Everyone can design games (girls' game clubs)

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x Everyone can design games Sonja.Angesleva@igda.fi

description

These instructions were created for the girls' game clubs where the starting point is that Everyone can create games. This document is a simple overview of things you have to keep in mind when creating a game yourself.

Transcript of Everyone can design games (girls' game clubs)

Page 1: Everyone can design games (girls' game clubs)

x  Everyone can design games

[email protected]  

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How  to  get  started?  1.  What  inspires  you?  (Come  up  with  an  idea  or  a  theme)  

2.  Play  games  and  study  the  games  (focus  on  interac5on,  character  design,  anima5on,  sound  design…)  

3.  Find  a  team  or  work  alone  4.  Make  sure  your  target  is  feasible  =  small  enough    5.  Decide  which  tools  you  want  to  use  6.  Define  a  Mmeframe  AND  sMck  with  it  7.  Share  your  game  online  or  play  it  with  your  friends  (play  

tesMng)  

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IDEA

S  

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I  have  an  idea,  then  what?  •  You  can  make  games  out  of  anything  •  Keep  in  mind:  

–  Games  have  rules  –  Games  have  an  objecMve  –  Usually  games  have  some  limitaMons  –  Usually  games  have  winners  and  losers  –  Games  require  players  to  make  decisions    –  Games  require  the  players  to  use  some  skills  

•  Games  are  an  experience  –  what  type  of  an  experience  do  you  want  to  create  and  share?  

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But  I  do  not  have  an  idea  L  You  can  also  use  different  ways  to  come  up  with  ideas!  

You  can  download  the  Idea  cards  on  your  mobile  phone  (“AGD  Lenses”  applicaMon  for  iPhone),  for  free.    

Play  games  to  get  ideas  

Think  about  your  hobbies:  Inspire  by  your  interests!  

Start  drawing  a  character  and  start  telling  a  story.  

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Simple  design  document  •  Game  (name)  •  Overview  (theme,  idea,  goal)  

–  Control  (how  to  play  the  game,  with  keyboard,  mouse,  other?)  –  Scoring  (where  to  get  points)  

•  General  features  –  Life  points  /  health  points  (lives)  (how  many  lives,  health,  bonus  points)  –  How  do  you  advance  in  the  game  (levels,  check  points…)  –  Main  character  (describe  their  role,  draw)  –  Other  characters  (describe  their  role,  draw)  

•  How  many  characters  does  the  player  need  to  control  •  Are  there  some  tools  or  weapons  needed  

•  Gameplay  (what’s  key  in  gameplay  experience)  •  The  game  world  

–  Key  locaMons  –  Scale  –  Objects  –  Time  (day  /  night)  

•  User  interface  (what  a  player  sees  on  the  screen)  •  Music  

You  an  start  wriMng  a  

document  to  describe  your  idea  IF  it  helps  to  put  the  idea  together.  It  also  makes  it  

easier  to  communicate  your  ideas  to  the  rest  of  

the  team.  

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•  Theme  •  Story  •  Characters  •  Level/environment  design  •  Gameplay  •  Art  style  •  Sound  and  Music  •  User  Interface,  Game  controls  

 FIRST  DEFINE  JuxtaposiMon  is  a  great  way  to  add  dynamics  to  a  game.  Come  up  with  a  conflicts  

between  the  main  characters  and  the  enemy  

character(s)  /  world.    

What’s  the  world  like?  Where  the  acMon  

happens?  

What  happens  in  the  game?  What  

are  the  key  mechanics  (rules)?  

How  to  control  the  character  

(keyboard,  mouse,  other?)  

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TEAM

 &  SKILLS  

•  It  is  easier  to  work  in  a  group  /  a  team  •  If  you  want  to  work  alone,  start  with  something  simple    

(see  quick  proto  slides)  •  A  team  consists  of  (one  person  can  be  responsible  of    

different  areas):  –  ArMst  (game  5tle,  characters,  worlds,  objects…)  –  Animator  –  Lead  /  manager  (to  make  sure  you  get    

things  done  within  the  5me  limit)  –  Sound  –  Programming  

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Define  a  <me  limit  •  With  a  Mme  limit  it  is  easier  to  get  things  done  •  Good  Mme  limit  is  something  between  2  days  and  4  weeks  •  Time  limit  helps  you  to  focus  and  trim  the  plan  to  get  things  

done  –  You  can  also  do  for  example  2  hours  twice  a  week  or  how  ever  you  

decide.  Just  calculate  the  total  Mme  spent.  Less  is  more  –  it  is  easier  to  reduce  complexity  than  add  Mme  and  hope  to  learn  new  skills  

–  With  one  game  done,  it  is  easier  to  start  the  next  one  with  higher  ambiMon  

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MILESTO

NES  

Idea  and  team  

Create  characters,  compose  or  find  music,  start  working  with  

animaMons  

Need  to  cut  out  some  

features?  

Polish  the  game  

Quick  prototype  

Split  the  work  into  milestones  and  sMck  with  the  Mme  frame.  If  one  part  of  the  process  takes  more  Mme  than  expected,  you  need  to  drop  something  off.  Do  not  get  stuck  with  any  issues.    For  example  within  48  hours:  

Publish  Iterate  and  

finalize  

You  can  also  find  graphics,  music  and  code  snippets  online  that  are  free  to  use  for  non-­‐commercial  projects.  

25  hrs  3  hrs   5  hrs   1  hrs   10  hrs   3  hrs   1  hrs  

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QUICK  PR

OTO

 •  When  you  have  an  idea  and  a  plan  ready  •  The  next  step  is  to  do  a  quick  prototype  to  see  how  your  idea  

would  work  in  pracMce  •  Quick  prototype  is  a  paper  prototype  or  a  simple  version  of  

the  game  with  limited  interacMons  and  early  graphics    –  Quick  prototype  helps  to  make  results  –  Playing  the  quick  prototype  moMvates  to  conMnue  

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Quick  proto  is  not  (necessarily)  preBy  It  is  ok  to  dream  of  doing  a  Mario  game.  But  keep  in  mind    that  you  need  to  start  small.  

Paper  prototype  

Deco  

AnimaMon  

Game  prototypes  

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OTH

ER  THINGS

 •  You  can  also  start  with:  

–  WriMng  game  stories  –  Making  hacks  and  versions  of  an  exisMng  game  (you  need  to  get  an  

access  to  the  source  code,  find  code  examples  from  the  internet)  –  Making  caricatures  or  comics  based  on  a  game  –  You  can  create  a  play  using  characters  or  events  from  your  favorite  

game  –  Create  a  fan  page  

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Or  work  without  a  computer  Thaumatrope  –  animaMon  without  a  computer    1.  Find  a  cardboard  and  cut  a  circle  out  of  it  2.  On  the  other  side  (in  the  middle)  of  the  card  draw  a  bird    3.  On  the  other  side  (in  the  middle)  draw  a  cage  (upside  down)  4.  Make  holes  to  the  card  on  both  sides  5.  Secure  a  loop  of  string  through  each  hole  6.  That’s  all!    When  Thaumatrope  turns  quickly  and  creates  an    illusion  that  the  bird  would  be  inside  the  cage  

Picture  source:  Mediametkaa  book  (Kerhokeskus  Finland)  

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•  Aqer  you  have  done  the  quick  prototype  •  Adjust  the  plan  if  needed  and  just  start  working  – Define  what  you  sMll  have  to  do  – You’ll  learn  by  doing!  

DEVE

LOPM

ENT  

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TOOLS  

Game  development  (free)  

Anima<on   Without  a  computer  

Game  Maker   Muvizu   Cardboard  

Unity  3D   FluxTime   Pen  &  Paper  

Kodu   CreaToon   Modeling  clay  

Sploder   Adobe  Flash   Toys  

Scratch   Paper,  glue  (deco)  

Kodu   Sploder   Scratch  

Just  some  examples  of  potenMal  tools.  

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LET’S  DO

 IT!  

•  You  are  ready  to  go!  •  Do  not  give  up,  believe  in  yourself  •  Everyone  can  truly  design  and  develop  games  •  Game  development  is  a  great  way  of  learning  and    

expressing  yourself!  

•  If  you  have  some  quesMons,  do  not  hesitate  to  contact  me:  [email protected]