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Conventions

Game Design Conventions

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Length: 10 minutes

Not conventions as in E3, GDC, Gamescon or PAX. Conventions as in standard practices.

Game design[2] is about creating experiences for the player (user).

Always come back to why do they want to play my game? Why will they choose it over others?

You need[3] to know the user, the platform and control[4] method. You need to investigate these first. Don’t assume just because you like to use a controller or mouse and keyboard that your target audience will too.

Some key conventions of game design are:

  • Goals
  • Rules
  • Space
  • Mechanics
  • Components

Consider the following conventions:

  • Objective
  • Protagonist
  • Challenge
  • Setting / Environment[1]
  • Interaction
  • Theme
  • Audio
  • UI
  • Learning
Terms definitions
2. design. Creating a plan or mock up of the new system[8] or digital outcome[6] based on all of the requirements and specifications[7] that have been identified.
3. need. An identified requirement of a person, group, or environment[1]. A need is identified from an issue[9] and sits within a context[10]. Technological practice[5] can be undertaken in an attempt to meet an identified need.
4. control. How a computer system operates or is “controlled”
Terms definitions
1. Environment. Length: 10 minutes Not conventions as in E3, GDC, Gamescon or PAX. Conventions as in standard practices. Game design is about creating experiences for the player (user). Always come back to why do they want to play my game? Why will they choose it over others? You need to know the user, the platform and […]
2. design. Length: 10 minutes Not conventions as in E3, GDC, Gamescon or PAX. Conventions as in standard practices. Game design is about creating experiences for the player (user). Always come back to why do they want to play my game? Why will they choose it over others? You need to know the user, the platform and […]
3. need. Length: 10 minutes Not conventions as in E3, GDC, Gamescon or PAX. Conventions as in standard practices. Game design is about creating experiences for the player (user). Always come back to why do they want to play my game? Why will they choose it over others? You need to know the user, the platform and […]
4. control. Length: 10 minutes Not conventions as in E3, GDC, Gamescon or PAX. Conventions as in standard practices. Game design is about creating experiences for the player (user). Always come back to why do they want to play my game? Why will they choose it over others? You need to know the user, the platform and […]
5. Technological practice. Length: 10 minutes Not conventions as in E3, GDC, Gamescon or PAX. Conventions as in standard practices. Game design is about creating experiences for the player (user). Always come back to why do they want to play my game? Why will they choose it over others? You need to know the user, the platform and […]