Published Game Design Guide v2 PDF
Published Game Design Guide v2 PDF
GAME DESIGN
MANUAL
TREY SMITH
PUBLISHED GAME DESIGN
INTRODUCTION
worked best for the group. This document was created to serve this
goal. Youll learn, in-depth, about the five most important parts of getting
published: Game design, graphic design, level design, and retention. These
are the foundations of successful game creation.
Trey Smith
SECTION 1
GAME DESIGN
THE GAME
UNIVERSE
But what if in your game, you had a dierent energy source than
burning fuel? What if, instead, you used a new energy source made of
lasers. Maybe, instead of grey exhaust, it would have small green
beams coming out of pipes. If this was a universal law, then you might
want to add the same green beams for other sections of your game,
like the factories in the background, or the exhaust from a train.
In Mario, you know the physical and physics properties of the pipe.
You are aware that some of these pipes will lead to new places, some
will have enemies, and some will be decoys. You know when Mario
enters quicksand, he will slowly start to fall and be consumed by the
danger. These universal laws of Super Mario
Brothers quickly become ingrained in your
mind and help you get lost in the world
that Shigeru Miyamoto created.
GAME DESIGN
DIFFICULTY
GROWTH
33 51 62
40 9 10 9 62
22 3 12
Ballz grows in diculty over time by the numbers inside the blocks
increasing (i.e., health). You start o with blocks in the low teens, but
by the end of your session you are battling blocks in the 60s, 70s and
higher. To oset this increasing diculty, you are also picking up more
ammo (i.e., balls) that you can use to defeat the stronger blocks.
SKILL
BALANCING
The solution for this is two-fold. First, you should be playing and
analyzing popular games that are similar to your game. See how long your
average play session is and how long until you start improving. Second, you should
play test your game, on new people, a lot. Look for points of boredom, exhaustion,
disinterest, and confusion, and then analyze, edit, and retest on a new subject.
GAME DESIGN
OVERALL EXPERIENCE
SECTION 2
GRAPHIC DESIGN
Create the most amazing game that has ever been seen, and
no one will care if it is ugly. Its an unfortunate truth, and the
graphics of your game constitute the barrier of entry with a
publisher. They will take one look at your screenshots or
video, and immediately decide if its worth pursuing.
GRAPHIC DESIGN
CONSISTENCY
OBJECT SIZES
EVOLUTION
The video game market is constantly
evolving, and it's important that your
games evolve too. Studying trends is
one of the best ways to do this.
Theyre reliable indicators of whats
currently working and whats not. You
dont want to end up wasting your time
making a game that no one is going to
like or be interested in playing. So,
make sure that your game design
focuses on a current trend.
USER INTERFACE
A poor UI can ruin a game. So, its essential to find a
reference that you can use to help guide you along the
way. Try to look at the most popular button sizes and
placements used in published games to get an idea of
the best direction to go.
Finally, less is truly more. It's rare to see games with not
enough UI buttons. Usually, it's the reverse problem.
Game creators love to clutter their UI with unnecessary
buttons, but publishers and players hate it. Avoid making
this rookie mistake and keep your user interface clutter-
free.
SECTION 1
LEVEL DESIGN
UNIQUENESS
GAME DESIGN
DIFFICULTY
THRESHOLDS
SPACE
GAME DESIGN
INSPIRATION
SECTION 1
RETENTION
WONDER
SURPRISE
ANNOYANCE
Why does this work, and how can you use it?
It works because its the perfect level of annoyance that makes the
player work for his goal. After putting in some serious eort and skill,
the payo for the win is huge. It adds a serious emotional element to
playing your game, which is always a big win. These types of
emotions can also cause viral sharing of your game. People love to
share about the harsh experience or conquest theyve solved. Of
course, this can also backfire drastically and should only be
attempted with extensive references and careful study.
GAME DESIGN
COMPETITIVENESS
IN CLOSING
THE CHEAT
SHEET
Game Universe
Consistency
Diculty Growth
Object Sizes
Skill Balancing
Evolution
Overall Experience
User Interface
Uniqueness
Wonder
Diculty
Surprise
Space
Annoyance
Inspiration Competitiveness