Sunday 17 November 2013

Elements of game design part 5: Planning and Concepting

The making a game and many things in this word is a series of planned out processes that follow a strict formula. 

This work flow is the basis for design. It’s a series of trial and error. Idea generation, starting with no boundaries to help loosen up the mind to be inventive and creative when coming up with new ideas. Through this process of handing in ideas, and receiving opinion, constraints are born. This helps to really focus the team on what direction all idea’s should be following.

Looking through a recent purchase of mine ‘The Last Of Us’ art book (pictured below) In the introduction it states, they were told to “develop Naughty Dog’s next big franchise.” From this broad scope they had to narrow down every element of the game. The first idea/restriction they came up with, was to base the story around the relationship between 2 characters, this then quickly developed into the idea of a father daughter type relationship.


This was a solid ground to work on, as obviously, the game ended up exactly as such. A good base idea can carry out all planning and development for the entire concepting process. In constrains we begin to find what exactly is needed to make this game a success. Multiples of people are always involved. With most of the time the creators and idea generators have to answer to those who are funding the project and producers. These back and fourths between people again, are key to moulding an idea to eventually reach its final desired outcome. 

For me personally I find once I have an idea planted in my head, I try my best to stick to that idea. To the point where I will discard any other good idea just because my first idea was such a great idea that helped spur the rest of my designs.

For instants. A current project I’m working on, is to design a land sea and air vehicle that can carry 2 people and a lot of equipment. As soon as I heard the project brief, I instantly thought of a vehicle I saw on the TV show Top Gear. 
 


This car had tyres with built in paddles that scoop the water and placed in such a way on the tires, that when it hits the water it skims across it. I had this idea of the tyres stuck in my head right from the word go. However when designing, you have to generate a load of concepts to explore as many idea’s as possible. In this process, I tried out some ideas that use the same systems as a hovercraft.


This was my main idea, (pictured above) where by the cylinders at the side would act as the paddled tyres as well as the protective case for the propeller’s. I had my heart set on this idea, but this idea (pictures below) has also wormed its way into my favourites.  



It’s a concise and simple idea, which is why I think its works so well. I have yet to develop the original idea. So I have yet to see its full potential.

The process of concepting is purely about idea generation and not getting too attached to an idea. You need to be able to churn idea after idea out into the firing line. A lot of idea will be rejected even ones that you particularly love. The game design process is a team effort, and there will always be others that will object to your ideas, but also be willing to collaborate on them further. 

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