In design thinking, one way of doing things called the "d.school" model from Stanford University. It has five steps:
Empathize: This is like putting yourself in someone else's shoes. You watch, listen, and talk to people to understand who you're designing for and what problem you're trying to solve.
Define: Once you understand the problem and the people involved, you write down a clear statement that describes the challenge. This statement guides your actions.
Ideate: In this step, you and your team come up with as many ideas as possible. You don't judge them right away; you let your creativity flow to find new and creative solutions.
Prototype: Now, you start building a version of your solution. It's okay if it's not perfect at first. You can make changes and try different things. This step doesn't need a lot of time or resources.
Test: After you've made a prototype, you show it to the people who will use it. This helps you understand their needs better and make your solution even better. You keep going through these steps and making improvements until you have a good solution.
Remember, you can go back and forth between these steps, and they don't always have to happen in order. It's all about being flexible and finding the best solution by trying things out and learning along the way.
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Make sure you've watched the videos and engaged in the activities in class.
You can show kaitiakitanga by:
understanding the issue
Finding out about the problem(s)
Considering the people who might be affected by the problem and who might care about a solution (stakeholders)
Making sure you don’t damage or hurt or insult any person, thing or business. In the making of your outcome this includes things like getting copyright free images and checking information is true, up to date and valid.
You can show manaakitanga by:
Talking and listening to people who have an interest in the issue
Talking and listening to people who may be affected by the the outcome
Making changes based on suggestions by the above mentioned people
Using good valid and impactful content that does a good job of getting your message across
Not using content that hurts, insults or harms others
When pictures or content is not yours, make sure you credit the creators
Learn from other's mistakes!
This video is great and outlines the benefits of making a GDD rather than just smashing in to prototyping. You are NOT wasting your time designing, you're saving time that you might otherwise waste by going in the wrong direction or trying to make something that won't work or won't be fun.
In this document you will compile a portfolio and Game Design Document to guide you through the design process.
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This will be the main document that you will complete for this unit of work.
Use the following resources to help you fill it out more effectively.
There are also some example GDDs that you could look at for some very famous games at the bottom of this page.
With every technology outcome you need to describe a need or opportunity and potential user. And remember, not all games are purely for entertainment!
Read some examples of things that video games have been used for.
Video games are not just for entertainment.
Think of games as ways to create an “experience” for your intended players. From “horror” games that keep them on the edge of their seat to “boomer shooters” that make them feel ultra-powerful, games are experiences.
If you try to imagine how you want your player to “feel” you’ll come up with a much better purpose than just entertainment.
Watch the video to the left for more on this.
Using the above resources and what you wrote in you Kaitiakitanga and Manakitanga worksheet Complete Step 1 of your GDD
Watch the videos below and start brainstorming some ideas on your document. There are some helpful questions to think about and get your brain going. You are then going to write 3 synopsis for games you could make.
Complete Step 2 in your Game Design Document. Get out some paper and pencils and when you are done scan this into your document.
As your first game it is VERY important to set a good scope for your games. This video goes over some general ideas for what types of games you can make.
Scope - In video game design, refers to the overall size, complexity, and scale of a video game project.
You have come up with some great ideas but what is feasable? Watch the video and look at the lists below so you can start thinking of what you could actually make.
Platformers (Easiest option)
Top Down games
Endless runners
Point and Click games
One Mechanic games (Flappy Bird, Frogger, or Super Hexagon for instance)
Make a multiplayer game.
Not have clear ideas on how the enemy AI will work.
Having a complicated story or characters.
Having more than a handful of different things you need to animate/draw/design.
Insufficient planning.
How do you let people know about your game idea? There is actually a really common method that you probably already know about.
Watch the video here to see how to write a Game Synopsis
Complete Step 3 in your document now.
Now that you have some ideas it is time to chose one of your options. Below are some videos and further information to help make the decision about which game you should make. Show some manaakitanga, find people to talk to who might give you good feedback. And listen to them to help make your ideas better.
Complete Step 4.1, 4.2 and 4.3 in your Game Design Document now
In the next section, you'll create a prortype Game Design Document. We'll call it a propotype, because it is a "work in progress" document and will change as we learn more! Complete Section 5 of your main document now and use the following information to help you fill it out correctly.
By the end of this you'll have a refined GDD that has been improved by feedback.
Work through each section at your own pace using the following resources to help you if you need.
This is the most straightforward part of the document and should be pretty self-explanitory.
A game flow diagram is like a map that shows the journey a player takes in a video game. It's made up of boxes and arrows. The game flow diagram helps game designers plan how the game will work and helps players understand what to do next. It's like a roadmap that guides you through the adventure of the game! Watch the video for a basic rundown of flow diagrams. After that make your own using Lucid Chart. You can use the example as a guide.
Introduction to flow charts
Example of a game flow diagram
Possibly using the keyboard and mouse diagrams on the right layout what the keys in your game will be. It is good practise to use keys that are often used in other games for example movement being WASD and/or arrow keys.
This video helps you to understand how to sketch up UI for your game.
Your color choices are important. This video helps explain what the colors are and hoiw you can use color to help covey a feeling.
This will help you make good choices for your designs for your characters and scenes. Get sketching!
Choose a nice palette and add it to your GDD. Sketch some of the characters if you like to draw or use images from other games that capture what you would like to game to look like.
Sounds and music are one of the best ways to take your game up a notch in terms of aesthetics and game feel. You don't need to make game sounds or music there are plenty with various creative commons licences online. But it can be fun making some sound effects with your phone microphone and a little bit of tinkering in Audacity!
What sounds do you want in your game? List them in section 5.7 of the document now.
The topic is quite hard to grasp and you are going to have to be able to write a clear set of requirements (what someting must do) and specifications (how exactly it's going to do it) for your project idea.
Watch the video to help get a good understanding of the topic and then complete the worksheet below. Make sure you make a copy of the doc and then have a go filling it out. All instructions are inside the document.
These are commonly misunderstood but really important.
Before you launch into making your game, you need to be able to define what it must be (it's requirements) and what it will have in order to be meet those requirements (the specifications)
Watch the short vide to the left now to better understand these.
Complete section 5.8: Requirements and Specification in your document now.
Requirements are like the rules a game has to follow to make players happy and meet the project's goals. They tell us what the game needs to do and set limits on what we need to accomplish. There are different types of requirements:
Functional Requirements: These rules say what the game has to do. For example, "Players must control a character like in a platformer game" or "Players need a health system where they lose health when attacked and can get it back by picking things up."
Non-Functional Requirements: These are about how well the game should work, like how fast it should run, how reliable it is, and how safe it is. For instance, "The game needs to run at least 30 frames per second on all devices."
Quality of Life Requirements: These rules focus on how players feel when they play the game. This includes things like easy controls, smooth animations, clear tutorials, and menus that respond quickly.
Compatibility Requirements: These rules make sure the game works right on certain devices and software setups.
Specifications are super-detailed descriptions of a video game. They tell us exactly how the game should work and what it will look like:
Technical Details: This tells us , like what kind of game engine it uses, where you can play the game (on a computer, game console, or phone), how good the graphics and sounds will be, and if you can play with friends online.
Gameplay Mechanics: These are the rules for how the game works. How you move and do things, what your goals are, how you go from one level to another, and if there are special things like playing with others or computer-controlled characters.
User Interface (UI) and User Experience (UX): This part is about how the game looks and how you interact with it. It includes menus, buttons, maps, and anything you see or click on while playing.
Art and Design: This is all about how the game looks, including the characters, the world they're in, the animations, and special effects that make the game look cool.
Sound and Music: Here, we talk about the sounds in the game, like footsteps or explosions, and the music that plays in the background. It's what makes the game sound great!
What do you HAVE to make this game, what people, what skills do they have, how much time, what software, hardware, assistance etc. This helps you to judge if a game is in scope (ie do-able with the given resources)
Think hard about this and list them all in section 5.9 of your game design document.
The number one rule for feedback with design work is give options! The person that you are getting ideas from can't imagine your main character in different colours, instead present them in the different colours.
This is your last chance to show manaakitanga.
Go and show your friends, whanau, and anyone else your GDD and listen to what suggestions they have to make it better.
Once you've got lots of feedback, go and make improvement to your GDD.
Next, you'll need to try to justify, with evidence, why this design is going to be awesome.
Does it fit the theme?
How will it meet the needs of the target audience?
How will you respect the principles of manaakitanga? Kaitiakitanga?
Don’t forget to include research to back up your claims. Use the internet and add a bibliography of websites or articles that you used. The better you do this section, the better prepared you will be for the exam.
Fill out section 7 of your GDD now.
note: Justify - To support an argument or conclusion with evidence
A Game Design Document (GDD) is super-detailed plan document that tells you define everything you need to know when making a particular video game. It has all the important details about how the game should look and work. It helps the people working on the game understand the game's idea, rules, and how it's supposed to work.
Game designers are the ones who usually make this plan, and it's like the base or starting point for everyone involved in making the game. This is then used by everyone; programmers, artists, writers, level designers, musicians, and project managers to work collaborativly. If everyone knows what the game should be, they can all work together to make sure the game ends up like it's supposed to.