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Title: Brainstorming and Focus


1
Brainstorming and Focus
  • Game Design
  • Vishnu Kotrajaras, PhD
  • ajarntoe_at_gmail.com

2
3 sources of starting points for making games
  • Gameplay
  • Technology
  • story

3
Crude Example If start from story
  • Say, Greek god mythology
  • Not
  • Strategy no such things from greek myth.
  • Real-time-strategy too few characters.
  • Is
  • Action
  • Adventure
  • RPG
  • Then, technology is important too
  • 2D suitable for RPG.
  • 3D for Greek Myth, must have outdoor scenes (not
    all 3D engines can do that).

4
Starting with Gameplay
  • Easiest way.
  • Then decide on the technology
  • 2D or 3D?
  • Many things on screen at once?
  • Large or small world?
  • Is our programmers good enough?
  • Need to redo the engine, is there enough time (or
    budget)?

5
Starting with Gameplay(2)
  • Decide on story.
  • RPG you can tell a complex story.
  • Strategy cannot have a very romantic story, but
    the story can be complex.

6
gameplay
Story added within or Between mission.
Ok, 3D map (rotatable)
7
Starting with technology
  • Use last games engine, same programmers, etc.
  • New engine does something well.
  • Then decide on gameplay around given engine.
  • 3D engine needs 3D gameplay, 2D engine cannot
    create 1st person shooter.
  • Quake engine is for 1st person shooting indoor.
  • Half-Life creates outdoor and hand to hand, but
    retains what Quake is good at.

8
The cost is US 350,000 for one of the available
Unreal Engine 2 platforms, plus US 50,000 for
each additional platform. If you are making MMOG,
then parts of your subscriptions too.
Unreal Engine 2
Story is the last thing
Linage 2 gameplay
9
Starting with technology(2)
  • Then decide on story.
  • Engine cannot handle outdoor no mountain
    climbing.
  • No sound compression no long speech.
  • Or the programmers must write them.

10
Starting with story
  • Then decide on gameplay.
  • Battling monsters with friends 1st person.
  • Talking a lot RPG
  • Text parser or choice.
  • Story of war Strategy
  • General view or soldier view.

11
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12
Starting with story(2)
  • What about technology?
  • May need to implement new technology or new
    mechanics
  • Characters walk up to talk to people when forced
    speech is needed.

13
Idea? Where? The practice
  • Playing lots of games.
  • Talking to people who have ideas for game
    designs.
  • Ideas from sources unrelated to games may stand
    out.
  • Everywhere. So you must have notes to jot down
    close to you all the time.
  • Write down every idea that you can think of
    during the next 5 days.
  • See if some of them evolve during these days. Jot
    them down.
  • This method is a good way to train as a thinker.
  • You will see result after one month.
  • Just dont shut yourself down
  • Organise your ideas. Must use database.
  • Record good ideas, throw away bad ones.

14
Brainstorming techniques for games
  • How do you begin?
  • Use the thing you love.
  • Art, culture, nature, fantasy, hobby, dream
  • Exercise
  • make 5 binary trees, each has a root that
    represents what you love.
  • Draw two branches from each root, representing
    additional ideas you get from looking at the
    root.
  • Repeat.
  • Before growing branches, put some theme like
    space to direct yourself towards your goal.

15
Other techniques apart from tree
  • list
  • List out everything you can think of in a topic.
  • Then create other lists on variation of that
    topic.
  • Idea cards
  • Write one idea on each card.
  • Mix them in a bowl.
  • Pick out more than one cards and group them.
  • We will get different ideas this way.

16
Other techniques (cont.)
  • Shout it out
  • Record with a recorder.
  • Shout ideas out for 5 minutes.
  • Then go back to the recorder to extract good
    idea.
  • Write
  • As much as you can, as fast as you can.
  • Use 10 minutes only.
  • Then stop and read over, extracting good ideas.

17
Other techniques (cont2.)
  • Randomise
  • Open a dictionary, or books, then jot down the
    first word you see.
  • Research
  • Such as finding out how ants live.

18
Things to do while generating ideas during
brainstorming session
  • Do not stop to reorganise previous ideas until
    you have run out of time creating new ideas.
  • Encourage wild ideas.

19
Getting stuck
  • Try a use ideas from a totally different source.
  • Example Secret of Monkey Island swordfight
    interface.
  • First, no idea.
  • But the designer then remembered The Princess
    Bride.
  • Swordfighting that involves talking more than
    fighting.
  • Born, a talking fight was.

20
The Princess Bride
My name is Inigo Montoya. You killed my
father. Prepare to die.
21
Secret of Monkey Island
22
Time limit for brainstorming.
  • Maximum is 60 minutes.
  • Dont push it beyond that, youll be too tired
    and good ideas will be lost.

23
Sometimes you can start with a more specific idea
  • How can I make a board game that uses the
    properties of magnets in an interesting way?
  • How can I make a videogame that tells the story
    of Hansel and Gretel?
  • How can I make a game that feels like a
    surrealist painting?
  • How can I improve on Tetris?
  • How can I make a game that players create order
    from a chaos of shapes?
  • How can I make a game that let opponents compete
    and trade resources with each other.

Specific starting point makes for a clear goal
and better communication.
24
Team brainstorming
  • Never criticise any idea.
  • Destroy free thinking.
  • Your friend who is criticise may stop thinking
    altogether.

25
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26
Team brainstorming(cont.)
  • Always tell everyone that any idea is fine. There
    is no right answer.
  • Try every brainstorming methods, especially the
    one you do not think will work for you.
  • See if you can get 100 ideas in 1 hour.

27
Communicating with your team during brainstorming
  • On big paper or on a whiteboard.
  • This will allow more communication than writing
    in small papers or just speaking.
  • Number your ideas.
  • Ideas should be short but understandable.
  • Do not refer to existing games.
  • Write core ideas down. The ideas will be shaped
    by the brainstorming process.
  • Good games that can be your inspiration should be
    analyzed and the game components should be
    recorded. We keep these for future references.

28
Editing refining
  • Do not do it on the same day as brainstorming.
  • It is best to let 1 week pass.
  • Avoid the habit of criticising.
  • No additional new idea will be accepted.
  • Give marks (1 - 10) to each idea.
  • Only discuss the top ten.

29
Editing refining (cont.)
  • But do not bash the ideas. Discuss the strength
    of each idea.
  • Narrow down to 3 ideas.
  • Schedule another brainstorm session to get the
    ideas of how to improve those 3 ideas.
  • Discuss and improve each idea. Narrow down to one
    idea.
  • Repeat the steps with this one idea.

30
Example shopping cart Deep dive
31
Focus
  • Better game arises through arguments.
  • But the arguments can destroy the focus of the
    game.
  • You must not lose track of why you are making the
    game in the first place.
  • Focus what you think is most important about
    the game.

32
At first ask yourself (expected short answer)
  • What in this game is most compelling?
  • What is this game trying to accomplish?
  • What sort of emotions is the game trying to
    evoke?
  • What makes this game unique?
  • What sort of control will the player have over
    the game world?

33
Lets say we are making this game
34
Example ask yourself about the platform game
  • What in this game is most compelling?
  • Win against boss or clearing hard traps.
  • What is this game trying to accomplish?
  • Let players use skill such as jumping, climbing,
    firing guns to pass obstacles.
  • What sort of emotions is the game trying to
    evoke?
  • Let players feel they are adventuring in an
    isometric 3D realistic world, with a bit of
    sacred things.

35
  • What makes this game unique?
  • Super hard traps!
  • What sort of control will the player have over
    the game world?
  • Jump, run, roll forward, plant bombs, fire
    bullets, grab, climb, destroy things, lift
    things.

36
How much should you write?
  • Depends on whether the chosen detail is a
    must-have content for the game.
  • In the example
  • 3D isometric environment is a must-have too, so
    it was written down.
  • If we lose something and the game will not be the
    game as we want it, write that thing down in your
    bullets.

37
OK, once we get the focus, name the game
  • Do not choose an idiotic name or unclear name
  • For example, Tomb raider
  • People may misunderstood
  • Thought is is 3rd person view.
  • Misunderstanding spread far and wide.
  • Parts of the game, like an art, maybe tuned for
    3rd person view, but it may look bad or
    unrealistic in other viewpoints.
  • It will be too late when you decide to change the
    name later.

38
Tomb Raider search from google
39
In focus, avoid referring to other games
  • If your game is like Mario
  • Break down and find the focus of Mario.
  • Delete what your game does not have from the
    focus of Mario.
  • Then add your own focus.
  • You must do it this way in order to focus on the
    good points of Mario.
  • Otherwise, you may lose track and just make a
    Mario clone, with just minor things added on.

40
Notes
  • If your game has many modes
  • One focus should apply to all the modes.
  • If you are working with a small team
  • You still should write things down.
  • Because writing is always in front of you.
  • Talk to your team and change focus until everyone
    reaches an agreement.

41
When will we use focus?
  • Put the focus in front of your desk. Look at it
    now and again to check if your prototype, coding,
    or testing break it.
  • Change focus when necessary. For example, when
    the game is no longer fun while the focus still
    exists.
  • If the game is nearly finish, we cant normally
    change things in time. Just do your best.

42
Using focus (apart from keep referring back at it)
  • Give it to marketing people.
  • But must also gives comparisons to other games,
    or the marketing people may not get the picture.
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