Lean Game Design

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Gediminas Tarasevicius, Game designer, Nordcurrent

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LEAN GAME DESI GN Gedi mi nas Tar asevi či us Game desi gner Nor dcur r ent

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200+ I n Vi l ni us War s aw and Odes s a WE ARE NORDCURRENT

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BEI NG A GAME DESI GNER NORDCURRENT

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BUSI NESS’ EXPECTATI ONS PROFI T AND SUSTAI NABI LI TY FREE ENTERTAI NMENT SELF- REALI ZATI ON AND I MPROVEMENT PLAYER’ S ASPI RATI ONS GAME DESI GNER’ S MOTI VATI ON

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D E S I G N T H I N K I N G L E A N M E T H O D

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LEAN GAME DESI GN The pr ocess of maki ng game desi gn deci si ons t hat maxi mi ze pl ayer engagement i mpr ove l i f et i me val ue and mi ni mi ze devel opment wast e

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LEAN GAME DESI GN P R I N C I P L E S Goal s t r ans f or m a r andom wal k i nt o a chas e Mi hal y Cs i ks z ent mi hal yi

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PRI NCI PLE 1 : LEAN GAME DESI GN I S PLAYER- CENTRI C

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PRI NCI PLE 2: ONLY MEANI NGFUL GAME SYSTEMS TOMB RAI DER 201 3 FORTNI TE 201 7

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PRI NCI PLE 3: LEAN GAME DESI GN I S KPI - ORI ENTED s our ce: mobi l ef r eet opl ay . com

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PRI NCI PLE 4: LEAN GAME DESI GN I S DATA- DRI VEN

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PRI NCI PLE 5: LEAN GAME DESI GN I S FUTURE- PROOF

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LEAN GAME DESI GN T E C H N I Q U E S Resear ch and empat hi se Be r ut hl ess t o your pr econcept i ons Desi gn as a pl ayer pl ay as a desi gner Lean document at i on E Ever yone on t he same page Know answer s t o al l “Whys” Be pr epar ed f or t he wor st Go f or i t when r i sks ar e l ow

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Who i s my pl ayer What emot i ons pl ayer f eel s What pr ovi des pl ayer t he mos t f un Wher e pl ayer s t r uggl es LEAN GAME DESI GN TECHNI QUE 1 : RESEARCH AND EMPATHI ZE PL AYER-CENTRI C MEANI NGFUL L GAME SYSTEMS

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Why I am s o s ur e about i t Can I do i t di er ent l y How can I do i t di er ent l y LEAN GAME DESI GN TECHNI QUE 2: BE RUTHLESS TO YOUR PRECONCEPTI ONS We ar e doomed t o f ai l ur e wi t hout a dai l y dest r uct i on of our var i ous pr econcept i ons. KPI -ORI ENTED DAT A-DRI VEN

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Why I l i ke t hi s game How t hi s game evokes emot i ons I f eel How my game wi l l evoke s i mi l ar emot i ons LEAN GAME DESI GN TECHNI QUE 3: DESI GN AS A PLAYER PLAY AS A DESI GNER PL AYER-CENTRI C MEANI NGFUL GAME SYSTEMS

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How t o or gani z e t he i nf or mat i on Ar e r es our ces f or t he upkeep al l ocat ed How i t can be r eus ed LEAN GAME DESI GN TECHNI QUE 4: LEAN DOCUMENTATI ON DAT A-DRI VEN KPI -ORI ENTED FUTURE- PROOF

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I s t her e enough of communi cat i on What i s t he qual i t y of communi cat i on I s t her e a need f or qual i t y i mpr ovement LEAN GAME DESI GN TECHNI QUE 5: PUT EVERYONE ON THE SAME PAGE DAT A-DRI VEN KPI -ORI ENTED

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Why i s t hi s game mechani c i n your game Why i s t hi s f eat ur e i n your game Why i s t hi s cont ent i n your game LEAN GAME DESI GN TECHNI QUE 6: KNOW ANSWERS TO ALL “WHYS“ Why do you of f er me a st ar t er pack I AM PRO Why don’ t you gi ve me A PRO PACK DAT A-DRI VEN MEANI NGUL GAME SYSTEMS FUTURE- PROOF

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What ar e t he weak poi nt s i n my des i gn What i mpact t he f ai l ur e can caus e What act i ons I wi l l t ake i f f ai l ur e happens LEAN GAME DESI GN TECHNI QUE 7: BE PREPARED FOR THE WORST FUTURE- PROOF

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How can I mi ni mi z e t he r i s k How can I cont r ol t he cons equences How can I ampl i f y t he pos i t i ve e ect LEAN GAME DESI GN TECHNI QUE 8: BREAK THE RULES WHEN RI SK I S LOW Not goi ng t o school may l ead t o unpr edi ct abl e consequences DAT A-DRI VEN KPI -ORI ENTED

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LEAN GAME DESI GN Al ways a bet t er game New knowl edge Bet t er mot i vat ed t eam Refined devel opment scope Deci si on- maki ng agi l i t y Devel opment agi l i t y W Wast e cont r ol

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