Neil - Katharine - Game Design - Tools
Neil - Katharine - Game Design - Tools
Katharine Neil
Independent developer
What are game design tools?
Game design tools help you solve design problems without
having to build playable experiences in order to test out your
ideas.
● Conceptual models, notation systems, software tools
● We generally don’t use them!
● We’ve been working on this problem for a while…
(See “Formal Abstract Design Tools”, Doug Church, Game
Developer Magazine, 1999)
Design tools Production tools
● Main goal: support thinking ● Main goal: support production
● Support ambiguous, evolving ● Create usable, bug free assets
ideas
● Technical mistakes and logical
● Unresolved conflicts and issues errors break things
are expected
● Messy, visual ● Clean, optimal, efficient
● Support an anarchic, even ● Easy to measure and
private process (like a demonstrate progress and
designer’s notebook) outcomes
● “But how does this help us build ● Make sense to programmers
the game?” <– wrong question and producers
Tools we typically use for game design
● Documenting
● GDDs, spreadsheets, flowcharts, diagrams
● Prototyping and iterative development
● Player metrics
What design tools can help with
● System design and balancing
● Narrative design
● Progression design
● Level and mission design
● Design for procedural content generation
Game design tools you can use now
Machinations
● Notation system for modelling
game systems
Limitations:
● Not suited to data-heavy, scripted gameplay
● Can’t factor in « game feel » or topography
Limitations
Heavily tailored towards RPGs, adventure games
Where to get it
http://www.nevigo.com
Skill atoms
● A diagramming system
Limitations
● Skill chain graphs can become large, hard to read/use
Where to get it
● Read the article here:
http://www.gamasutra.com/view/feature/129948/the_chemistry_of_ga
me_design.php
Game design tools of the future:
Limitations
● Requires hard work in abstract thinking
● Can be challenging to figure out what to use it for
● Highly experimental and still in development
Where to get it
Ask Joris Dormans about beta testing: [email protected]
PCG-based level editor for the game Refraction
● Mixed-initiative design of puzzle game levels
● Computer-aided progression design
● Helps the designer (and the procedural
generation) stick to the progression rules and
structure they’ve defined
Refraction’s level editor is useful as:
● Proof of concept of how we can embed computational assistance
into level editing/world building tools
Limitations
• You can’t use it - it’s specifically for building Refraction game levels
• Built to handle design for a linear game with a small feature set
Skill Concept
Machinations
atoms development
Identify problems Analyse
Prototype Playtest problems
Machinations
Skill
atoms
Fix problems
Example: Design workflow for platformer/RPG Wanderer
Concept & narrative • Storyboarding
Articy:Draft Quest ideas
development •
Game build
Level design
Progressimo Ludoscope
patterns & ideas
Prototyping and
hands-on level
design Procedurally-generated level design ideas
Thanks for listening!
@haikus_by_KN