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Games I'm Playing

  • Zelda: Spirit Tracks
  • Digidrive DSi
  • Bomberman Blitz DSi
  • BRAWL!

Media I'm Mixing

  • Speed Racer (film)
  • Pixar (Film)
  • Ghibli (Film)
  • Frost Nixon (Film)
  • Coraline (Film)
  • Skittles Commercials (TV)
  • Joker (Comic)
  • Watchmen (Comic)
  • Naruto (Manga)
  • Kinou's Journey (Anime)
  • Jason Mraz (Music)
Friday
10Oct2008

DW: Prerequisites

Before you start designing your own games, mods, or levels, it is important that you have a firm understanding of the game design basics. This includes understanding the heart of the video game medium, mechanics, interplay, variation, and counterpoint. On top of this, it wouldn't hurt to become familiar with the critical theories I've developed.

So if you're looking for an entry point into the level of discourse within the Critical-Gaming Network, a place to start developing your critical-eye, or seeking a crash course in game design then here is where you start.


First of all, if you can get your hands on a copy of the book Half-Real by Jesper Juul, read it cover to cover. This book jump started my journey into developing Critical-Gaming. The foundation and language Half-Real builds is indispensable. After reading the book, make your way through these articles.

 

Game Design: 101

Mechanics

  1. Mechanics and Abstractions part.1
  2. Mechanics and Abstractions part.2
  3. Mechanics and Abstractions part.3

Introduction

  1. Mario Melodies: Introduction

Interplay

  1. Mario Melodies: Interplay part.1
  2. Mario Melodies: Interplay part.2
  3. Neo*RPG Interplay

Variation

  1. Mario Melodies: Variation part.1
  2. Mario Melodies: Variation part.2
  3. Mario Melodies: Variation part.3

Counterpoint

  1. Mario Melodies: Counterpoint part.1
  2. Mario Melodies: Counterpoint part.2
  3. Mario Melodies: Counterpoint part.3

I also recommend taking the final exam for the Mario Melodies series.

 

 

Game Design: 202

Counterpoint continued

  1. Contrary Motion
  2. Suspension
  3. Variation, Rhythm, and Music
  4. Counterpoint: Functional Blind Spots

Level Design

  1. Folded Level Design
  2. Pure Organic Level Design
  3. LBP Workshop: Alternate Paths
  4. LBP Workshop: Sequence Breaking
  5. (P)layered Level Design

Co-op Design

  1. CO OP Mechanics and Design
  2. CO OP Mechanics and Design pt. 2
  3. CO OP Mechanics and Design pt. 3
  4. Co-unter-op Design

Misc. Design & Theory

  1. Organic and Inorganic Design
  2. Taking CHARGE
  3. Difficulty Design: A Difficult Endeavour
  4. Customizable Stats Increase Abstraction and Deconstructs Gameplay
  5. Decay-Cycles and Natural Forms
  6. Interplay....Gunplay
  7. Tension: Threats & Timers
  8. Video Game Climaxes
  9. Inward Innovation
  10. Gameplay Dynamics
  11. Locks, Keys, & Obstacles pt.1
  12. Locks, Keys, & Obstacles pt.2
  13. Mechanics & Interface: The Third Hand


Game Design 303

Counterpoint continued

2D/3D Space & Design

  1. 2D vs 3D: Lost in Space
  2. 3D Control of 3D
  3. 2D + 2D = 3D pt.1
  4. 2D + 2D = 3D pt.2
  5. 2D + 2D = 3D pt.3
  6. 2D + 2D = 3D pt.4
  7. 2D + 2D = 3D pt.5

 

 

 

 

Game Design 404

Genre Specific

 

 

DS Design

  1. DS Design: Maps
  2. DS Design: Controls
  3. DS Design: Level Editors
  4. DS Design: Dual Screen Gameplay
  5. DS Design: Real Time Clock & Wifi
 

 

 

MISC.

 

Reviews &/or Repair

  1. Mega Man 9 Review &Repair
  2. Braid Review weiveRdiarB
  3. Spelunky: A Game Design Gold Mine
  4. BANG! A Look At An Interesting Card Game
  5. Cursor*10 FTW: Give Yourself A Hand
  6. Wishing is Simple: A Look at an Interesting Indie Puzzle Game
  7. Bionic Commando RearmedReview
  8. Everyday Shooter? Yesterday's Shooter
  9. Flywrench Review
  10. Bangai-O Spirits Review
  11. Pixel Junk Eden Demo Review &Repair

Critical Essays

  1. Link: He Speaks Like No Child
  2. From Minerals to Force Gems: Evolving the RTS Genre
  3. Function Creates Form: A Look at the Zelda Series Unifiying Design Philosophies
  4. The Aims of BioShock: Shoddy Shooting
  5. BioShock: An RPG in Disguise
  6. Death, Milk, and Diving Suits
  7. Sorry Sister. It’s just business
  8. Look. Don’t Touch.
  9. Lefty Loosy Righty Tighty

 

 

Stay tuned for the first lesson in the Designer's Workshop where we'll investigate how mechanics, their function, and  level elements are uniquely interdependant. We'll also take a close look at influence, interplay, and counterpoint of Super Smash Brother's Brawl's level design.

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