pain, however as Deckard lets go, Roy quickly catches him, lifting him up to the platform. Once on the platform Deckard crawls towards a wall in fear, and In clear pain.

Roy speaks about the things he has seen, "moments that will be lost in time like tears in rain", smirking at a concerned Deckard. The two remain in silence for a while as the Dove, that Roy had clenched in his fist flies away, and he stares at the ground sombrely. 

Narrative Challenge

Storyboard Animation of Going to University GIF

This is my GIF version of a journey to university.  

Bastion - Full Game Gameplay 0:0 to 5:00

Bastion narrative game 

Storyteller: telling the story of this game

Character: the main story of this game (kid)

Narrator: telling the story and where to go

Instruction: how to use or button layout

Tricker box: when character when walking through can summon NPC's or narrator and instruction 

Weapons: for the character to protect themself from enemies

Weapons relation: for the character to pick up then used it

Direction arrows: when it shoot

Object destroyed: when a character destroys an object like a box or pot and 

Enemies: when come to attacking the character

The Last of Us (PS4) - Full Game 3:19:16 to 3.34.44

The Last of Us narrative game

Character: the main story of this game is Joel companion Ellie 

Subtitle: when the character talks captions displayed at the bottom of a cinema or television screen that translate or transcribe the dialogue or narrative.

Cutscene: expand the story and hide loading

Weather: summon like rain or sunny

Quick time event: tell to quick a button faster

Third-person: a third-person view positions the viewer's perspective behind or around the player's in-game character. This perspective shows the player's avatar, including the character's body and equipment, in its entirety.

Weapons: for the character to protect themself from enemies

Instruction: how to use or button layout

Direction bullet: when holding a gun shows cross for aim when to shoots

Enemies: when come to attacking the character

Pick up an object: when the main character (Joel) pick up weapons or items 

Skill improvement: for a character to improve themself in-game story

Weapons upgrade: for the character can improve weapon to kill stronger enemies

Mass Effect Full Game 9:15:30 to 9:24:29

Mass narrative game

Character: the main story of this game Shepard

minimap: that helps players navigate the world and its obstacles

Third-person: a third-person view positions the viewer's perspective behind or around the player's in-game character. This perspective shows the player's avatar, including the character's body and equipment, in its entirety.

Instruction: button layout to click

Subtitle: when the character talks captions displayed at the top of a cinema or television screen that translate or transcribe the dialogue or narrative.

dialogue choice: When interacting with a non-player character, the main character is given a choice of what to say and makes subsequent choices until the conversation ends

Cutscene: expand the story and hide loading

Design Pillars - Design Challenge

1

Slimes

  1. Tackle

2

Horned Rabbits

  1. Tackle

  2. Stab

3

Goblins & Hobgoblins

  1. Stick

  2. Rusty sword

  3. Mace

4

Ogers

  1. Tackle

  2. Fist

  3. Log hummer

  4. Big mace

5

Treasure box

  1. HP + restored

  2. Runway

  3. Dnd mimic -HP 2

  4.  Thief Goblin

  5. Gold coins +1

  6. Roll again

6

Store & Save room

  1. sword

  2. Axe

  3. Sheild

  4. Spear

  5. Bow

  6. Lonsword

save Gold coin and leave​

Player

  1. Sword

  2. Axe

  3. Sheild

  4. Spear

  5. Bow

  6. Lonsword

This is my own game I have made

Rules
  • When the game start fist roll dice to know what card to place it 1-6

  • To know who go first player or monsters. roll dice even is player, odd is monster

  • Player HP 10, weapon 1-6

  • Monsters HP top cards, attacks 1-6

  • Treasure box a roll dice 1-6

HP - restored heal

Runway - run to next card no treasure

Dnd mimic - take 2 HP

Thief Goblin - take a weapon from player 1-6

Gold coins +1  for Store & Save room to upgrade weapons 1-6

  • when dice has been rolled a new card must be placed on the edge of the existing card

  • Store & save point to upgrade weapons and roll again to the next card.

Player

HP 10

Example the gameplay

Done

Gold coin +1

With a group
Game Board
Character Designs

For this group project, I was responsible for designing a variety of princesses that my team could choose from to be a character in the game. 

Rules

The rules

This game is a top-down real time action-adventure rogue like where you play as a princess who trying to not get married to any of them. the player will use item they find on the map on the floor or in chest which will ether be weapon or items that can be use as defence or offence. Finally, the player must find a hiding place which is the exist point of the game.

Player

  • You start in a random location on the map when you leave your hiding spot which is your hub area. You must then find a new hiding spot somewhere else on the map. This will be random on every level.

  • The Player start with the same weapon at the beginning of a new run. This will be a glass slipper.

  • At the beginning of every new area the player spawn in when they leave their hub area, they get a 60 second grace period. This is to give them time to familiarise themselves in their location. Also find weapons and items. Before the enemy start to spawn in.

  • The player can also use there loot they find to interactive with the environment such as destroy trees or break walls.

  • Play can also take the weapon and items into the next location but only if they have not been defeated by the enemies.

  • The player can also sneak around the enemy but only if they have not been seen at all. If you are seen they will chase you down and attack you.

  • The play can also go back into stealth mode after being seen. But the player must be out of enemy line of sight and projectile range.

  • If you defeated the game will end and the player will be sent back to the beginning of the game with all their item and weapon removed. Except the glass slipper.

Enemy knights

  • They will only start to spawn after 60 second when the player spawns into the map.

  • Knight will be in wonder search mode at the start. until they find the player and will pursuit and attack.

  • Knight can also do friendly fire and kill each other accident if they were to run into each other attack.

  • Some knights are hostile to other knight and will attack them not only you.

  • Defeated knights can drop items and weapons.

  • Infinite knight spawn onto the map until you find your new hiding spot.

  • The knight can not find your new hiding spot or camp around it.

  • The types of knights that you fight and escape from will be random from level to level.

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