Game pillars are the elements that support the design intention by encompassing the core emotions and objectives the developer wants the player to experience.
When creating my game pillars I focused on keeping my essential experience and design intention at the front of my brain.
- EE – To encourage nostalgia through an old-fashioned adventure
- DE – Being taken back to childhoodthrough a digital camera
To help us create our game pillars we were shown a mobile game companies’ design pillars that they used to keep the team on track.
| Easy to understand numbers | Board-game like feel | No hidden information | playful interactions |
All of these serve to further enhance the EE and DE of the game
- Design Intention: exploring reconciliation through dreams.
- Essential Experience: emotional repair and reflection.
- Core Emotion: connection and forgiveness.
To figure out my pillars I used a worksheet given to us to play around, I started by breaking it down into small mainly mechanic based pillars then looking at my deisgn intentions and assigning emotions and feelings to each one.

Final Design Pillars – subject to change

Design Pillar Development
In week 6 we had another game pitch presentation, at this point in the project we have had multiple guest speakers that have stressed the importance of being succinct in our writing.
For the presentation I have reworked the pillars so they are explained better.
| Exploration Based Puzzles | Quirky Characters and World | Accessible Gameplay |
| To progress the player must explore and discover what they can do. | The world is populated with quirky, memorable characters and locations. | The gameplay is highly accessible, only requiring a mouse as it is a point and click interface. |

Leave a Reply