week 1

A1 Principles of games design

Visual style:

There are a number of different visual styles available to games designers and developers, these can be;

  1. Realistic: This style aims to create a world that looks as close to reality as possible, with attention to detail in everything from textures to lighting. This style is often used in simulation and sports games.

  2. Cartoonish: This style features exaggerated and stylized characters and environments, often with bright colours and simplified shapes. This style is often used in platformers and puzzle games.

  3. Pixelated: This style uses retro, 8-bit graphics that harken back to the early days of video games. This style is often used in indie games and retro-inspired titles.

  4. Cell-shaded: This style uses shading and outlines to make 3D models look like hand-drawn cartoons or comics. This style is often used in action games and RPGs.

  5. Minimalistic: This style uses simple shapes and colours to create a minimalist aesthetic. This style is often used in puzzle and arcade games. A fantastic example of this type of visual style can be seen in the game Limbo, using just shades of black and white the game provides a very immersive experience without needing high-quality detailed graphics. 

     

  6. Grungy: This style features dark and gritty environments with worn textures and muted colours. This style is often used in horror and post-apocalyptic games.

  7. Steampunk: This style features a Victorian-era aesthetic combined with steam-powered machinery and sci-fi elements. This style is often used in RPGs and adventure games.

  8. Cyberpunk: This style features a futuristic, dystopian world with neon lights, high-tech gadgets, and an overall gritty atmosphere. This style is often used in action and RPG games.

These are just a few examples of the many visual styles that can be used in game design, and often times, different games will combine multiple styles to create a unique and memorable look.

Create a simple infographic that discusses the different visual styles within game design and development. You should provide at least 2 different games for each of the visual styles chosen. When creating this infographic you should look to include the following in your work;
- What the game is and what it is about
- How the visual style affects the user experience
- What do you like and dislike about the visual style
- What could be added or changed 
 

 

world, terrain, object.

 

Direction:

Direction refers to the way the game guides and directs the player through their experience. It's all about making sure that the player knows what to do and where to go, and that the game is engaging and enjoyable to play.

Anticipation is an important aspect of direction in game design. It involves building up excitement and anticipation in the player by hinting at what's to come. For example, a game might foreshadow a big boss battle by dropping hints and clues along the way, building up anticipation and excitement for the player.

Change is another key aspect of direction. A game that never changes can quickly become boring and predictable, so it's important to keep things fresh and interesting by introducing new challenges and gameplay mechanics as the player progresses. This can help to keep the player engaged and motivated to keep playing.

The focal point refers to the way the game draws the player's attention to key elements or areas of the game. This can be done through visual cues, sound effects, or other means. By creating a focal point, the game can help to guide the player's attention to the most important parts of the game and ensure that they don't miss anything crucial.

 

Behaviour:

In the principles of game design, behaviour refers to the actions and reactions of game elements such as characters, objects, and environments. It is the way these elements behave and interacts with each other and with the player that makes a game engaging and interesting.

Believable events and behaviour involve designing game elements to act in a way that is realistic and believable. For example, characters should have reactions that make sense within the context of the game's world and story. If a character is afraid of heights, they should act accordingly when they encounter a high ledge or bridge.

Overlapping events and behaviour refers to the way that different game elements can interact with each other in meaningful ways. For example, a character might throw a ball and another character might catch it, or a player might shoot a target and cause it to fall over.

Physics refers to the way that objects move and interact within the game world. A game with realistic physics will have objects that behave in a way that is consistent with the laws of physics, such as gravity and momentum. This can add a sense of realism to the game and make it more engaging.

Sound is another important aspect of behaviour in game design. Sound effects and music can help to enhance the mood and atmosphere of the game, as well as provide feedback to the player. For example, the sound of footsteps can indicate that an enemy is nearby, or a dramatic music cue can indicate that the player has accomplished a difficult task.

Overall, behaviour is a crucial aspect of game design that helps to create an immersive and engaging experience for the player. By designing game elements with believable events and behaviour, allowing for overlapping events and behaviour, incorporating realistic physics, and using sound effectively, game designers can create a game that is both fun and engaging.

Progression:

pace

The Pacing of a game is important when it comes to the level and game design,  it can be quite a complex concept to deal with. The pace can affect the player's perception of the level, and what is it that sets a well-paced level apart from a poorly-paced one. Any game needs to consider the flow, and how a player may need to be slowed in one area of the level to enable them to understand a concept or operation of the game that is key to the player's movements through the game, world or levels.

objective.

When in the game players will need to have some kind of objective, be it on the level of the platform that the player is in, the world in which they find themselves in or the level. In the image below the game of fallout has a number of objectives within it. These objectives can be more significant the further the player gets into the game. In some games the objectives stay the same, however, the number of assets the player needs to collect increase.

 

Environment:

In game design, the environment refers to the world or setting in which the game takes place. It can include things like landscapes, buildings, weather, and other elements that make up the game world.

The environment is a key aspect of game design because it sets the tone and mood for the game, as well as provides a backdrop for the player's actions. The environment can be designed to be realistic or fantastical, depending on the type of game and the desired atmosphere.

The environment can also play a role in the gameplay itself. For example, a platformer game might feature environments with different types of obstacles that the player must navigate, such as pits, spikes, or moving platforms. A racing game might have different types of tracks with varying terrain and obstacles that affect the player's speed and handling.

Overall, the environment is an important part of game design that helps to create an immersive and engaging experience for the player. It can be used to convey a sense of atmosphere and challenge, as well as to provide a rich and detailed world for the player to explore.

 

Method:

linear design

A linear game is one that works on moving or guiding a player or object through a set of paths in the gameplay. There are a large number of examples of linear games like the;

Uncharted series

 

Call of Duty

Battlefield single-player campaigns

Dead Space

Within linear games, players essentially work their way down a set path like a level or map from point A to point B. Players are able to use different weaponry or objects in the games there could even be a few shorter extra paths or routes, similar to the world warp in Mario World, however, the structure is the same, you have to progress through the game in the order the developers have set.

objective based.

 

Foundation

Foundation is an essential aspect of the player experience. The game should be designed to provide a fun and engaging experience that keeps players coming back for more. This can be achieved by creating challenging yet rewarding gameplay mechanics, providing a clear sense of progression, and offering a variety of gameplay options.

Another critical element of the foundation is communication. The game should communicate its rules and mechanics clearly to players, without being overly complex or confusing. This can be achieved through intuitive UI design, clear in-game messaging, and tutorial systems.

The game's appeal is a crucial aspect of its foundation. The game should be designed to appeal to its target audience, whether that be casual gamers, hardcore gamers, or esports players. This can be achieved by creating a compelling visual style, a strong narrative, or exciting gameplay mechanics that cater to specific player interests.

 

Conclusion

The conclusion of a game can be based on any number of conditions. A player of a game will be given an objective to either collect all collectables to exterminate all bosses and enemies, or, to the achievement of the highest scores. 

 


Last Updated
2023-03-29 08:40:31

Links to Learning Outcomes

Links to Assessment criteria

Learning aim A: Understand the principles of game design

 

A.P1 Explain the principles of game design.

A.P2 Explain how the principles of game design impact on making games.

A.M1 Compare the design principles for different games genres.

A.D1 Evaluate the impact of the design principles for different games genres and their targeted audiences.



English

Reading: Read and understand texts, selecting material appropriate to purpose, collating from different sources and making comparisons and cross-references as appropriate.

sentences with different forms: statement, question, exclamation, command


Maths

Analysis of information: Interpreting Results, Drawing conclusions from data, Comparing data

Statistic extracting information: Tables, Diagrams, Charts and Graphs







How 2's Coverage

Learning Capture - Teachers allocate time at the end of the session for the group to write down what they think they have learned. The information shared helps the teacher to see which content he may need to revisit and so shapes future planning.



Anonymous Assessment - Learners assess an anonymous piece of work containing deliberate mistakes against given success criteria.

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