The new #meetourteam post is here! Our Lead Game Designer, Jakub Łukasiewicz, is sharing the rules he follows to make good games 💪 and some details about the new project!😎 ❓What got you into game design? - For sure it sounds like a cliche, but I’ve been playing games since I was a kid and wanted to make them in the future. But I believe it was a dream of many game developers to create games together with a team of professionals, like the ones who made the games we’ve been playing and loving for years. Fortunately, a course on game design opened at one of the Universities and it was the beginning of my journey. ❓How do you balance innovation and making games easy to understand? - It is good to be innovative, but there are some specific ideas for designing game mechanics and players’ user experience that might be good to choose even for new games, as they are proven and commonly known by players, and thus used by developers for years. Of course, it’s not about just copying these ideas, because they would not work on their own. It’s okay to inspire, but with adjusting these inspirations for your project’s environment, so that everything “clicks” together. A good summary of this approach is the saying “innovative, but familiar”. ❓What big changes do you see in game design now? - There are many trends in games that periodically gain popularity, but many of them just as quickly lose it. One of the reasons is that it’s very hard to gain players’ interest and trust. Even if you manage to, it’s still hard to keep it. It’s generally tough for people to accept changes, we stick to what we know best. In my personal opinion, the sense of progress is one of the most important aspects of games that has been evolving in recent years, that’s why the most interesting mechanics for me are currently the roguelite ones, that can be encountered in more and more games. ❓Do you have rules you follow when making games? - I believe we shouldn’t follow strict rules on what to design if we want to stay creative and deliver something unique to the players. As I said in my previous thought, there are some mechanics or proven UX solutions that might be a good inspiration, but for the general design itself, it’s better to keep an open mind. For me, a more important area to have rules in is the processes we follow when creating games so that the whole team works effectively. ❓How will the new game stay relevant in the changing industry? - The combination of the still popular survival genre with gaining popularity in recent years roguelite meta progression mechanics is very promising. Papillon will offer an innovative perspective for survival games, providing a quite different experience with each playthrough, yet still being a very approachable game for the players. Blending these two popular genres and adapting them to our vision is a challenge, as they’ve never been seen together before, but the results will deliver a very unique adventure.
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🎮 Game Design Analysis: How to Look Beyond the Surface 🎮 Hey #gamedev community and #gaming enthusiasts, I recently had the privilege of reading an eye-opening blog post titled What Does it Mean to Analyze Game Design? (https://lnkd.in/eCmbb29r). The insights were so revelatory that I felt compelled to share them here. 🌀 The Negative Downward Spiral We've all been there—letting our personal preferences dominate our overall perception of a game. While constructive criticism is vital, it's equally important to be aware of the "Negative downward spiral." This is when we allow minor grievances to overshadow the broader design elements that might actually work well. Remember, game design is complex, and our role should be to analyze it in its entirety. 🌞 The Positive Spiral On the flip side, the blog also delves into the "Positive Spiral," a scenario where we become so enamored with a game that we overlook its shortcomings. If we want to be truly objective, we need to be able to identify the flaws in the games we adore. This is not just pivotal for reviewers, but for anyone deeply involved in the #gamingindustry. 🕰️ Being Modern-Retro-Minded Another golden nugget of advice was to be "Modern-Retro-Minded." We need to acknowledge that game design has evolved over the years. Judging a classic by today's standards? A recipe for unfair criticism. Let's not compare apples to oranges and appreciate the historical context of each game, especially those classics that have paved the way for contemporary games. ❓ Three Guiding Questions - What is the core gameplay loop? - Does anything get in the way of it? - Does the game work for its intended audience? These simple yet thought-provoking questions can keep us grounded, helping to strip away personal biases and encouraging us to focus on the essential elements of a game's design. 🔍 Don't Overlook UI/UX Last but not least, the article emphasized the importance of UI/UX design. Small details in user interface and user experience can make or break a game's success. It's not all about the "big ideas"—sometimes, it's about sweating the small stuff. 🔗 Closing Thoughts This article has enriched my understanding of game analysis by unveiling its multidimensional nature. It's far more than a black-and-white issue of "liking" or "disliking" a game. We're talking about a tapestry woven from design, mechanics, audience reception, and so much more. I am more invigorated than ever to dive deeper into these intricate aspects of game design and would love to engage in a meaningful dialogue with like-minded professionals. Let's challenge ourselves to be comprehensive, fair, and insightful as we navigate the endlessly fascinating landscape of game design and development. Who's with me? 🎮👾 #GameDesign #GameAnalysis #GameDevelopment #UIUX #RetroGaming #GameMechanics #ObjectiveReviewing #ModernRetroMinded
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💡 ERROR LOG #12: Good level design is a key to engaging experience. I'm not a level designer but I absolutely love good level design. Bad level design can make you throw the game in the corner and forget about it. It happened to me many times years before I became a game developer, but at the time I didn't think about it because I didn't even know that level design is a THING. At first, I thought that good level design was just clear guidance. The truth is that feeling lost was one of my main frustrations and still is. Later I started adding individual elements that also made up good level design and finally my list consists of: ☑ clear guidance ☑ gameplay mechanics ☑ environmental storytelling ☑ proper staging to direct player's eye ☑ supports the theme and overall atmosphere ☑ incorporates multiple paths to play which is all about player's agency So what is great level design in my opinion? Level design is all about creating the layout, challenges, and obstacles that players encounter in a video game level. It involves designing the environment, gameplay mechanics, and narrative elements to create a cohesive and engaging experience for players. The goal of level design is to create an experience that is both challenging and enjoyable for players. This requires a thorough understanding of the game mechanics, player needs, and game world, as well as the ability to balance difficulty and reward to keep players engaged. Overall, level design is an essential aspect of game development, as it directly impacts the player experience and can make or break a game's success. A good level designer knows that all game puzzles are servile to the player's experience. My favourite TOP3 games regarding EPIC level design: 🎮 Half-Life 2 - all about a sense of immersion and atmosphere, with detailed environments that tell a story and provide context for the gameplay. 🎮 Dishonored - all about being open and flexible, with multiple paths and approaches for players to take. 🎮 The Last of Us - all about a focus on storytelling and character development, designed to create a sense of tension and suspense, with carefully crafted environments that support gameplay experience. 🕹 Bonus: "It's A-Me!" Literally all Mario games as I'm a huge fan since I remember. Looks like a simple level design, but it is not and I'll probably write a separate post just about Mario one day :D. What is your favourite level design in games and why? Don't hesitate to comment and share your thoughts please. Stay tuned for more ⚔ 🐻
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Game Designers have to think about motivators. The two typical broad categories of this are extrinsic and intrinsic. The former is fairly straightforward: Player accomplishes <thing> and receives <thing>. Intrinsic is considerably more nuanced. The player feels accomplished by accomplishing <thing> in and of itself. Extrinsic motivation is by far the easier of the two to systematize within a game. Items, experience points, cosmetics. The list goes on. These are super valuable tools. However, one of the big differentiators between mediocre games and good or great games is how extrinsic motivators are used and how those extrinsic motivators are used in conjunction with (or to create) intrinsic motivators. Here’s a quick example: I used to play Warhammer 40K (the TTRPG) with a group of friends when I was in high school. As with almost all RPGs, there was gear, experience, etc. But when I came home and told my mom about the play session, what stories did I tell? I told the story of how my character went catatonic because a horrible monstrosity broke through the door. How another in our crew jumped out of the window rather than face it. How we somehow managed to defeat the monster despite all odds against us. It was the story of the experience that stuck. Dice rolls and items are a part of this, but they only contribute to the experience, not define it. I have found it helpful to consider that the intrinsic side of a game is all about that experience and the story of that experience being told inside the player’s mind. The goal then is not merely to create a series of problems with rewards. This is the artistic side of game design, trying to weave together the mechanical and systematic threads of the game into an experience that will leave an impression on the player. All of the tools come together. Items and experience yes, but also the literal narrative of the game, the visuals, the UI, the player interface configuration (controller, keyboard, etc.), the music and soundscape (there are more, too many to list). All of the elements work together to create the experience. Much else could be said about audience and the many other types of player motivations. For now, I encourage you to take a look at your game (or someone else’s game) and put on the lens of intrinsic/extrinsic motivation. What experiences does the game create? What keeps players “turning the page”? How could elements be combined or altered to give the player a satisfying experience? Does the player leave the game with a story to tell? Do the systems actually encourage the player to dive into the experiences created for them, or are the systems leading the player away from those experiences? What games have you seen do this well? (Or poorly)
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Hey mates! I've recently designed a Valorant Game Design Concept Website. . How do you feel after watching this design? Let me know in the comment section below. Follow me for more! . . #Valorant #game #gamingcommunity #websitebuilder #webdesigner #uiux #ui #Uxbridge #userinterface #landingpage #gamezone #designer #uiuxdesign #uxdesigner #likeforlikes #Commentator #sharethelove #saveforlater #newpost #instafollow #FacebookGaming #hireuiuxdesigner #pingme
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🎮 Ready to create a game? Start by writing a killer game design document! ✍️ Need help? We've got you covered! A Game Design Document (GDD) is a living document that outlines the complete vision of a game. It includes the game’s narrative, mechanics, art style, and more. Having a solid GDD is the first step to prevent scope creep and ensuring everyone on the team is on the same page. Preventing Scope Creep. Scope creep occurs when additional features, tasks, or requirements are added to a project without proper documentation or without adjusting the project's timeline and budget. This often leads to projects going over budget and past deadline. A well-defined GDD helps prevent scope creep by providing a clear framework and guidelines for what needs to be developed, thus keeping the project on track. Key components include: Vision Statement: Clearly articulates what you want to achieve with your game. Game Mechanics: Detailed descriptions of the game’s mechanics and how they interact. Storyline & Characters: Outline of the game’s story and characters. Monetization Strategy: How the game will make money. Art Style: Descriptions and references for the desired art style. Marketing & Community Engagement: Strategies for promoting the game and engaging with the player base Technical Specifications: Platforms, engine, software, and hardware requirements. What are the benefits? Clear Communication: Ensures all team members have a clear understanding of the game’s vision and requirements. Budget Control: Helps manage the budget by defining the scope of work. Time Management: Aids in setting realistic timelines and milestones for the project. A GDD is a living document that should be updated as necessary throughout the development process. When changes are needed, they should be documented in the GDD to keep everyone informed and to manage the scope effectively. Tools and Resources: There are several tools available for creating and managing a GDD such as Trello, Confluence, or even a shared Google Doc. Additionally, there are many templates and examples of GDDs available online to help get you started. Don't forget to document changes! It’s crucial to document any changes to the game's design in the GDD. This includes new features, adjustments to existing features, or changes in scope. Proper documentation helps prevent scope creep and keeps the project on track. Feedback loops: Establishing feedback loops with your team and playtesters, and revising the GDD based on this feedback, is essential for successful game development. It helps in identifying potential scope creep early and keeping the project aligned with the original vision. After the completion of the game, reviewing the GDD and the development process to identify what worked well and what didn’t can provide valuable insights for future projects.
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Accomplished Software Developer | Game Development | Proven Track Record in C#, Impacting Success Across Various Projects and Platforms
📱🌟 Excited to Share: A Guide to Making Your Mobile Game Look Spectacular! 🎮✨ Creating a visually stunning mobile game can be a game-changer for your success in the highly competitive world of mobile gaming. As we all know, eye-catching graphics can captivate players and keep them engaged. But how can you achieve that level of visual appeal? Here's a guide to help you make your mobile game look nothing short of amazing: Concept & Design: Start with a compelling concept and design. A well-thought-out concept ensures a cohesive visual style. Consider the genre, target audience, and the story you want to convey. Art Assets: Invest in high-quality art assets. Whether you're designing characters, environments, or UI elements, top-notch art assets can significantly elevate the look of your game. Consistency: Maintain a consistent art style throughout the game. Inconsistent visuals can be jarring for players and disrupt their immersion. Optimize for Mobile: Remember, mobile devices have various screen sizes and capabilities. Ensure your game looks good on a variety of devices by optimizing your art assets and UI for different screen resolutions. Use Color Wisely: Color palettes play a crucial role in setting the mood of your game. Choose colors that complement your game's theme and storyline. Tools like Adobe Color Wheel can help you find harmonious color schemes. Lighting and Shading: Implement proper lighting and shading to create depth and realism. Utilize techniques like shadow mapping and dynamic lighting to enhance the visual experience. Textures and Materials: Texture mapping and material effects can make your game world feel more tangible. Pay attention to details like surface textures, reflections, and weather effects. Animation: Smooth animations can make your characters and objects come to life. Frame-by-frame animations or skeletal animation systems can be your go-to choice. UI & UX: Design a user-friendly and visually appealing user interface (UI). Intuitive navigation and polished UI elements can greatly enhance the player's experience. Feedback & Playtesting: Gather feedback from playtesters. Their insights can help you identify areas for improvement in terms of graphics and overall gameplay. Market Trends: Keep an eye on the latest market trends in mobile game graphics. Staying updated can help you adapt your game to current player expectations. Iterate: Don't be afraid to make changes and improvements as you progress. Continuous iteration is essential for refining the visual quality of your game. Inspiration & Resources: Seek inspiration from other successful mobile games. Study their graphics and learn from their design choices. Online resources and tutorials can also be invaluable. #MobileGaming #GameDesign #Graphics #GameDevelopment #IndieGameDev #Visuals #GamedevTips
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What are the most important game design frameworks for beginners? For beginners in game design, understanding fundamental frameworks and concepts is crucial for creating engaging and enjoyable games. 1. The Mechanics-Dynamics-Aesthetics (MDA) Framework: This framework emphasizes the relationship between game mechanics (rules and systems), dynamics (player actions and interactions), and aesthetics (emotional responses and player experience). Understanding MDA helps designers create games that evoke specific feelings and engage players effectively. 2. The Player Experience (PX) Framework: This framework focuses on understanding and analyzing the player's experience throughout the game. It involves considering factors such as player motivation, engagement, emotions, and immersion. Designers can use PX to tailor game elements to create a more enjoyable and meaningful experience for players. 3. The Four Keys to Fun: Developed by game designer Marc LeBlanc, the Four Keys to Fun are a set of principles that describe different aspects of player enjoyment in games: Sensation (pleasure derived from sensory experiences), Fantasy (immersion and role-playing), Challenge (strategic thinking and problem-solving), and Narrative (engagement with story and characters). Designers can use these keys to guide their design decisions and create well-rounded gaming experiences. 4. The Elemental Tetrad This framework, proposed by Jesse Schell, outlines four key components of game design: Mechanics (rules and systems), Story (narrative elements), Aesthetics (visual and auditory elements), and Technology (platforms and tools). Understanding how these elements interact with each other helps designers create cohesive and engaging games. 5. The Lens of Conflict: Conflict is at the heart of many engaging games. This framework encourages designers to analyze different types of conflicts within games, such as player versus environment (PvE), player versus player (PvP), and player versus self (PvS). By understanding the role of conflict in games, designers can create challenges and experiences that keep players invested and motivated. 6. The Flow Theory: Developed by psychologist Mihaly Csikszentmihalyi, the Flow Theory describes a state of optimal experience where individuals are fully immersed and engaged in an activity. Designers can use this framework to design games that offer a balance between challenge and skill, leading to a state of flow where players are deeply absorbed and focused on the game. 7. The 8 Kinds of Fun: Developed by game designer Nicole Lazzaro, the 8 Kinds of Fun categorize different types of player enjoyment in games: Sensation, Fantasy, Narrative, Challenge, Fellowship (social interaction), Discovery (exploration and curiosity), Expression (creativity and customization), and Submission (relaxation and immersion). #gamedevelopment #gamedesign #gameindustry #gamers
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🗺 According to LinkedIn, over 65,000 game designers are spread across the globe. While it might seem they share common tasks, in truth, each is engaged in crafting distinct design elements and components. Separate design components, carefully crafted, come together in perfect synergy to shape the virtual realms of video games. 🚘 Just as the diverse components of a car—such as the steering wheel, gauges, hood, and mirrors—emanate from different designers and manufacturers, they must converge seamlessly to provide a unified driving experience. In the book "Level Up: The Guide to Great Video Game Design," Scott Rogers mentions that: A game designer needs to possess many skills, and one of the least recognized is to ''love'' to play games. I had previously discussed the potential skills a game designer needs, linking to another book called "The Art of Game Design" by Jesse Schell Furthermore, Scott Rogers talks about the specialized professions in game design: ↳ Level Designer: creating paper maps, building 'grey box' worlds using 3D programs, and populating the levels with everything from enemies to treasure. ↳ System Designer: developing how the game elements relate to one another, whether it is the game’s economy or technology tree. ↳ Scripter: using tools to write code that allows things to happen within the game, from springing a trap to choreographing a camera movement. ↳ Combat Designer: specializing in player vs enemy combat and 'balancing' the player’s experience. ↳ Creative Director: maintaining the vision of the game while supervising the other designers, offering suggestions for improving their work. Now, the book was published almost 15 years ago, so some of the examples and relatable games in the book are a bit outdated, due to games as a service dominating the industry, but the main professions are still applicable. Which of these game designer jobs are still active? Let me know what you think in the comments. Cheers!
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The Gandalf of Games, inspiring game devs to step out their door into grand adventures ✨ Leading the #indierevolution 👾 Eternal advocate for the junior dev 🗣️ Learn to make games with me! 🚀
Game Designers, want a ridiculously easy technique to make you a markedly more epic designer? Look no further, enter: Design Journaling! Design Journaling is basically just: take notes as you play, yo. Sounds simple, I know. But it gets you A LOT! By keeping a journal close at hand and noting standout details about the game as you play, you get a lot of value for very little effort. 1️⃣ First, you start to dissect games instead of just experience them. You are a game dev, after all, and by critiquing games a little harder you can learn a lot. Why does Stardew Valley force the player to fill their water pitcher, but other farming sims don't? Why does Lethal Company allow the players to continue the mission, even if one player dies? Taking notes and asking questions encourages deeper thinking and deeper design learning. 2️⃣ Second, you sink the lessons in deeper. There's a reason homework became the norm in education, and why we even take notes in the first place. By spending the time to write down your observations, you give your brain a *second opportunity to memorize that information.* You experience it once during play, and a second time while writing. This causes your brain to create more neural pathways, increasing the likelihood of you remembering the lesson. 3️⃣ Third, you can go back and look at them again later! Duh! Imagine you learned something awesome for a game you're working on, that you want to implement ASAP, and then you open up the game engine aaaand... forget what the change was. By journaling, you give yourself a resource to go back to and review. So! How does one Design Journal? Honestly, it's like stupid simple. Buy yourself a journal that is JUST for design journaling. That way your notes don't get lost, and by even existing, this journal will encourage you to follow through. 📘 Then, as you play, pay attention for: - Things this game does well - Things this game could improve - Features, systems and mechanics you've never seen before - "Golden Moments", aka unforgettable moments - Action items you can apply to your own work So! Buy yourself a journal, and get to playing some video games! Leave me a few of the notes you took in the comments down below. ✍ BTW, I first learned of this practice from my favorite game design podcast, the Game Design Round Table: https://lnkd.in/esCMDDCD And, as always, repost to spread the love! 🚀 #gamedev #gamedevelopment #gamedeveloper #gamedevelopers #indiegame #indiegames #indiedev #indiegamedev #gamedesign #gamedesigner #gamedesigners #design
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🎮Game Design Reflections || Week 4 🔍Topic: Game Vision Building - Part 2/2 🪞We continue our discussion on the Game Vision Building. Quick Recap : The initial stage of game development involves creating an Idea Document, which evolves into a Vision Document. This document is crucial for shaping the game experience, aesthetics, and gameplay during development. Key components include defining the Game Theme for a focused development strategy, establishing a clear Game Vision to guide the team, outlining the Game Concept for conceptualization and approval, and conducting a Competitive Analysis to highlight the game's strengths and distinguish it from competitors. The Vision Document serves as a well-thought-out overview, ensuring a shared understanding of the game's look, feel, and play. 1️⃣ Game Essence : Typically, an game essence statement of 50 words or less summarizes the main player benefits, objectives, and vision of the game. This brief synopsis encapsulates the essence of the product and guarantees clarity for both new audiences and subsequent marketing initiatives, underscoring the significance of a brief launch message for successful development and promotion. 2️⃣ Game Core : The Game Core in a design document defines the Feature Bucket, outlining essential game features like "back of the box" highlights. This brief one-page synopsis explains the fundamentals of the game, the strategies used by competitors, and how your game differs from the competition. It is predicated on direct, well-researched analysis that maintains objectivity and professionalism in comparisons. 3️⃣ Game Goals : The Goals Statements list the main design goals of the game—overarching aspirations rather than specific features. These, which are usually restricted to three or four main objectives, help to fulfil the Game Essence . They provide precise and tangible victory conditions for design success, encompassing story, setting, tone, and characters. 4️⃣ Overview Statement : In roughly 3,000–4,000 words, the Overview statement identifies the salient points that are necessary to realize the game's essence and accomplish the objectives that have been set forth. It helps prioritize features for deployment by emphasizing essential gameplay components and skipping over details about the plot, characters, setting, and tone. Vision is your chance to think big, designer. Dive deep, explore every angle, and craft a vision so detailed, so clear, that your team can't help but be on board. Last post of 2023 , Glad I started these posts and will continue in the coming year. Hope this helps someone who wants to know more about design and to those who would want to discuss it more. As always , If you stuck around till here , do share what do you think of the reflections. Lets discuss below! ✨May your inventory be filled with joy this holiday! See you in the new year✨ #gamedesign #reflections #gamedev #weeklyinsights #gamingcommunity #learningtogether
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