This week was about game design pillars, we were introduced to a variety of game design techniques and frameworks. We set out to understand what our design intention and essential experience should be by using an emotion worksheet. We worked in groups and wrote down emotions we already had for our ideas and put them in the appropriate places on the paper.

My contributions are on the orange post it notes
We then needed to determine what the driver was in our games by looking at MDA (mechanics, dynamics and aesthetics.) A formal game design tool.

My contributions are on the orange post it notes.
After the Monday class we were instructed to collate all of our ideas so far into one game idea with a clear design intention, essential experience and 3-4 design pillars. We are going to present these in a 3 minute elevator pitch to the class.
For the Thursday Tech session we were introduced to a Unity add on ProBuilder, this is a simple greybox tool that allows you to quickly prototype an area in your game.
We were tasked with creating an arena for a multiplayer shooter game. This is what I created, I focussed on limiting visibility for each player so it would be harder to find each other.

The play testing was fun although I had made a mistake with the spawn points and some players kept spawning off of the map.
To create my presentation I focused on figuring out what I want my player to feel by defining the essential experience and game design pillars. Those processes can be found below.
This was my presentation, it went very well and the feedback was good. It was also helpful to see everyone else’s work especially others also doing nostalgia.




Next Steps –
During my presentation a peer recommended a game I have researched it here

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