I was rummaging through my files and came across this outdated paper that I never published and thought I would place it HERE. This represents one my earliest attempts to create a what I now call the 2CaT (content, context and transfer) model which forms an important part of my Applied Game Design scope model. I have used this method since 2006 to good effect in the design and development of both entertainment and serious games.
Showing posts with label Downloads. Show all posts
Showing posts with label Downloads. Show all posts
Friday, May 31, 2013
Sunday, April 17, 2011
Quick Concept Format: A Method for Developing Game Concepts
I use this method along with other ideation methods (i.e. brainstorming). Why do I use it?
Ideation if not focused correctly can develop concepts but leave the important questions that lead to a design unanswered. For that reason the this method focuses on the creation game concepts, not just a bunch of loose ideas for features. Too often, concepts are chosen that are too vague, which result in a series of brainstorms, design sessions, meetings and pitches. Generally, the concept is then reinvented, during a pseudo design-ideation period, which translate into a waste of time and loss of focus.
Most brainstorming methods focus on fast-group-procreation of concepts, this method encourages slow-individual-germination of game concepts. Allowing people to have time to let ideas “sink in” and “pop-up” is essential to this method. The goal of the method is to allow individuals to collect ideas and guide them towards a game concept.
You can access the Quick Concept Format worksheet here.
How to use:
The QCF is also an excellent tool for aiding designers in structuring discussions about design. This helps to avoid situations where you as a designer here something like, “ I don’t like zombies”. The QCF helps to determine what this objection is really about. Is it just the theme? Is it how most game progress during a zombie game? Is it in relation to the core mechanics? Is some subjective association the person has with zombie games in general? Is it a issue with how your technology handles the concept behind zombies?
- It’s better suited for iteration.
- It’s focused on creating a game concept, not a bunch of loose random ideas for features.
- It lets the individual take time to germinate game concepts.
Ideation if not focused correctly can develop concepts but leave the important questions that lead to a design unanswered. For that reason the this method focuses on the creation game concepts, not just a bunch of loose ideas for features. Too often, concepts are chosen that are too vague, which result in a series of brainstorms, design sessions, meetings and pitches. Generally, the concept is then reinvented, during a pseudo design-ideation period, which translate into a waste of time and loss of focus.
Most brainstorming methods focus on fast-group-procreation of concepts, this method encourages slow-individual-germination of game concepts. Allowing people to have time to let ideas “sink in” and “pop-up” is essential to this method. The goal of the method is to allow individuals to collect ideas and guide them towards a game concept.
You can access the Quick Concept Format worksheet here.
How to use:
- Give your concept a working title.
- Use the QCF to write a few sentences per category about your game concept. (Note: It is okay if you can't fill it all in, maybe someone else will help provide that part of the concept or you can barrow from someone else's concept.)
- Allow participants to take this home over one night or even a few days.
- Allow participants to present their concepts.
- Follow this up with selection of a game concept or a new round of brainstorming sessions.
The QCF is also an excellent tool for aiding designers in structuring discussions about design. This helps to avoid situations where you as a designer here something like, “ I don’t like zombies”. The QCF helps to determine what this objection is really about. Is it just the theme? Is it how most game progress during a zombie game? Is it in relation to the core mechanics? Is some subjective association the person has with zombie games in general? Is it a issue with how your technology handles the concept behind zombies?
Wednesday, May 12, 2010
Game Design Methods: Creating a Game Design Methodology (Research Overview) 26-03-2008
Game Design Methods: Creating a Game Design Methodology is a presentation-rant concerning game design methods. This was used as a precursor to my research.
DOWNLOAD HERE
DOWNLOAD HERE
Game Design Tools (Presentation) 11-05-2010
Download here the presentation I gave concerning game design tools and the Game Design Toolbox Methodology. The presentation is based on the research done for my M.Phil. thesis which with any luck will be available here June or July 2010.
DOWNLOAD HERE
DOWNLOAD HERE
Friday, May 7, 2010
An Illustration of Applied Ludology
An Illustration of Applied Ludology was written for Master of Arts and Media during my fourth year at the Utrecht School of the Arts (HKU) and attempts illustrate my approach to using various game design tools and methods during my design process.
DOWNLOAD HERE
DOWNLOAD HERE
Current Game Design Methodologies
Current Game Design Methodologies was written in my third year at the Utrecht School of Arts (HKU) and is a look at various attempts to aid or standardize game design.
DOWNLOAD HERE
DOWNLOAD HERE
Game Concept and Design Document Template
The Game Concept and Design Document Template is a culmination (Rollings & Morris 1999 2003)(Fullerton et al. 2004)(Ryan 1999)(Gordon 2000)(Sloper 1997)(Walstra 2003)(Taylor 1999)(Sikora 2001)(Freeman 1997) of research in an effort to generate a thorough template to be used by the game designer during game development. This template incorporates documentation for concepts, design and tech specs. In addition there is a philosophy behind the formulation of the template:
DOWNLOAD HERE (version 1.5)
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- Each template targets different readers involved with game development (e.g. clients, management, programmers, audio designers and artists)
- The design template is meant as a designers note book rather than a design bible.
- The design template is organized to capture the perspectives of the player.
DOWNLOAD HERE (version 1.5)
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