Michael Killick

The Way We Play

Theory of Game Design

Michael Killick
Cambridge, UK
ISBN 978-1-4842-8788-0e-ISBN 978-1-4842-8789-7
© Michael Killick 2022
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This book is dedicated to my students, past and present. You make teaching in the world of video games a little more interesting with every year.

Introduction

You probably have already played hundreds of games before you have picked up this book and loved, and maybe disliked, some. Or maybe, you may have never played a video game in your life, and you much prefer to play card or board games . (No matter, they will be mentioned in this book too.) But this book isn’t about taking famous video games apart and pointing out their flaws, this book is about what goes on to make those games and what worked. For some of us, we have been waking up over festive celebrations, opening the biggest game of the year that all our friends have been talking about. But have you ever wondered HOW it got there? Yes, a jolly fat man might have left it for you, but have you ever wanted to know how it was made? Or have you ever shown an interest in the way a video game was made?

This book has been written for three types of people: those that want to develop their skills and knowledge further, those that are starting out in game design or students that want to know the best place to start, and those that love to play games.

For those that are already working within video games, there are plenty of books already out there that might give you a lot of theory, but they might be very formal and sometimes hard to relate to. However, this book will provide some theory but also some practical elements while also keeping things casual. I don’t want this book to be talking at you, but more talking along with you.

If you are a student or just starting out in video games, I bring in a perspective of someone who has studied video games but has also been teaching it. I have been involved in countless projects and seen many mistakes made but also seen some amazing projects come to life. Over the course of the book, I will tell stories of some of my lessons but also what you need to think about as you start out in this ever-changing and expansive world we call game development . You will also get to see what comes next once you have made your video game and what options lie ahead once you reach this milestone. I didn’t study video games till I was in my mid-teens, and even then, I fell into the subject! It was a strange new world I found myself in, and I quickly learned that I needed all the supporting material out there to help me on my journey. I made lots of mistakes with projects that I made, but this book will help you to avoid making those mistakes. And I hope that you find in this book some of your supporting material as you start out on your journey.

Lastly, there is someone else out there that this book is aimed toward. Those that love video games and are die-hard fans, just like me! Even if you never want to make video games but are curious about what goes on in the land of game development , then this book will give you a look into the window of this world. I have always enjoyed reading game books or game art books and felt inspired. And that is the aim of this book, to help guide those wanting to make their mark in game design.

What Will You See in This Book?

You have probably been looking around in your local bookshop or online for a book that can provide you with a background into game design and what can help you either with your career or the theory of design. You might have found some books that might have lots of theory or are fully technical. But you might be looking for one that has a perfect amount of both. So, look no further, as this is the book for you!

You may have already turned through some of the pages to see the contents list, but here is a breakdown of the things you will read and experience through upcoming pages:
  • Chapter 1 – Your Design Journey Begins

This will provide you with an insight into the history of games while looking at some of the most notable games within history and the impact they have had on current markets. You will also look into creating your first Game Design Document and the content needed. This will help prepare you for pitching your game idea to wider professionals within the industry.
  • Chapter 2 – Video Games: Under the Hood

A look into job roles within the industry and the pathway you could take. Common genres you will find within games and how these link with each other and one of the trickiest issues of them all, idea generation!
  • Chapter 3 – From Paper to Screen

As your design journey begins, you will now start to think about the important pillars within game design and how they will impact your overall idea. As movement and gameplay start to be considered here, you will also start to think about how your idea elements will start to link together.
  • Chapter 4 – First-Person Character Controller in Unity

In this chapter, you will use the game engine, Unity, to create a first-person project where you will explore the software and how this demo could be used as part of a future project.
  • Chapter 5 – Rule the World – Level Design

With your idea starting to come together, you will now explore the world of level design and the creation of the playground your player will be in. You will consider how the world will impact your gameplay and the important factors that need to be considered when creating your world.
  • Chapter 6 – Friend or Foe? Enemy Design

With characters designed, you now need to think about the enemies and obstacles that your player will face. From mercenaries to creatures, what will stand in the way of your player from achieving their goal? How does an enemy’s behavior impact the gameplay experience? What does it take to create a fun boss battle?
  • Chapter 7 – MCM (Mechanics, Combat, and Multiplayer)

This chapter will walk you through three of the most important elements that make any game successful and what part they play in games we experience. From single-player action games to massive multiplayer online games , how do these influence their design?
  • Chapter 8 – 2D Platformer Tutorial

Returning to Unity once more, you will complete a tutorial that will act as a base for a future game.
  • Chapter 9 – HUD and UI. What Does It Mean?

As your game is starting to come together, we begin to explore some of the final elements and what a player will see and use within the game. In this chapter, you will explore the fundamentals of HUD and UI design and how this will play a part in the overall experience of the game.
  • Chapter 10 – Parting Advice

With your design journey coming to an end, we begin to wrap up everything we have learned and discuss how to avoid some common mistakes that are made within the design process. And more importantly, how you can better yourself during your journey.
  • Chapter 11 – The End. Or Your Beginning?

You will now think about how to create a pitch for your game and what are the best methods to take your journey further. With many ways to start sharing your work, this chapter will help guide you to what works effectively when sharing your ideas to the world.

Now as you have seen the contents of the book and hopefully you have decided to stick around to know more, then it is time to begin your game design journey. But first, I would like to leave you with some advice to consider as you read and delve into your own creative game projects. One of the most important things to remember is, no matter how big or ambitious an idea may be, show perseverance and keep going. There is no greater feeling than to know that you have overcome something and that you have achieved a goal. Always put your mind to something and never be afraid to show your creative flair and what it is you are capable of. Greatness comes from small beginnings.

Acknowledgments

Books don’t just fall out of the sky and land onto shelves and ereaders, they take time and care from not just the author but from the supporting team and those around the author. That’s why I want to take a moment and thank those that have supported me on my journey to writing this book for you, as I wouldn’t have been able to help you without them helping me.

To my family and friends who were with me when my journey into games began. The Rizing Games team and all those that have been a part of it. My wonderful students, past and present, you truly have been some of the most talented people I have ever met and a privilege to teach. The supporting team at Apress, without whom none of this would have been possible. Lastly, to my wife, Beth, who has also listened to hours of book and game ideas.

Table of Contents
The GDD 222
Index 223
About the Author
Michael Killick

A photograph of Michael Killick.

is a Game Design Teacher, Game Designer, and BAFTA Nominated Young Game Design Mentor. He is currently the lead of the Level 3 Games Development course and the student publishing company, Rizing Games, which offers students the chance to develop and release their mobile and console games to global markets. It’s his job to work with upcoming game designers to show them what they need to know to create their first video games and how they can publish these to the wider gaming world. Due to his work within game development and the support he has provided to young people, he has been chosen to be a BAFTA Member to continue his support for upcoming game designers.
 
About the Technical Reviewer
Simon Jackson

A photograph of Simon Jackson.

is a long-time software engineer and architect with many years of Unity game development experience. He’s also an author of several Unity game development titles. He loves to create Unity projects, and he loves to lend a hand to help educate others, whether it’s via a blog, vlog, user group, or major speaking event. His primary focus at the moment is with the XRTK (Mixed Reality Toolkit) project. The goal of this project is to build a cross-platform Mixed Reality framework to enable both VR and AR developers to build efficient solutions in Unity and then distribute them to as many platforms as possible.
 
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