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Showing posts from October, 2018

Games GDD

I have just spent time reading 2 articles, on  design consideration and  The Early Stages of the Design Process GD D. These are both highly interesting writings and focus on board game startups with the do's and don'ts of board games, the design consideration teaches us small but very effective ways to improve on our board game designs such as color, rules, visuals and experience. part of this article speaks of the simplicity of making icons in your board game, certain games such as Drakon struggled as their coin icon closely resembled another icon within their game most interesting of all was the idea to add more game pieces then normal this is something that a lot of board games lack. for example a board game containing 55 cards should be shipped with maybe 65 an extra 10 just in case some go missing or get damaged. another important element was setting up a website for people to go to if they have queries about the rules of the game. The early stages of the design

Game Elements

Game Elements Upon reading: Formal Abstract Design Tools . I have compiled notes on what i read and what i found interesting, firstly,  what is a modern computer game made of: a modern computer game is made of technical disciplines which craft a players experience such as Design, Art, Audio, Levels, Code etc.. Games are always evolving but the most important thing for us as designers is to view other games as an experience to learn what works and to improve on what doesn't. when critiquing or reviewing others work it is not enough to just write "oh that was fun" or "oh this part was not fun".  in this article we learn about FADT (Formal Abstract Design Tools) which is an attempt to create a framework from which we can speak and describe games  in the post the writers says " Examining the phrase, we have: "formal," implying precise definition and the ability to explain it to someone else; "abstract," to emphasize the focus on u