Workshop 1: Introduction to Game Design

Understanding Games, Players, and Design Elements

Lucas P. Cordova, Ph.D.

2025-08-25

Slide Notes or Announcements

None

Alternative Formats

Letโ€™s get started!

Todayโ€™s Journey

  • What makes a game?
  • Understanding players
  • Game elements & mechanics
  • Hands-on analysis

Workshop Roadmap

  1. Part 1: What is a Game? ๐ŸŽฎ
    • Definitions, platforms, and genres
    • What makes games enjoyable?
  2. Part 2: Game Elements Deep Dive ๐ŸŽฏ
    • Narrative, objectives, mechanics
    • Game aesthetics and design
  3. Part 3: Analysis & Creation ๐Ÿš€
    • Game analysis activity
    • Your first design ideas

Part 1: What is a Game?

๐Ÿค” Quick Poll

In 30 seconds, write down:

โ€œA game isโ€ฆโ€

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

Tip

Think of it like stepping into another world with its own logic!

graph TD
    A[Real World] -->|Enter| B[Magic Circle]
    B --> C[Game World]
    C --> D[Rules Apply]
    D --> E[Play Occurs]
    E -->|Exit| A

graph TD
    A[Real World] -->|Enter| B[Magic Circle]
    B --> C[Game World]
    C --> D[Rules Apply]
    D --> E[Play Occurs]
    E -->|Exit| A

Where Do We Play?

๐ŸŽฎ Console

PlayStation, Xbox, Switch

๐Ÿ’ป PC

Steam, Epic, GOG

๐Ÿ“ฑ Mobile

iOS, Android

๐ŸŒ Web

Browser-based

๐Ÿฅฝ VR/AR

Meta Quest, PSVR

๐Ÿ•น๏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 - Thatโ€™s you! ๐ŸŒŸ

Every game starts with an idea and passion!

Game Enjoyment Spectrum

Left Side = Makes Games Fun ๐Ÿ˜Š

  • Fair challenge
  • Clear objectives
  • Satisfying feedback
  • Player agency
  • Good pacing

Right Side = Makes Games Frustrating ๐Ÿ˜ค

  • 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 (๐Ÿ†)" : 35
    "Explorers (๐Ÿ—บ๏ธ)" : 25
    "Socializers (๐Ÿ’ฌ)" : 25
    "Killers (โš”๏ธ)" : 15

%%{init: {'theme':'base', 'themeVariables': { 'primaryColor':'#ff6b6b'}}}%%
pie title Player Motivations
    "Achievers (๐Ÿ†)" : 35
    "Explorers (๐Ÿ—บ๏ธ)" : 25
    "Socializers (๐Ÿ’ฌ)" : 25
    "Killers (โš”๏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

๐ŸŽฏ Activity Break: Genre Mashup!

Pair up and combine two genres:

  1. Pick two random genres
  2. Describe your hybrid game in 2 minutes
  3. Share with the class!

Example: Puzzle + Racing = โ€œSpeed 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]

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 Playerโ€™s North Star โญ

  1. Short-term: Immediate goals (collect coin, defeat enemy)
  2. Medium-term: Level or mission goals (reach checkpoint)
  3. Long-term: Overall game goal (save the world!)

Important

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 ๐ŸŽต

Sound Elements

  • Music: Sets emotional tone
  • SFX: Feedback and immersion
  • Voice Acting: Character depth
  • Ambient Sound: World building

Try This!

Play your favorite game with sound OFF. Notice whatโ€™s missing?

๐ŸŽฎ Live Demo: Deconstructing Candy Crush

Letโ€™s analyze together:

  1. Objective? Clear levels, match candies
  2. Mechanics? Swipe to match 3+
  3. Feedback? Sounds, animations, scores
  4. Progression? Levels, power-ups, challenges
  5. Monetization? Lives, boosters, extra moves

Part 3: Game Analysis

Critical Analysis Framework

The 7 Questions Every Designer Should Ask:

  1. Who is the protagonist?
  2. Who is the antagonist?
  3. What is the game objective?
  4. What obstacles prevent achieving it?
  5. When does the game get easier?
  6. When does the game get harder?
  7. How does the game make you feel?

Workshop Activity: Game Analysis

Choose Your Game! (15 minutes)

  1. Select a game you know well
  2. Answer the 7 critical questions
  3. Identify 3 strengths and 3 weaknesses
  4. Share with a partner
  5. Present one interesting finding to class

Note

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

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

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

๐Ÿ’ก Design Challenge: Quick Modification

Improve Candy Crush in 5 Minutes!

  1. Identify one element to change
  2. Explain why it needs improvement
  3. Propose your modification
  4. Predict player impact
  5. Share your best idea!

Remember: Every design choice has trade-offs!

Creating Your Game Design Document

Start Your Journey! ๐Ÿ“

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]

graph TD
    A[Idea] --> B[Prototype]
    B --> C[Test]
    C --> D[Analyze]
    D --> E[Refine]
    E --> B
    E --> F[Final Product]

Remember

No game is perfect on the first try! Iteration is the key to great design.

Project Management Basics

The Four Phases

1. Initiation ๐Ÿš€

Define scope and goals

2. Planning ๐Ÿ“‹

Create timeline and assign tasks

3. Execution โš™๏ธ

Build and iterate

4. Closure โœ…

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

๐ŸŽฏ Final Activity: Pitch Your Game!

30-Second Elevator Pitch

  1. Name your game
  2. Genre and platform
  3. Core mechanic (one sentence)
  4. Unique selling point
  5. Target audience

Format: โ€œ[Game name] is a [genre] game where players [core mechanic] in order to [objective]. Itโ€™s unique because [USP].โ€

Key Takeaways

โœ… Games are systems with rules, goals, and feedback

โœ… Understanding player types helps design better experiences

โœ… Every element should support the core experience

โœ… Iteration and testing make games better

โœ… 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:

  1. โœ๏ธ Complete Game Analysis Worksheet
  2. ๐ŸŽฎ Play and analyze one new game
  3. ๐Ÿ“ Expand your 5 game ideas to paragraphs
  4. ๐Ÿ’ป Install Unity and create account
  5. ๐Ÿ“š Read Chapter 1 of assigned textbook

Warning

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!

๐ŸŽฎ Keep Playing, Keep Learning! ๐ŸŽฎ

Bonus: Quick Unity Preview

Unity Editor Interface

Next workshop weโ€™ll explore:

  • Scene view navigation
  • GameObject manipulation
  • Asset importing
  • Play mode testing

Interactive Closing Poll

Rate your confidence (1-5):

๐ŸŽฏ Understanding what makes a game

๐ŸŽจ Identifying game elements

๐Ÿ“Š Analyzing game mechanics

๐Ÿ’ก Creating game ideas

๐Ÿš€ Ready to use Unity

Weโ€™ll build this confidence together!