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Web Designer’s Guide to Crea3ng a Game
Chris Tabor Graphic Designer / Front-‐End Developer
www.dxdstudio.com
• Idea/Vision • Story/Characters • Art/Aesthe3c • Game play Mechanics
• PlaHorms
• Marke3ng
The Six Pillars
(Not necessarily in that order!)
Your Idea & Vision
Simple Idea Vision
-‐Original -‐Epic -‐Compelling -‐Weird & Quirky
-‐Humorous -‐Curious
1. Idea & Vision
Some Examples
-‐Angry Birds -‐Plants Vs. Zombies
-‐Cut the Rope
-‐ Nano Panda -‐ What are your favorites?
Weird/off-‐beat -‐“Isola3on Effect”
Aka “Von Restorff Effect”
2. Story & Characters
Detailed & Epic Short & Sweet
Detailed & Epic
-‐Characters have depth -‐Background Story gives plot depth
-‐Historical Context/Accuracy -‐Higher Skill level required
-‐Shallow Character Stories -‐Playful, Colorful, Fun -‐Mindless, Stress-‐Free -‐Easy/Low Skill Level
Short & Sweet
3. Art & Aesthe3c Art should set the mood and feel And reinforce The idea
Dark/Somber
Happy/Playful
Wild
Sci-‐Fi/Fantasy
4. Game Play Mechanics
•Interac3on between the user and the game -‐intuiBve -‐shouldn’t be confusing -‐Does the game have a learning curve? Ex: When I hit the pea shooter, does it shoot peas?
Does the aesthe3c match the story? Does the game make sense? Is it interes3ng enough?
^ all of these are achieved by tesBng (UX design/QA)
5. PlaHorms
•Console -‐Xbox, PS3, Wii
•Mobile -‐Smart phone, Kindle, Nintendo DS
•Online -‐Facebook, Google+, Stand-‐alone sites
•Desktop -‐PC/MAC
6. Marke3ng
•ConvenBons -‐Pax •TradiBonal -‐Radio, Tv, Billboards, Magazines •Online -‐Facebook ad, Google search , Banner ads •Mobile Ads -‐Pop ups in apps •Partnerships -‐iTunes
THE END