Game Design Process: Designing Your Video Game
Summary
TLDRThis video offers a comprehensive guide for aspiring game designers, detailing how to conceptualize and communicate a game's design effectively. It emphasizes defining design pillars, crafting a core game loop, identifying 'magic moments,' and outlining a feature set with priorities. The video also advises on creating an elevator pitch and a razor-sharp X statement to convey the game's vision succinctly. Practical examples from popular games like Fortnite, Clash of Clans, and FIFA are provided to illustrate these concepts.
Takeaways
- 🎮 **Design Pillars**: Define the core elements that make your game stand out and are essential to the player's experience.
- 🔄 **Core Game Loop**: Establish the fundamental process that players will repeat, ensuring it's engaging and rewarding.
- 💫 **Magic Moments**: Identify specific gameplay instances that create memorable experiences for players.
- 📊 **Feature Set**: List all major elements of your game, including those not directly visible to the player, and define their key goals.
- 📈 **Development Roadmap**: Plan the order of development for your game's features, starting with the most important.
- 📝 **Elevator Pitch**: Craft a concise pitch that sells your game's vision in just a few sentences.
- 🎯 **X Statement**: Create a single sentence that encapsulates your game's essence, serving as a branding tool.
- 🗣️ **Communication**: Communicate your vision effectively to get others excited and on board with your game.
- 🔍 **Research**: Use research to confirm the merit of your design ideas and to define design elements.
- 👥 **Team Collaboration**: Adjust the level of documentation based on team size and project complexity for efficient collaboration.
Q & A
What is the main focus of this video series?
-The main focus of this video series is to guide viewers on how to properly design a video game, including conceptualizing the vision, defining design priorities, and communicating the vision to gain support.
What is the importance of defining design pillars in a game?
-Design pillars are crucial as they represent the must-have elements of a game and define what makes the game great. They help focus on what really matters and are typically limited to three to five to maintain focus.
Can you provide an example of design pillars for a popular game?
-Yes, for Fortnite, the design pillars could be hyper-competitive multiplayer battles, limitless building capabilities, deeply strategic battle tactics, accessible and fun visuals, and a light-hearted and humorous tone.
What is a core game loop and why is it important?
-A core game loop is the basic process that the user will repeat throughout the game, often referred to as the crux of the user experience. It's important because it helps ensure high user retention by having the right incentives and rewards.
How does the core game loop in Clash of Clans work?
-In Clash of Clans, the core game loop consists of three major parts: Collecting Resources, Building & Training, and Battling. Players progress through these stages with incentives to keep them engaged.
What are 'magic moments' in a game and why are they significant?
-Magic moments are specific points in gameplay that delight or leave a lasting impact on the player. They are significant because they create memorable experiences that players share, enhancing the game's appeal.
How should one approach defining the feature set of a game?
-One should define the feature set by listing all major elements of the game, regardless of their importance to the end user. It's also important to define what matters most for each feature to guide decision-making and scope management.
What is an elevator pitch in the context of game design?
-An elevator pitch in game design is a short, concise description of what makes the game great, used to sell the game vision in a brief interaction, like a short elevator ride.
Why is it important to communicate the game design vision effectively?
-Effective communication of the game design vision is crucial because it helps get others excited about the project and onboard with the plan, which is essential for collaboration and development.
What is the recommended approach for detailing the specifics of a game design when working with a team?
-The recommended approach is to err on the side of brevity, avoiding lengthy documents that can become outdated quickly. Instead, use tools like whiteboard sessions or sticky notes for smaller teams, or more documentation for larger teams and complex designs.
How should the development order of a game's feature set be determined?
-The development order should start with a prototype of the most important feature pillars and something central to the game loop. Then, create a complete feature roadmap, ordering the remaining elements by expected delivery.
Outlines
🎮 Designing a Video Game: Foundations and Pillars
This paragraph introduces the second part of a two-part series on video game design. It emphasizes the importance of conceptualizing and differentiating a game's vision, defining design priorities, and communicating effectively to gain support. The video promises to share a methodology used in major gaming studios to build momentum for game ideas. The paragraph also invites viewers to subscribe for more game development content and references part 1 of the series, which focused on researching a design idea. The main points include defining design pillars, which are essential elements that make the game stand out, and should be limited to three to five. Examples are given using the game Fortnite to illustrate what design pillars might look like.
🚀 From Pillars to Play: Crafting the Game Experience
Paragraph 2 continues the discussion on game design by detailing the steps to create a compelling user experience. It starts with defining the core game loop, which is the repetitive process that forms the heart of the game. The paragraph uses Clash of Clans as an example to explain how collecting resources, building & training, and battling form the core loop. It then moves on to discussing 'magic moments,' which are key gameplay instances that leave a lasting impact on players. Mario Kart is used to provide examples of such moments. The paragraph concludes by emphasizing the need to define a full feature set, differentiating it from design pillars, and determining the key goals for each feature. It also stresses the importance of clear communication of the game's vision through an elevator pitch and a concise x-statement, and suggests getting feedback to refine these. Lastly, it touches on development planning, suggesting starting with a prototype based on the most important feature pillars and creating a feature roadmap for the rest of the development process.
Mindmap
Keywords
💡Design Pillars
💡Core Game Loop
💡Magic Moments
💡Feature Set
💡Elevator Pitch
💡X Statement
💡Prototype
💡User Retention
💡Development Roadmap
💡User Experience (UX)
Highlights
The video teaches how to properly design a video game, focusing on conceptualizing and communicating your vision effectively.
This is the same design process used by big gaming studios, aiming to build momentum and support for game ideas.
Design pillars are key to success, defined as the essential elements that make a game great, not just features.
Examples of design pillars for Fortnite: hyper-competitive multiplayer battles, limitless building capabilities, and a light-hearted tone.
The core game loop is the basic process players repeat throughout the game, critical for user retention and engagement.
The core game loop of Clash of Clans includes three stages: Collecting Resources, Building & Training, and Battling.
Magic moments are specific gameplay experiences that wow the player, such as knocking an opponent with a red shell in Mario Kart.
The feature set is different from design pillars and includes all major game elements, visible or not, like content tools or mechanics.
A 'what matters most' guide helps developers focus on critical aspects of features, ensuring that the most important goals aren’t compromised.
Feature sets can be illustrated using Grand Theft Auto, where the map feature prioritizes intuitive location information.
Communicating your game vision efficiently is critical; use an elevator pitch and X statement to excite others about your idea.
An example elevator pitch for Fifa might be 'Authentic football action with strategic realism and visual accuracy.'
The X statement condenses the vision into one phrase, such as 'authentic football that makes the user the star' for Fifa.
Plan your game development by prototyping core features early, focusing on essential elements that align with your game loop.
Large teams may require more documentation, but brevity is key when designing for smaller teams or simple gameplay.
Transcripts
Want to take you place amongst the great designers in the video game industry?
This is the second video in a two part series where we are going to show you how to properly
design a video game. After watching this video you will know how to conceptualize and differentiate
your vision, how to define your design priorities, and how to communicate your vision so that
you can gets others on board with your plan.
This is the same design process that we’ve observed at big gaming studies - and we’ve
seen designers use this methodology to build momentum and support for their ideas in the
most competitive of industry studios.
Welcome back! If you’re new to Ask Gamedev, we make videos to help you learn about the
games industry so that you can elevate your games and Inspire others. If you’re on a
gamedev journey, consider subscribing. We’d love to help you along the way.
As we mentioned at the top, this is part 2 of a series of how to design a video game.
In part 1, we reviewed how and where to research a design idea so that you can confirm that
it has merit. Click the link here if you want to go back and check that video out first.
The research you complete from that video will be very helpful in defining the design
elements that we will review here.
Deciding on “how” to design a video game is a tough choice - there are countless different
ways to approach design. In this video will - but this framework is meant to be a guide
only. You’ll definitely want to adjust it to meet the specific needs of your game.
The first step is to define your design pillars - they are what makes your game great. Your
design pillars are the must have elements in your title, and is more than just a feature
set. You need to define what makes these pillars important - and you have to do it for each
in one sentence. You should also not have more than three to five design pillars- by
limiting the # of pillars, you will make sure to focus on what really matters.
Let's take a well-known game and give some examples for design pillars. Fortnite is hugely
popular at the moment - and you could potentially define its design pillars as:
hyper-competitive multiplayer battles Limitless building capabilities
Deeply strategic battle tactics Accessible and fun visuals
Light-hearted and humorous tone
Those are just examples, but you get the point. Design Pillars are not necessarily features,
but what the consumer will think of first and foremost what they think about your title.
Once you have your design pillars defined, you can start defining the details of the
user experience - starting with your game loop.
A core game loop is the basic process that the user will repeat throughout your game.
Sometimes called an addiction loop, the core game loop is the crux of your user experience.
You’ll want to define the loop, and be sure that you have the right incentives and rewards
layered throughout this loop to ensure your user retention is as high as possible.
In mobile games, keeping your audience playing the game is critical - and defining and optimizing
the core game loop is a never ending effort. Let's take a look at a popular mobile game
like Clash of Clans. In a simple illustration - there are three major parts in Clash of
Clans' core loop: Collecting Resources, Building & Training, and Battling. The player will
continually progress through these three stages throughout the game, with incentives sprinkled
throughout in order to reduce the desire to put the game down.
Define your own game loop, have it align with your design pillars, and make sure it's fun
and rewarding. If you know of any games with great core loops that your fellow viewers
should check out to help with this- let us know in the comments below!
Next you should define the magic moments in your game. These are the specific points in
gameplay that will delight or leave lasting impact on the player. These are the moments
that players will tell their friends about - the moments that will cause users to jump
out of their seat, or laugh, or scream.. Or whatever it is you do when you are wowed.
The magic moments list needs to be specific, and again, should be defined in one sentence
and be no more than 3-5 in total
Let’s take a classic Nintendo title like Mario Kart and give some examples for magic
moments. In Mario Kart, you could suggest that the user is delighted during the
The moment when you cross a finish line and your cart zooms off in the distance. Or, during
the The moment when you knock an opponent in the
air with your red shell. Or, during the The moment of just timing a drift perfectly
and coming out with speed
Again, you will want to customize this list of for your specific title - But these are
moments that will need to shine early in the development of your game. You’ll want these
moments to be front and center during every demo you make as they will have huge impact
and be memorable.
Do you like mario kart? Let us know in the poll above what you think about it’s most
magical moment.
So now you have design pillars, your core game loop and magical magical moments. Now
it's time to define your full feature set and what matters most in each feature.
Your feature set is different from your design pillars in that it is a list of all major
elements of your game - regardless of their importance to the end user. Some features
may not even be visible to the user - like content tools, or build systems. You’ll
need to define your feature set so that you have a holistic view of everything that is
necessary for ship - and everything that will need its own design. It’s also important
to define “what matters most” for each feature - which is what the key goal of the
feature and what cannot be compromised. The what matters most will guide your decision
making when you design the specific features - as well as when you have to make the tough
compromises regarding the scope of your game.
Let’s do a simple feature set and what matters most example for another classic title - this
time let’s use Grand Theft Auto. If you were designing this game, part of your features
set would be the map feature that shows where the user
in located in the open world. What matters most for this feature might be “intuitive
and simple location information.” Another feature might be the driving mechanic. The
what matters most of this feature might be “accessible, failure-free driving” as
GTA has easy to understand driving controls and a very forgiving driving system that allows
the user to run over virtually anything.
So define your feature set and what cannot be compromised by defining what matters most
- as this will be the basis for your overall development plan.
So now, you have the pillars of your design, your core game loop, and your magic moments.
You’ve also defined the underpinning feature set and what matters most for each item.
The next step is to reflect all of those pieces in short descriptors that will allow you to
communicate your idea to others efficiently. This might seem trivial - but this is a critical
step. Most people need help from others with developing a great game - and if you can’t
communicate your vision in a way that gets people excited, you should take that as a
signal that you may be missing something important. We recently did a video on mistakes to avoid
when making games - check it out in the link above.
. The first objective is to define your elevator
pitch - or how you could sell your game vision in a short elevator ride. This is a definition
of what makes your game great in just a few sentences.
Let take the EA Sports flagship title Fifa and suggest an example elevator pitch. For
Fifa you might say: Authentic football action using the stars and teams from around the
world that you know and love. Unparalleled strategic realism lets you control your squad
with incredible precision. Visual accuracy that showcases the beautiful game on the game’s
great pitches.
Now that you have your elevator pitch - you will want to get even more specific and break
your vision down to a single sentence - what is often called a x statement or product razor.
This is your game in one succinct phrase. For an example of this let's stay with Fifa
- a good x statement for that game might be “authentic football that makes the user
the star”. Good X statements can act often as branding tools - so make sure to iterate
on this and spend the time needed to get it right.
Try out your elevator pitch and X statement on friends and family. See if they react positively
to your wording and understand your message. Take feedback and iterate as needed - these
definitions are living concepts and should be updated as needed.
The next thing you will want to define is the order in which you will develop the various
elements of your feature set. You’ve want to start with a first prototype - typically
on the most important of your feature pillars, and something that is central to your game
loop. From here, you will then want to create the complete feature a roadmap - which is
essentially all of the remaining elements of your feature set put in order of expected
delivery by development.
Development planning is a deep topic, and if you want more information on how to build
a world-class development plan - check out our recent video through the link above as
it outlines the key tools and tactics that industry experts use.
We also wanted to address the common question of how to detail the specifics of your design
when working with a teams. We definitely recommend erring on the side of brevity, as long design
documents that outline minutiae in the game can be inefficient to create and outdated
as soon as development challenges your assumptions. Often the right approach depends of the size
of your team and the complexity of what you are trying to build. When there are more people
involved and the design is complicated, you are probably best served by doing more documentation
so that everyone has something concrete in writing to work from. If it is a small team
working on simple gameplay, sometime whiteboard sessions or sticky notes can be effective.
It all depends on the specifics of your situation - but we do know that spending a lot of time
writing documents is typically counter productive
So now you know how some of biggest and best publishers in the game space create video
game designs. As we mentioned at the start of this video - definitely adjust this framework
to align with the needs of your specific game idea.
Thanks for watching - and let us know in the comments what you plan to use - and what you
plan to avoid from this design framework? Don’t hold back - the viewer community needs
your opinion! If you do like this video, considering hitting the like button, or subscribing as
we publish new content every week on how to elevate your games. Hit the bell below to
be notified as soon as a new video is available.
What will you use - or avoid from this design framework? Let us know in the comments.
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