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Feature list: Game features


A powerful aspect of a flow chart is that it allows a designer to analyze specific aspects of a game's design. It can be used to explore overarching mechanics, specific features, or core gameplay. Designers can use flow charts to check for any inconsistencies, redundant relationships, or "game over" scenarios.

Throughout my time as a Game Design intern for Blackmoor Studios, I learned a lot about how to provide design feedback on projects. Just as important as being able to conceptualize a new idea, designers need to be able to fix issues when they occur too. One team came to me with a great idea they had begun to develop, but struggled with designing the core element of the game (puzzles). Here is an example of the type of research and feedback I would provide teams to help them achieve their desired goals.

When designing a new game idea there are several areas I keep at the forefront of my mind. I start by taking an idea and researching the various nuances to develop it further. In this scenario, I did market research on Freemium models, consumer metrics, and similar products already available. I then use that research to drive the experience I want to share with the player. Here is a sample of a game design pitch I created.

game design/Development tools

The Five Pillars of Game Development

            My approach to game design is based on the philosophical benefits that can be gleaned from video games. Everything I try to accomplish through design revolves around providing the player with a challenging experience that promotes creativity through new occurrences. It is a breakaway from the typical design patterns used in this medium, as it is built upon the neurological functionalities that occur when playing a game. This methodology avoids shallow methods seen in the industry at large and instead focuses on the experience being delivered to the player. It is entirely about their fulfillment, on a biological level. Through neuroplasticity, players can be exposed to stimuli in games that give them a fulfilling experience.

            There are three tenants to this game design philosophy that I have designated as “The Three A’s.” They are Adaptive Gameplay, Active Learning, and Achievement. Adaptive Gameplay refers to constantly changing the challenge presented to the player. One of the key components to promoting plasticity in games involves constantly matching the player’s skill level (Medeiros, 2017). Video game players are used to a typical system where the better the get, the easier the game is. This actually results in a “autopilot mode” on behalf of the player, as no new stimuli is introduced (Kurtzman, 2013). So instead, I implement an adaptive staircase method that challenges the player by making the game more difficult, or stimulating, as they get better. The goal
is to constantly push the player further, initializing plasticity in the brain (Medeiros, 2017). 

            The second “A” pertains to Active learning, a way of presenting stimuli to the player in a manner that promotes an obtained knowledge through a three-step process (Gee, 2007, pp. 1-27). Game progression should follow a sequence of learning, thinking, and action (Gee, 2007, p. 78). Not only should progression follow this pattern, but it should offer multiple solutions for advancement (Gee, 2007, p. 134). Understanding the different ways that people learn is essential to avoid bottlenecking player’s through a supposed “right” methodology of learning. The way to truly analyze this is to consider all types of problem solving methods and experiment with new ones as well. Innovation
on the designer’s end promotes innovation from the players as well.

            The final thing we need to accomplish through game design is to deliver a sense of Achievement to the player. Being able to step back from a game and feel a sense of real accomplishment is vital (Schell, 2015, pp. 133-146). Without this sense of achievement, a player would not continue to play the game (Schell, 2015, pp. 133-146). A lot of games focus on extrinsic, or external, rewards. Instead, design should be focused on intrinsic rewards to help support creativity and self-actualization in the player (Gee, 2007, p. 223). Once the player knows what they want from the game, they can explore creative avenues to get there instead of aimlessly wandering.

These three aspects all work together in unison to help promote an environment that stimulates the player. Through this methodology the player is constantly being challenged in ways that promote active learning and achievement, thus providing them with a truly enriching interaction not seen commonly in the industry at large. Experimentation is paramount in progressing a medium forward and should be cultivated more. This design philosophy fosters freedom for designers to implement new types of gameplay and change how they are able to interface with the player.


                                                                                         References

Gee, J. (2007). What video games have to teach us about learning and literacy: Revised and updated edition (2nd
ed., pp. 1-27, 78, 134, 223). New York, NY: Palgrave Macmillan.

Kurtzman, L. (2013). Training the Older Brain in 3-D: Video Game Enhances Cognitive Control. UC San Francisco. Retrieved 10 June 2017, from https://www.ucsf.edu/news/2013/09/108616/training-older-brain-3-d-video-game-enhances-cognitive-control

Medeiros, J. (2017). How to 'game your brain': the benefits of
neuroplasticity. Wired UK. Retrieved from http://www.wired.co.uk/article/game-your-brain

Schell, J. (2015). The art of game design (2nd
ed., pp. 133-146). Boca Raton, FL: CRC Press.

The feature list documents all the features to be realized in the game. It also includes tools, systems, and processes of the game that will need to be implemented. Below is a sample Game Feature list I have compiled. The feature list contains a unique identifying code, feature type, category, feature, priority, difficulty, and milestone. The feature list should always be sorted by Milestone.

Game design philosophy

Level Flow Chart

Monthly Capacity plan


During the life cycle of a game's development, there are five pillars that must be balanced to promote a successful venture: Team, Game, Client, Stakeholders, and Documentation.

Game Design Feedback


The monthly capacity plan is a resource management tool used to provide the available work hours for the team. It includes details such as work hours, workload, holidays, ect. Since it is done entirely with formulas in excel, it also allows for instant updates.

Game Design Pitch


Thesis 


Level flow charts are useful tools to help visualize and conceptualize what gameplay will be like. The level flow chart has a progression track to allow you to follow the level gameplay in a linear manner. 

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