SlideShare a Scribd company logo
The #1 Skill for Game 
Designers 
and How to Practice It 
Roberto Dillon 
James Cook University (Singapore) 
roberto.dillon@jcu.edu.au
1999 2005 2009 2011
An often hot topic on LinkedIn groups 
 What's the most important skill for a Game Designer? 
 Often degenerating in hundreds of comments! 
 Creativity 
 Programming or Artistic skills 
 Writing 
 Having an open mind 
 Curiosity 
 ...
An often hot topic on LinkedIn groups 
 What's the most important skill for a Game Designer? 
 Often degenerating in hundreds of comments! 
 Creativity 
 Programming or Artistic skills 
 Writing 
 Having an open mind 
 Curiosity 
 ... 
 Critical Analysis 
 Listening 
 Explaining your ideas
An often hot topic on LinkedIn groups 
 What's the most important skill for a Game Designer? 
 Often degenerating in hundreds of comments! 
 Creativity 
 Programming or Artistic skills 
 Writing 
 Having an open mind 
 Curiosity 
 ... 
 Critical Analysis 
 Listening 
 Explaining your ideas 
Communication
How to communicate effectively? 
“A method is needed in order to reason accurately” 
Descartes 
 Game Designers explain their approaches in 
very subjective ways. 
How can we communicate our ideas in an easy 
to understand way? 
we need a “pragmatic” approach for explaining 
and describe games 
 For example by breaking down a game at different level 
of complexities and analyze their relationships.
The A.G.E. Framework 
(inspired by the MDA framework) 
FUN 
Actions 
• the core actions that a player can perform 
usually described in terms of verbs. 
• E.g. moving, jumping, kicking a ball, shooting, taking 
cover 
Gameplay 
• the resulting play achieved by using and 
combining the available "actions". These 
can be either verbs or higher level concepts 
• E.g. fighting, race to an end, territorial acquisition 
Experience 
• the emotional experience that engages 
players during the game.
Emotional Experience 
 The most difficult part to explain 
 How do players feel when they play? 
 What do players really want? 
 What triggers „Fun“??
„6-11 Framework“ 
 „Fun” as an outcome from engaging the player 
through basic emotions and instincts 
 6 Basic Emotions 
 Ekman, Plutchik, Izard etc. 
 11 Instincts / Instinctive behaviors 
 Their correspondences / relationships
„6 Emotions” 
• Fear
„6 Emotions” 
• Fear 
• Anger
„6 Emotions” 
• Fear 
• Anger 
• Pride
„6 Emotions” 
• Sadness
„6 Emotions” 
• Sadness 
• Excitement
„6 Emotions” 
• Sadness 
• Excitement 
• Joy
„11 Instincts” 
• Survival
„11 Instincts” 
• Survival 
• Revenge
„11 Instincts” 
• Survival 
• Revenge 
• Curiosity
„11 Instincts” 
• Self Identification
„11 Instincts” 
• Self Identification 
• Aggressiveness
„11 Instincts” 
• Self Identification 
• Aggressiveness 
• Competition
„11 Instincts” 
• Protection / Care
„11 Instincts” 
• Protection / Care 
• Greed
„11 Instincts” 
• Protection / Care 
• Greed 
• Collecting
„11 Instincts” 
• Communication
„11 Instincts” 
• Communication 
• Color Appreciation
Explaining a game 
 In general: 
 Emotions can trigger instincts 
 Instincts push the player to act in the game 
 Easy to link instincts to gameplay and actions 
Fear 
Anger 
Survival 
Aggressiveness 
Escaping 
Avoiding danger 
Chasing 
Fighting 
Hiding 
Running 
Running 
Kicking 
Casting a spell
Explaining a game, step by step 
 From Actions to Experience: 
 Play the game 
 What can I do in the game? 
 Note: check the controls!
Explaining a game, step by step 
 From Actions to Experience: 
 Once we nailed down the Actions... 
 Gameplay: 
 What can I use them for? 
 What am I trying to do? 
 Experience: 
 Why am I doing it? 
 How do I feel while playing?
Frogger (Konami, 1981) 
Actions What can I do in the game?
Frogger (Konami, 1981) 
Actions • Move Left/Right 
• Advance 
• Retreat 
Gameplay What am I trying to do?
Frogger (Konami, 1981) 
Actions • Move Left/Right 
• Advance 
• Retreat 
Gameplay• Avoid being run over by cars (avoidance) 
• Reach a safe spot at the top of the screen 
(race to an end) 
Experience How do I feel while playing?
Frogger (Konami, 1981) 
Actions • Move Left/Right 
• Advance 
• Retreat 
Gameplay• Avoid being run over by cars (avoidance) 
• Reach a safe spot at the top of the screen 
(race to an end) 
Experience How do I feel while playing? 
Joy Excitement 
Survival 
Fear 
Pride 
Identification
Frogger (Konami, 1981) 
Actions • Move Left/Right 
• Advance 
• Retreat 
Gameplay• Avoid being run over by cars (avoidance) 
• Reach a safe spot at the top of the screen 
(race to an end) 
Experience How do I feel while playing? 
Joy Excitement 
Survival 
Fear 
Pride 
Identification
Frogger (Konami, 1981) 
Actions • Move Left/Right 
• Advance 
• Retreat 
Gameplay• Avoid being run over by cars (avoidance) 
• Reach a safe spot at the top of the screen 
(race to an end) 
Experience How do I feel while playing? 
Joy Excitement 
Pride Protection 
NO! I’m not the frog! I’m just trying to rescue it!
Defense: Evolution 
(Adsumsoft, 2014, Android/iOS) 
Actions • Place/Remove unit 
• Zoom In/Out 
• Start/Stop evolution 
Gameplay • Evolution (Conway’s Game of Life, 
1970) 
• Expand control over the grid 
(territorial acquisition) 
• Protect the “Beacon” (tower 
Experience defense) 
Excitement 
Curiosity 
Protection 
Pride Joy
Turky’s Date 
(Adsumsoft, 2014, Android/iOS) 
Actions • Slide Tiles 
• Use Magic 
Gameplay • Drive Turky around to get 
bonuses (herding) 
• Protect Turky (avoidance) 
• Reach Picky (race to an end) 
• Make the bad guys fall 
Experience 
Protection 
Revenge Collecting 
Pride 
Excitement Joy
One Page GDD 
(Stone Librande, Creative Director, EA/Maxis, www.stonetronix.com) 
Title 
Date/Version 
< topic / high level description > 
Callout Main Illustration 
Callout 
< description > 
Details, 
Sidebar Zoom In 
Sidebar 
• Bullet points 
• … 
• … 
Sidebar 
or 
Flowchart
One Page GDD
Conclusions 
• To be good game designers we need to 
communicate effectively 
• We need a reliable approach for explaining our ideas 
• Gaining insights, discuss, sharing experiences 
• AGE model 
• Narrow but clear definitions 
• Easy to relate the different layers 
• Desired emotional experience seen in terms of intuitive 
components (6-11 Framework) 
• Straightforward to learn and adopt in a variety 
of contexts 
• One Page GDD
Thanks for 
Your attention! 
roberto.dillon@jcu.edu.au 
or 
roberto@ProgramAndPlay.com 
rdillon73 
Adsumsoft: 
http://Adsumsoft.ProgramAndPlay.com

More Related Content

PPSX
BSA Game Design Merit Badge
PPTX
Game Design101-01
PPTX
Gaming documentry for emma and neil
PPT
Video games Review writing
PPTX
Casual Game Design: Designing Play for the Gamer in All of Us
PPTX
LAFS PREPRO Session 7 - Game Audio and Levels
PPTX
Borderlands case study.
PDF
Various Topics on Game Design
BSA Game Design Merit Badge
Game Design101-01
Gaming documentry for emma and neil
Video games Review writing
Casual Game Design: Designing Play for the Gamer in All of Us
LAFS PREPRO Session 7 - Game Audio and Levels
Borderlands case study.
Various Topics on Game Design

What's hot (20)

PDF
Introduction to Game Design
KEY
Gamification: Creating Heroes and Saving the World
PPTX
LAFS PREPRO Session 5 - Narrative and World
PPTX
Case Study
PPTX
Clayton Wang presentation
PPTX
Game Design Merit Badge Presentation
PDF
Game Design: from rules to craft
PPTX
Without vision, you'd be blind - Mattia Traverso - Codemotion Amsterdam 2017
PPTX
Fundamentals of game development overview
PPTX
Character Design
PPTX
Video Games Development
PPT
Finalpowerpoint
PDF
Narrative driven game design
PDF
Best Fiends Design and Monetization Audit
PPTX
1. communication methods pro forma(1)-2-2-2-2
PPTX
Fundamentals on game design
PPTX
LAFS Game Mechanics - Replayability
PPTX
Powerpoint4
PPT
Unique Video Games
Introduction to Game Design
Gamification: Creating Heroes and Saving the World
LAFS PREPRO Session 5 - Narrative and World
Case Study
Clayton Wang presentation
Game Design Merit Badge Presentation
Game Design: from rules to craft
Without vision, you'd be blind - Mattia Traverso - Codemotion Amsterdam 2017
Fundamentals of game development overview
Character Design
Video Games Development
Finalpowerpoint
Narrative driven game design
Best Fiends Design and Monetization Audit
1. communication methods pro forma(1)-2-2-2-2
Fundamentals on game design
LAFS Game Mechanics - Replayability
Powerpoint4
Unique Video Games
Ad

Similar to The #1 Skill for Game Designers and How to Practice It (20)

PDF
A modern approach to game analysis and design: the AGE framework
PDF
Know your player - Optimizing the player experience
PPTX
New Microsoft PowerPoint Presentation.pptx
PPTX
LAFS SVI Level 3 - Game Design and Analysis
PPTX
Gamification presentation 2 mars
PDF
Aft 157 design process project -iii
PPT
Pixel-Lab / Games:EDU / Matt Southern / Graduating Games
PPTX
98 374 Lesson 01-slides
PPTX
LAFS SVI Level 2 - Psychology of Play
PDF
Game Design Course
PPT
PPTX
LAFS Game Design 1 - The Player Experience
PDF
More Than Points: Architecting Engagement Through Game Design Thinking
PPTX
Fundamental of game design part 2
PPTX
TJD_2023_Lab_06.pptx
PPSX
Game Design techniques
KEY
UX Bristol Gameful Design
PPT
Game design
PDF
Rules of Play: Design Elements of Addictive Online Learning Games
PDF
Unit 1-NEW - game game Game Core Design.pdf
A modern approach to game analysis and design: the AGE framework
Know your player - Optimizing the player experience
New Microsoft PowerPoint Presentation.pptx
LAFS SVI Level 3 - Game Design and Analysis
Gamification presentation 2 mars
Aft 157 design process project -iii
Pixel-Lab / Games:EDU / Matt Southern / Graduating Games
98 374 Lesson 01-slides
LAFS SVI Level 2 - Psychology of Play
Game Design Course
LAFS Game Design 1 - The Player Experience
More Than Points: Architecting Engagement Through Game Design Thinking
Fundamental of game design part 2
TJD_2023_Lab_06.pptx
Game Design techniques
UX Bristol Gameful Design
Game design
Rules of Play: Design Elements of Addictive Online Learning Games
Unit 1-NEW - game game Game Core Design.pdf
Ad

Recently uploaded (20)

PPTX
Programs and apps: productivity, graphics, security and other tools
PDF
gpt5_lecture_notes_comprehensive_20250812015547.pdf
PPTX
A Presentation on Touch Screen Technology
PDF
Encapsulation_ Review paper, used for researhc scholars
PPTX
cloud_computing_Infrastucture_as_cloud_p
PPTX
OMC Textile Division Presentation 2021.pptx
PDF
Heart disease approach using modified random forest and particle swarm optimi...
PDF
Approach and Philosophy of On baking technology
PDF
Hindi spoken digit analysis for native and non-native speakers
PDF
Building Integrated photovoltaic BIPV_UPV.pdf
PPTX
Tartificialntelligence_presentation.pptx
PPTX
Group 1 Presentation -Planning and Decision Making .pptx
PDF
Assigned Numbers - 2025 - Bluetooth® Document
PDF
Unlocking AI with Model Context Protocol (MCP)
PDF
Agricultural_Statistics_at_a_Glance_2022_0.pdf
PPTX
A Presentation on Artificial Intelligence
PDF
From MVP to Full-Scale Product A Startup’s Software Journey.pdf
PDF
Encapsulation theory and applications.pdf
PDF
A novel scalable deep ensemble learning framework for big data classification...
PDF
MIND Revenue Release Quarter 2 2025 Press Release
Programs and apps: productivity, graphics, security and other tools
gpt5_lecture_notes_comprehensive_20250812015547.pdf
A Presentation on Touch Screen Technology
Encapsulation_ Review paper, used for researhc scholars
cloud_computing_Infrastucture_as_cloud_p
OMC Textile Division Presentation 2021.pptx
Heart disease approach using modified random forest and particle swarm optimi...
Approach and Philosophy of On baking technology
Hindi spoken digit analysis for native and non-native speakers
Building Integrated photovoltaic BIPV_UPV.pdf
Tartificialntelligence_presentation.pptx
Group 1 Presentation -Planning and Decision Making .pptx
Assigned Numbers - 2025 - Bluetooth® Document
Unlocking AI with Model Context Protocol (MCP)
Agricultural_Statistics_at_a_Glance_2022_0.pdf
A Presentation on Artificial Intelligence
From MVP to Full-Scale Product A Startup’s Software Journey.pdf
Encapsulation theory and applications.pdf
A novel scalable deep ensemble learning framework for big data classification...
MIND Revenue Release Quarter 2 2025 Press Release

The #1 Skill for Game Designers and How to Practice It

  • 1. The #1 Skill for Game Designers and How to Practice It Roberto Dillon James Cook University (Singapore) roberto.dillon@jcu.edu.au
  • 3. An often hot topic on LinkedIn groups  What's the most important skill for a Game Designer?  Often degenerating in hundreds of comments!  Creativity  Programming or Artistic skills  Writing  Having an open mind  Curiosity  ...
  • 4. An often hot topic on LinkedIn groups  What's the most important skill for a Game Designer?  Often degenerating in hundreds of comments!  Creativity  Programming or Artistic skills  Writing  Having an open mind  Curiosity  ...  Critical Analysis  Listening  Explaining your ideas
  • 5. An often hot topic on LinkedIn groups  What's the most important skill for a Game Designer?  Often degenerating in hundreds of comments!  Creativity  Programming or Artistic skills  Writing  Having an open mind  Curiosity  ...  Critical Analysis  Listening  Explaining your ideas Communication
  • 6. How to communicate effectively? “A method is needed in order to reason accurately” Descartes  Game Designers explain their approaches in very subjective ways. How can we communicate our ideas in an easy to understand way? we need a “pragmatic” approach for explaining and describe games  For example by breaking down a game at different level of complexities and analyze their relationships.
  • 7. The A.G.E. Framework (inspired by the MDA framework) FUN Actions • the core actions that a player can perform usually described in terms of verbs. • E.g. moving, jumping, kicking a ball, shooting, taking cover Gameplay • the resulting play achieved by using and combining the available "actions". These can be either verbs or higher level concepts • E.g. fighting, race to an end, territorial acquisition Experience • the emotional experience that engages players during the game.
  • 8. Emotional Experience  The most difficult part to explain  How do players feel when they play?  What do players really want?  What triggers „Fun“??
  • 9. „6-11 Framework“  „Fun” as an outcome from engaging the player through basic emotions and instincts  6 Basic Emotions  Ekman, Plutchik, Izard etc.  11 Instincts / Instinctive behaviors  Their correspondences / relationships
  • 11. „6 Emotions” • Fear • Anger
  • 12. „6 Emotions” • Fear • Anger • Pride
  • 14. „6 Emotions” • Sadness • Excitement
  • 15. „6 Emotions” • Sadness • Excitement • Joy
  • 17. „11 Instincts” • Survival • Revenge
  • 18. „11 Instincts” • Survival • Revenge • Curiosity
  • 19. „11 Instincts” • Self Identification
  • 20. „11 Instincts” • Self Identification • Aggressiveness
  • 21. „11 Instincts” • Self Identification • Aggressiveness • Competition
  • 22. „11 Instincts” • Protection / Care
  • 23. „11 Instincts” • Protection / Care • Greed
  • 24. „11 Instincts” • Protection / Care • Greed • Collecting
  • 25. „11 Instincts” • Communication
  • 26. „11 Instincts” • Communication • Color Appreciation
  • 27. Explaining a game  In general:  Emotions can trigger instincts  Instincts push the player to act in the game  Easy to link instincts to gameplay and actions Fear Anger Survival Aggressiveness Escaping Avoiding danger Chasing Fighting Hiding Running Running Kicking Casting a spell
  • 28. Explaining a game, step by step  From Actions to Experience:  Play the game  What can I do in the game?  Note: check the controls!
  • 29. Explaining a game, step by step  From Actions to Experience:  Once we nailed down the Actions...  Gameplay:  What can I use them for?  What am I trying to do?  Experience:  Why am I doing it?  How do I feel while playing?
  • 30. Frogger (Konami, 1981) Actions What can I do in the game?
  • 31. Frogger (Konami, 1981) Actions • Move Left/Right • Advance • Retreat Gameplay What am I trying to do?
  • 32. Frogger (Konami, 1981) Actions • Move Left/Right • Advance • Retreat Gameplay• Avoid being run over by cars (avoidance) • Reach a safe spot at the top of the screen (race to an end) Experience How do I feel while playing?
  • 33. Frogger (Konami, 1981) Actions • Move Left/Right • Advance • Retreat Gameplay• Avoid being run over by cars (avoidance) • Reach a safe spot at the top of the screen (race to an end) Experience How do I feel while playing? Joy Excitement Survival Fear Pride Identification
  • 34. Frogger (Konami, 1981) Actions • Move Left/Right • Advance • Retreat Gameplay• Avoid being run over by cars (avoidance) • Reach a safe spot at the top of the screen (race to an end) Experience How do I feel while playing? Joy Excitement Survival Fear Pride Identification
  • 35. Frogger (Konami, 1981) Actions • Move Left/Right • Advance • Retreat Gameplay• Avoid being run over by cars (avoidance) • Reach a safe spot at the top of the screen (race to an end) Experience How do I feel while playing? Joy Excitement Pride Protection NO! I’m not the frog! I’m just trying to rescue it!
  • 36. Defense: Evolution (Adsumsoft, 2014, Android/iOS) Actions • Place/Remove unit • Zoom In/Out • Start/Stop evolution Gameplay • Evolution (Conway’s Game of Life, 1970) • Expand control over the grid (territorial acquisition) • Protect the “Beacon” (tower Experience defense) Excitement Curiosity Protection Pride Joy
  • 37. Turky’s Date (Adsumsoft, 2014, Android/iOS) Actions • Slide Tiles • Use Magic Gameplay • Drive Turky around to get bonuses (herding) • Protect Turky (avoidance) • Reach Picky (race to an end) • Make the bad guys fall Experience Protection Revenge Collecting Pride Excitement Joy
  • 38. One Page GDD (Stone Librande, Creative Director, EA/Maxis, www.stonetronix.com) Title Date/Version < topic / high level description > Callout Main Illustration Callout < description > Details, Sidebar Zoom In Sidebar • Bullet points • … • … Sidebar or Flowchart
  • 40. Conclusions • To be good game designers we need to communicate effectively • We need a reliable approach for explaining our ideas • Gaining insights, discuss, sharing experiences • AGE model • Narrow but clear definitions • Easy to relate the different layers • Desired emotional experience seen in terms of intuitive components (6-11 Framework) • Straightforward to learn and adopt in a variety of contexts • One Page GDD
  • 41. Thanks for Your attention! roberto.dillon@jcu.edu.au or roberto@ProgramAndPlay.com rdillon73 Adsumsoft: http://Adsumsoft.ProgramAndPlay.com