How to not not
make a game
On communication and
project management
Quick Roadmap:
Why are we here?
Why are we here?
Why are we here?
Why are we here?
Why are we here?
Why are we here?
“Amateurs speak of strategy. Professionals discuss logistics.”
- Napoleon Bonaparte
Prologue:
AAA games that failed
StarCraft: Ghost
First Half: Design document and project management
What is an MVP and why does it help?
Be ruthless about what’s not useful
Build your game in layers!
How to make an MVP
Don’t overscope, it’s multiplicative
(Design Team)
(Time and money)
Design is mostly research and testing
Research:
Testing:
RADIT: Research, Analyse, Design, Implement, Test
Research - What do you want to make? Play games in the genre
Analyse - What are players’ expectations? What makes good games good?
Design - Come up with an idea, make an MVP. Focus on player experience
Implement - Actually make the thing
Test - Does it do what you want?
Don’t be like PIXAR
Pixar makes every movie twice. Avoid that but do it if necessary.
How to design so everyone is excited
What is a “design document”?
“anything you can’t explain to an undergraduate class, you probably don’t understand” - Richard Feynman
How to communicate the design document to the team
Document everything
Second Half: Communication Design
Kim’s Game Interactive
Kim’s game Interactive
What do you remember?
Kim’s Game
From the spy book “Kim” by Rudyard Kipling�(Harold “Kim” Philby) was later named after him
The game focuses around memorization
The “player” is presented with some random objects�and expected to memorize what they are within a time�limit
People are usually only able to remember 6 objects in 10 seconds
If the objects are “themed”, it’s easier
If you know their names, it’s easier
Brain Space
Where is this important?
Everywhere the player is involved:
How do you fix it?
Keep the number of relevant things low
Have visual and audio reminders
Repetition
Playtest because you remember everything
If one system is very complicated, make the others simpler
Make your icons “Iconic”
Visual Language
Using visual language (in marketing)
“Ask a child to draw a car, and certainly he will draw it red.” - Enzo Ferrari
Common Icons
Mr. Ouch
Recurring Themes
In the world
Examples
SUPERHOT
Terraria
Star Citizen
Civilization (V)
Factorio
Directing the Player’s
Attention
Environmental Cues
IRL Environmental Cues
In Racing Games
Closing
Who wants to keep learning for their entire career?
Everything is learning
You can learn from all professions. Try out:
Learn from other game’s mistakes
Testestestestest
🎉Thank you for coming!🎉
Questions?