Game Design Essentials
Author(s): Robert Thomas II Howard
Edition: 1
Copyright: 2023
Pages: 266
Edition: 1
Copyright: 2023
Pages: 266
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Game Design Essentials bridges the gap between the theory of game design and the practical steps to actually make it happen in real games! Rob Howard, a game industry veteran (with titles such as Bioshock Infinite and Batman: Arkham Origins on his resume) and Purdue University professor guides students with practical steps and theory: both the "how" and the "why" of video game development! Starting with a simple game jam and culminating in a full adventure gameplay experience with a final boss, Game Design Fundamentals trains game designers in concepts such as game design, game scripting and programming, UX and UI design, simple audio implementation, all while using industry standard production methodologies such as game design documentation.
Game Design Essentials includes:
- The complete text, with guided examples and illustrations.
- Excerpts on game design theory, video game history, and other important facts pertinent to the game design career.
- PowerPoint presentations for each chapter.
- An example project in the Unreal 5 game engine.
Full-Length Tutorial Videos for Each Chapter!
Check Out the Sample Below!
Chapter 1: The Game Jam: Make a real game…right now!
The Game Jam
Modifying the Game Jam
Best Practices
The Game Engine
Game Engine History
Unreal Versions
Installing the Unreal Engine
Game Design Fundamentals: Character Movement and Abilities
Game Design Fundamentals: Axis Direction in 3D Game Engines
Making Our Game
The Third-Person Platformer
Game Design Fundamentals: Graphics
Game Design Fundamentals: Constructivism
Testing The Game
Game Design Fundamentals: Bugs
Publishing The Game
Unreal 4 Publishing Directions
Common Build Problems
Problems running your game?
Packaging in Unreal 5
Game Design Fundamentals: The Post-Mortem
Game Design Fundamentals: Going with the Grain
Congratulations!
Chapter 2: After the Game Jam: Game Design Basics
From Penny Arcades to Video Games
Game Design Fundamentals: The Birth of the Game Designer
Game Design Fundamentals: Iteration
Video Games and the Personal Computer
Game Design Fundamentals: Level Design
What is Fun?
What is a Game?
Sports Games: Not True Games?
Game Design Fundamentals: The Magic Circle
More Basic Ludology
Practical Application
Conclusion
Chapter 3: Game Design Preproduction: The Paper Design Phase
Introduction
Why Do We Document?
Different Types of Documents
The Pitch Document
Out Next Game: Filling in The Pitch Document
Game Design Fundamentals: Making 2D Maps
Patrick’s Time Travel Adventure
Game Overview
Overhead Map
Gameplay Summary
Visual References
The Completed Pitch Document
Game Design Fundamentals: Design Documents Aren’t Contracts
Game Design Fundamentals: When to Use a Larger GDD
Conclusion
Chapter 4: Game Design Production, Part 1: The Whitebox
Introduction
Setting Up Your Map
Game Design Fundamentals: How Big?
Scale: Don’t Build a World for Giants!
Revising Your Whitebox as You Build
Optional: The Unreal Landscape Tool
Designing Effective Game Environments
Game Design Fundamentals: Landmarks
Design Fundamentals: Avoiding The “Trackless Forest”
Game Design Fundamentals: Paths
Completing the Whitebox
Conclusion
Chapter 5: Scripting and Programming Basics
Introduction
Getting Started with Scripting and Programming
Introducing Unreal Blueprint – Events and Actions
Game Design Fundamentals: Pseudo-Code
The Mighty Trigger
Variables and Evaluating Conditions: If This, Do That!
What About Other Programming Languages?
Conclusion
Chapter 6: The First Prototype
Introduction
Getting The Key
Making the Key Blueprint
Game Design Fundamentals: Service to the Player
The Key-Door System: Some Game Development Fakery
Game Design Fundamentals: Thinking in Systems
Game Design Fundamentals: How Open Should a Game Be?
Conclusion
Chapter 7: The MVP (Minimum Viable Product)
Introduction
Reviewing Our Completed Systems
Our Combat System: Historical Perspective
Using A Test Map
Making The Blueprints
Char_Monster
Char_Monster’s Viewport
Char_Monster’s Event Graph
BP_Sword
BP_Sword’s Viewport
The Event Graph of BP_Sword
Game Design Fundamentals: Arrays
Level Placement
Creating A Winning Condition
Implementing
Conclusion
Chapter 8: Environment Art Basics
Introduction
Understanding Visuals – The Visual Language
The Visual Actors
Contrast and Affinity
Game Design Fundamentals: Contrast and Affinity
Exploring Contrast and Affinity in the King’s Castle
Kit Bashing
Game Design Fundamentals: The Beautiful Corner
Pass One: Basic Structure
Pass Two: Props
Pass Three: Lighting and Smaller Details
Game Design Fundamentals: Using Editors Efficiently
Job Complete? Maybe.
Conclusion
Chapter 9: User Interface Design
Introduction
Game Design Fundamentals: UI Design Basics
Game Design Fundamentals: UX Basics
The UI and UX Design of the Sample Game
Creating a UI Widget
Displaying A Game Widget to the Screen
Changing Fonts
Dynamically Changing UI Text
Solving the UX Problem
Constructing the Journal
Conclusion
Chapter 10: Refining Combat
Introduction
Creating More Interesting Gameplay
Game Design Fundamentals: Basic Actions and Strategic Actions
Implementing New Gameplay
Game Design Fundamentals: The Dot Product
Setting Up the Dot Product
Implementing the Critical Hit
Tweaking the Monster Movement Behavior and Game Rules
Game Design Fundamentals: Second-Order Consequences
Fixing the Monster’s Rotation
Experimenting with Level Design
Game Design Fundamentals: Using the Z-Axis
Even More Design Iteration?
Conclusion
Chapter 11: Spreadsheets and Procedural Design
Introduction
Designing A Simple Procedural System for PowerUps
Creating the Blueprints
Creating the Actor Blueprint
Creating a Simple Material
Creating The Spreadsheet and Data Table
Game Design Fundamentals: Spreadsheet Formulas
Manipulating Data Tables in Blueprints
Evaluating What Is Happening So Far
Testing and Observing Results
Placing a Power-Up Manually
Game Design Fundamentals: Hand Crafted versus Procedural Design
Conclusion
Chapter 12: Game Audio Basics
Introduction
Implementing Footsteps for the Player
Game Design Fundamentals: Audio Files
Creating an Environment Loop
Setting Up an Unreal Sound Cue
Placing Sounds and Manipulating Them in a Sound Cue
Game Design Fundamentals: Spatialization
Setting Up Other Game Sounds
Game Pickup Sounds
User Interface Sounds
Sounds for Combat
Implementing Game Music
Game Design Fundamentals: Stems and Music Implementation
Conclusion
Chapter 13: Polish
Introduction
Adding Particle Effects
Adding a Post Process Volume
Game Design Fundamentals: The Uncanny Valley
Revisiting Particle Effects
Conclusion
Chapter 14: Playtesting, Data Gathering, and Quality Assurance
Introduction
Game Design Fundamentals: The Inner Voice
Collecting Feedback
Game Design Fundamentals: Likert Scales and Thematic Analysis
Quality Assurance and Bug Reporting
Creating a Good Bug Report
Other Information in Bug Reports
Game Design Fundamentals: Regression Testing
Bug Reporting Software
Further Exploration: Software Development Methodology
Improving the Sample Game
Applying the Data
Conclusion
Chapter 15: Publishing Games
Introduction
Getting Your Game Out There
Publishing to Itch.IO
Publishing to Steam
Publishing on Home Game Consoles
Marketing And the Problem of Discovery
Don’t Worry and Make Things
Conclusion
Afterword
References
Appendix A: Documentation Examples
Game Pitch Document:
Full Game Design Document Example
Index
- Instructors Resources
- Powerpoint
Rob began his journey in video games by trying to combine his love of music, sound, and games as a freelance sound designer. After completing one contract, Rob realized his passion for development extended beyond audio, and entered SMU’s prestigious Guildhall program as a level designer. After graduation, Rob worked on such titles as Bioshock Infinite, Batman: Arkham Origins, and Prey 2, all during his five years at Human Head Studios. His personal favorite title, however, was 2011’s cult hit Earth Defense Force: Insect Armageddon (during Rob’s time at Vicious Cycle Studios).
After working for three years in Silicon Valley for 21st Century Fox and Disney at Cold Iron Studios on Aliens: Fireteam Elite, Rob was appointed to the faculty of Purdue University in 2019. He is now a Professor of Practice in the Computer Graphics Technology department, teaching game design, level design, and game audio. Rob has also authored two books, "A Career in Video Game Development" published by eAcademic Press, and "Game Design Essentials," published by Kendall Hunt.
Titles:
- Aliens: Fireteam Elite (August 2021, PS4/5, Xbox One/X, Steam)
- Protostar (March 2016, Samsung S7 Demo, Unreal Engine Tech Demo)
- Lost Within (April 2015, iOS, FireOS)
- Batman: Arkham Origins (October 2013, Wiiu, Xbox, PS3, PC)
- Bioshock Infinite (March 2013, Xbox, PS3, PC)
- Prey 2 (Human Head Studios, TBA 2013)
- Ben Ten Galactic Racing (Monkey Bar Games, Oct. 2011).
PS3, X360, Wii, DS, 3DS - Earth Defense Force: Insect Armageddon (Vicious Cycle, July 2011).
X360, PS3 - Despicable Me: The Game (Monkey Bar Games, July 2010).
Wii, PSP, PS2
Game Design Essentials bridges the gap between the theory of game design and the practical steps to actually make it happen in real games! Rob Howard, a game industry veteran (with titles such as Bioshock Infinite and Batman: Arkham Origins on his resume) and Purdue University professor guides students with practical steps and theory: both the "how" and the "why" of video game development! Starting with a simple game jam and culminating in a full adventure gameplay experience with a final boss, Game Design Fundamentals trains game designers in concepts such as game design, game scripting and programming, UX and UI design, simple audio implementation, all while using industry standard production methodologies such as game design documentation.
Game Design Essentials includes:
- The complete text, with guided examples and illustrations.
- Excerpts on game design theory, video game history, and other important facts pertinent to the game design career.
- PowerPoint presentations for each chapter.
- An example project in the Unreal 5 game engine.
Full-Length Tutorial Videos for Each Chapter!
Check Out the Sample Below!
Chapter 1: The Game Jam: Make a real game…right now!
The Game Jam
Modifying the Game Jam
Best Practices
The Game Engine
Game Engine History
Unreal Versions
Installing the Unreal Engine
Game Design Fundamentals: Character Movement and Abilities
Game Design Fundamentals: Axis Direction in 3D Game Engines
Making Our Game
The Third-Person Platformer
Game Design Fundamentals: Graphics
Game Design Fundamentals: Constructivism
Testing The Game
Game Design Fundamentals: Bugs
Publishing The Game
Unreal 4 Publishing Directions
Common Build Problems
Problems running your game?
Packaging in Unreal 5
Game Design Fundamentals: The Post-Mortem
Game Design Fundamentals: Going with the Grain
Congratulations!
Chapter 2: After the Game Jam: Game Design Basics
From Penny Arcades to Video Games
Game Design Fundamentals: The Birth of the Game Designer
Game Design Fundamentals: Iteration
Video Games and the Personal Computer
Game Design Fundamentals: Level Design
What is Fun?
What is a Game?
Sports Games: Not True Games?
Game Design Fundamentals: The Magic Circle
More Basic Ludology
Practical Application
Conclusion
Chapter 3: Game Design Preproduction: The Paper Design Phase
Introduction
Why Do We Document?
Different Types of Documents
The Pitch Document
Out Next Game: Filling in The Pitch Document
Game Design Fundamentals: Making 2D Maps
Patrick’s Time Travel Adventure
Game Overview
Overhead Map
Gameplay Summary
Visual References
The Completed Pitch Document
Game Design Fundamentals: Design Documents Aren’t Contracts
Game Design Fundamentals: When to Use a Larger GDD
Conclusion
Chapter 4: Game Design Production, Part 1: The Whitebox
Introduction
Setting Up Your Map
Game Design Fundamentals: How Big?
Scale: Don’t Build a World for Giants!
Revising Your Whitebox as You Build
Optional: The Unreal Landscape Tool
Designing Effective Game Environments
Game Design Fundamentals: Landmarks
Design Fundamentals: Avoiding The “Trackless Forest”
Game Design Fundamentals: Paths
Completing the Whitebox
Conclusion
Chapter 5: Scripting and Programming Basics
Introduction
Getting Started with Scripting and Programming
Introducing Unreal Blueprint – Events and Actions
Game Design Fundamentals: Pseudo-Code
The Mighty Trigger
Variables and Evaluating Conditions: If This, Do That!
What About Other Programming Languages?
Conclusion
Chapter 6: The First Prototype
Introduction
Getting The Key
Making the Key Blueprint
Game Design Fundamentals: Service to the Player
The Key-Door System: Some Game Development Fakery
Game Design Fundamentals: Thinking in Systems
Game Design Fundamentals: How Open Should a Game Be?
Conclusion
Chapter 7: The MVP (Minimum Viable Product)
Introduction
Reviewing Our Completed Systems
Our Combat System: Historical Perspective
Using A Test Map
Making The Blueprints
Char_Monster
Char_Monster’s Viewport
Char_Monster’s Event Graph
BP_Sword
BP_Sword’s Viewport
The Event Graph of BP_Sword
Game Design Fundamentals: Arrays
Level Placement
Creating A Winning Condition
Implementing
Conclusion
Chapter 8: Environment Art Basics
Introduction
Understanding Visuals – The Visual Language
The Visual Actors
Contrast and Affinity
Game Design Fundamentals: Contrast and Affinity
Exploring Contrast and Affinity in the King’s Castle
Kit Bashing
Game Design Fundamentals: The Beautiful Corner
Pass One: Basic Structure
Pass Two: Props
Pass Three: Lighting and Smaller Details
Game Design Fundamentals: Using Editors Efficiently
Job Complete? Maybe.
Conclusion
Chapter 9: User Interface Design
Introduction
Game Design Fundamentals: UI Design Basics
Game Design Fundamentals: UX Basics
The UI and UX Design of the Sample Game
Creating a UI Widget
Displaying A Game Widget to the Screen
Changing Fonts
Dynamically Changing UI Text
Solving the UX Problem
Constructing the Journal
Conclusion
Chapter 10: Refining Combat
Introduction
Creating More Interesting Gameplay
Game Design Fundamentals: Basic Actions and Strategic Actions
Implementing New Gameplay
Game Design Fundamentals: The Dot Product
Setting Up the Dot Product
Implementing the Critical Hit
Tweaking the Monster Movement Behavior and Game Rules
Game Design Fundamentals: Second-Order Consequences
Fixing the Monster’s Rotation
Experimenting with Level Design
Game Design Fundamentals: Using the Z-Axis
Even More Design Iteration?
Conclusion
Chapter 11: Spreadsheets and Procedural Design
Introduction
Designing A Simple Procedural System for PowerUps
Creating the Blueprints
Creating the Actor Blueprint
Creating a Simple Material
Creating The Spreadsheet and Data Table
Game Design Fundamentals: Spreadsheet Formulas
Manipulating Data Tables in Blueprints
Evaluating What Is Happening So Far
Testing and Observing Results
Placing a Power-Up Manually
Game Design Fundamentals: Hand Crafted versus Procedural Design
Conclusion
Chapter 12: Game Audio Basics
Introduction
Implementing Footsteps for the Player
Game Design Fundamentals: Audio Files
Creating an Environment Loop
Setting Up an Unreal Sound Cue
Placing Sounds and Manipulating Them in a Sound Cue
Game Design Fundamentals: Spatialization
Setting Up Other Game Sounds
Game Pickup Sounds
User Interface Sounds
Sounds for Combat
Implementing Game Music
Game Design Fundamentals: Stems and Music Implementation
Conclusion
Chapter 13: Polish
Introduction
Adding Particle Effects
Adding a Post Process Volume
Game Design Fundamentals: The Uncanny Valley
Revisiting Particle Effects
Conclusion
Chapter 14: Playtesting, Data Gathering, and Quality Assurance
Introduction
Game Design Fundamentals: The Inner Voice
Collecting Feedback
Game Design Fundamentals: Likert Scales and Thematic Analysis
Quality Assurance and Bug Reporting
Creating a Good Bug Report
Other Information in Bug Reports
Game Design Fundamentals: Regression Testing
Bug Reporting Software
Further Exploration: Software Development Methodology
Improving the Sample Game
Applying the Data
Conclusion
Chapter 15: Publishing Games
Introduction
Getting Your Game Out There
Publishing to Itch.IO
Publishing to Steam
Publishing on Home Game Consoles
Marketing And the Problem of Discovery
Don’t Worry and Make Things
Conclusion
Afterword
References
Appendix A: Documentation Examples
Game Pitch Document:
Full Game Design Document Example
Index
Rob began his journey in video games by trying to combine his love of music, sound, and games as a freelance sound designer. After completing one contract, Rob realized his passion for development extended beyond audio, and entered SMU’s prestigious Guildhall program as a level designer. After graduation, Rob worked on such titles as Bioshock Infinite, Batman: Arkham Origins, and Prey 2, all during his five years at Human Head Studios. His personal favorite title, however, was 2011’s cult hit Earth Defense Force: Insect Armageddon (during Rob’s time at Vicious Cycle Studios).
After working for three years in Silicon Valley for 21st Century Fox and Disney at Cold Iron Studios on Aliens: Fireteam Elite, Rob was appointed to the faculty of Purdue University in 2019. He is now a Professor of Practice in the Computer Graphics Technology department, teaching game design, level design, and game audio. Rob has also authored two books, "A Career in Video Game Development" published by eAcademic Press, and "Game Design Essentials," published by Kendall Hunt.
Titles:
- Aliens: Fireteam Elite (August 2021, PS4/5, Xbox One/X, Steam)
- Protostar (March 2016, Samsung S7 Demo, Unreal Engine Tech Demo)
- Lost Within (April 2015, iOS, FireOS)
- Batman: Arkham Origins (October 2013, Wiiu, Xbox, PS3, PC)
- Bioshock Infinite (March 2013, Xbox, PS3, PC)
- Prey 2 (Human Head Studios, TBA 2013)
- Ben Ten Galactic Racing (Monkey Bar Games, Oct. 2011).
PS3, X360, Wii, DS, 3DS - Earth Defense Force: Insect Armageddon (Vicious Cycle, July 2011).
X360, PS3 - Despicable Me: The Game (Monkey Bar Games, July 2010).
Wii, PSP, PS2
- Instructors Resources
- Powerpoint