graph TD A[Real World] -->|Enter| B[Magic Circle] B --> C[Game World] C --> D[Rules Apply] D --> E[Play Occurs] E -->|Exit| A
Workshop 1: Introduction to Game Design
Understanding Games, Players, and Design Elements
Letโs get started!
Todayโs Journey
- What makes a game?
- Understanding players
- Game elements & mechanics
- Hands-on analysis
Prompt: โWho here plays games? Whatโs your favorite?โ
Workshop Roadmap
- Part 1: What is a Game? ๐ฎ
- Definitions, platforms, and genres
- What makes games enjoyable?
- Part 2: Game Elements Deep Dive ๐ฏ
- Narrative, objectives, mechanics
- Game aesthetics and design
- Part 3: Analysis & Creation ๐
- Game analysis activity
- Your first design ideas
Part 1: What is a Game?
๐ค Quick Poll
In 30 seconds, write down:
โA game isโฆโ
Common themes:
- Rules and constraints
- Goals to achieve
- Challenges to overcome
- Choices that matter
- Feedback on actions
The Magic Circle
Games Create Special Spaces
- Separate from real life
- Different rules apply
- Voluntary participation
- Meaningful actions
Think of it like stepping into another world with its own logic!
Where Do We Play?
๐ฎ Console
PlayStation, Xbox, Switch
๐ป PC
Steam, Epic, GOG
๐ฑ Mobile
iOS, Android
๐ Web
Browser-based
๐ฅฝ VR/AR
Meta Quest, PSVR
๐น๏ธ Arcade
Classic & Modern
Discussion: How does platform affect game design?
Who Makes Games?
- AAA Studios - Large teams (100-1000+ people)
- Indie Developers - Small teams (1-20 people)
- Solo Developers - One person armies!
- Students - Thatโs you! ๐
Every game starts with an idea and passion!
Game Enjoyment Spectrum
Left Side = Makes Games Fun ๐
- Fair challenge
- Clear objectives
- Satisfying feedback
- Player agency
- Good pacing
Right Side = Makes Games Frustrating ๐ค
- Unfair difficulty
- Confusing goals
- Poor controls
- No meaningful choices
- Bad UI/UX
Understanding Players: Bartle Types
%%{init: {'theme':'base', 'themeVariables': { 'primaryColor':'#ff6b6b'}}}%% pie title Player Motivations "Achievers (๐)" : 35 "Explorers (๐บ๏ธ)" : 25 "Socializers (๐ฌ)" : 25 "Killers (โ๏ธ)" : 15
- Achievers: Want to accomplish goals
- Explorers: Want to discover everything
- Socializers: Want to interact with others
- Killers: Want to compete and dominate
Game Genres
Genres = Gameplay, NOT Story!
Action
- Platformers
- Shooters
- Fighting
Strategy
- Real-time (RTS)
- Turn-based
- Tower Defense
Adventure
- Point & Click
- Action-Adventure
- Survival
Puzzle
- Match-3
- Physics
- Logic
RPG
- JRPG
- Action RPG
- Tactical RPG
Simulation
- Life Sim
- Management
- Sports
๐ฏ Activity Break: Genre Mashup!
Pair up and combine two genres:
- Pick two random genres
- Describe your hybrid game in 2 minutes
- Share with the class!
Example: Puzzle + Racing = โSpeed Sudoku Rally - Solve puzzles to unlock boost!โ
Part 2: Game Elements
The Anatomy of a Game
graph LR A[Game] --> B[Narrative] A --> C[Mechanics] A --> D[Objectives] A --> E[Aesthetics] A --> F[Technology] B --> G[Story/Theme] C --> H[Rules/Actions] D --> I[Goals/Win Conditions] E --> J[Look/Feel/Sound] F --> K[Platform/Engine]
Narrative: Stories in Games
Linear Narrative
- Fixed story path
- Predetermined outcomes
- Focus on storytelling
Examples: The Last of Us, Uncharted
Branching Narrative
- Player choices matter
- Multiple endings
- Replay value
Examples: Mass Effect, Detroit
Environmental Narrative
Tell stories through the world itself!
Game Objectives
The Playerโs North Star โญ
- Short-term: Immediate goals (collect coin, defeat enemy)
- Medium-term: Level or mission goals (reach checkpoint)
- Long-term: Overall game goal (save the world!)
Good objectives are:
- Clear and understandable
- Achievable but challenging
- Meaningful to the player
Player Options & Agency
What Can Players Do?
Core Actions
- Move
- Jump
- Attack
- Interact
Strategic Choices
- Build/Create
- Customize
- Dialogue options
- Resource management
Key Principle: More meaningful choices = More engagement
Game Mechanics: The Rules
Mechanics Define Possibilities
- Walking/Running speed
- Jump height and distance
- Climbing abilities
- Swimming mechanics
- Attack patterns
- Damage calculation
- Health systems
- Special abilities
- Currency systems
- Resource gathering
- Trading mechanics
- Upgrade paths
- Experience points
- Skill trees
- Unlockables
- Difficulty scaling
Visual Design & Aesthetics
The Look and Feel
- Art Style: Realistic, Stylized, Pixel, Low-poly
- Color Palette: Mood and atmosphere
- UI/UX Design: How players interact
- Animation: Bringing life to the game
- Particle Effects: Polish and feedback
Audio: The Unsung Hero ๐ต
Sound Elements
- Music: Sets emotional tone
- SFX: Feedback and immersion
- Voice Acting: Character depth
- Ambient Sound: World building
Play your favorite game with sound OFF. Notice whatโs missing?
๐ฎ Live Demo: Deconstructing Candy Crush
Letโs analyze together:
- Objective? Clear levels, match candies
- Mechanics? Swipe to match 3+
- Feedback? Sounds, animations, scores
- Progression? Levels, power-ups, challenges
- Monetization? Lives, boosters, extra moves
Part 3: Game Analysis
Critical Analysis Framework
The 7 Questions Every Designer Should Ask:
- Who is the protagonist?
- Who is the antagonist?
- What is the game objective?
- What obstacles prevent achieving it?
- When does the game get easier?
- When does the game get harder?
- How does the game make you feel?
Workshop Activity: Game Analysis
Choose Your Game! (15 minutes)
- Select a game you know well
- Answer the 7 critical questions
- Identify 3 strengths and 3 weaknesses
- Share with a partner
- Present one interesting finding to class
Use the worksheet provided or create your own notes!
Game Balance: The Goldilocks Zone
graph LR A[Too Easy] -->|Boring| B[Just Right] B -->|Engaging| C[Flow State] D[Too Hard] -->|Frustrating| B
Finding Flow
- Challenge matches Skill
- Clear goals and feedback
- Sense of control
- Deep concentration
- Time seems to disappear
Player Experience Journey
journey title Player Experience Over Time section Onboarding Tutorial: 5: Player First Success: 7: Player section Learning New Mechanics: 6: Player First Challenge: 4: Player Mastery Moment: 8: Player section Engagement Flow State: 9: Player Difficult Boss: 3: Player Victory: 10: Player
๐ก Design Challenge: Quick Modification
Improve Candy Crush in 5 Minutes!
- Identify one element to change
- Explain why it needs improvement
- Propose your modification
- Predict player impact
- Share your best idea!
Remember: Every design choice has trade-offs!
Creating Your Game Design Document
Start Your Journey! ๐
Document Sections
- Game Concept
- Target Audience
- Core Mechanics
- Visual Style
- Unique Features
Brainstorm Now!
Write 5 game ideas: 1. _____________ 2. _____________ 3. _____________ 4. _____________ 5. _____________
Types of Design Documents
- 1-2 pages
- High concept
- Key features
- Target market
- 10-50 pages
- Detailed mechanics
- Level designs
- Technical requirements
- Visual summary
- Core loop
- Art style
- Unique selling points
The Iterative Design Process
graph TD A[Idea] --> B[Prototype] B --> C[Test] C --> D[Analyze] D --> E[Refine] E --> B E --> F[Final Product]
No game is perfect on the first try! Iteration is the key to great design.
Project Management Basics
The Four Phases
1. Initiation ๐
Define scope and goals
2. Planning ๐
Create timeline and assign tasks
3. Execution โ๏ธ
Build and iterate
4. Closure โ
Polish and release
Tools for Success
Communication
- Discord/Slack
- Regular meetings
- Clear documentation
- Feedback loops
Organization
- Trello/Asana
- Version control (Git)
- Asset management
- Time tracking
๐ฏ Final Activity: Pitch Your Game!
30-Second Elevator Pitch
- Name your game
- Genre and platform
- Core mechanic (one sentence)
- Unique selling point
- Target audience
Format: โ[Game name] is a [genre] game where players [core mechanic] in order to [objective]. Itโs unique because [USP].โ
Key Takeaways
โ Games are systems with rules, goals, and feedback
โ Understanding player types helps design better experiences
โ Every element should support the core experience
โ Iteration and testing make games better
โ You can make games!
Resources & Next Steps
Learn More
- GDC Talks (YouTube)
- Gamasutra/Game Developer
- Extra Credits (YouTube)
- Unity Learn Platform
Practice
- Analyze 3 different games
- Start your design document
- Download Unity
- Join game jams!
Homework & Preparation
Before Next Class:
- โ๏ธ Complete Game Analysis Worksheet
- ๐ฎ Play and analyze one new game
- ๐ Expand your 5 game ideas to paragraphs
- ๐ป Install Unity and create account
- ๐ Read Chapter 1 of assigned textbook
Unity installation can take time - start early!
Questions & Discussion
What excited you most today?
What challenged you?
What game will you create?
Thank You!
Next workshop:
Unity Editor Basics!
๐ฎ Keep Playing, Keep Learning! ๐ฎ
You are now game designers. You are encouraged to look at games differently.
Bonus: Quick Unity Preview
Next workshop weโll explore:
- Scene view navigation
- GameObject manipulation
- Asset importing
- Play mode testing
Interactive Closing Poll
Rate your confidence (1-5):
๐ฏ Understanding what makes a game
๐จ Identifying game elements
๐ Analyzing game mechanics
๐ก Creating game ideas
๐ Ready to use Unity
Weโll build this confidence together!