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Game Design Project : Entry 2 - Conceptualization

Conceptualization - Level Design and Game Mechanics

So as soon as I finalized my core game idea, I wanted to do some research on familiar and some new science and engineering concepts and make a list of all the possible phenomenon and mechanisms that could potentially be implemented as game design concepts. One of the primary criteria was to make sure at every step of the design process that I stick to the idea that the protagonist is an Engineer and hence everything he does and by extension every game mechanic is centred on that principle. So from the tools, equipment, weapons and outfits, everything was derived from existing technology, but I had to gamify certain elements by stretching it to limits that would be deemed unrealistic, but then again I’m not trying to create a science/engineering simulator.

Since last week every waking second I was thinking about how I can implement real world engineering concepts into this game. So, I sat down and started to write everything the player character has in his possession, the progression for both the player and the world (since it’s a metroidvania), moment to moment gameplay, player interactions etc. Thus began my conceptualisation of the game mechanics and along with it the level design. As an artist I have already started imagining every piece of equipment, every object in the level, how it looks, the lighting, the atmosphere and the overall mood all of this invokes.

I would say the core pillars of my game are Level design and game mechanics, followed by secondary support pillars narrative and art direction. So the primary focus for me was to design a tightly knit gameplay loop that would keep the player engaged at every point in the game and drives them to make intelligent decisions at each and every step, be it during hectic combat or methodical stealth or during paced exploration and puzzle sections. I had to come up with ways of making the game unique in every run and replayable. I had to find ways of balancing randomness; I have to make the levels and encounters random but not the mechanics and interactions. I had to find new ways for pushing the player to play another run and then another one, over and over again, now that is something even the greatest game designers struggle with, but I have to pull it off in a matter of few weeks.

So my work process is now divided into two: Game Design and Game Art. Once I have squeezed all the conceptual and design juices out of my brain and when I realize that I do not have any new ideas for the day, I jump to doing some concept art. At this point drawing is a relaxing activity after the hours of stress I put on myself trying to come up with game design ideas. I start by going through my design notes and selecting an interesting piece of equipment or an object to start designing . I start making multiple rough versions of the same thing. I decided to go with the wrench as a starting point, want to know why, because in every game where the player was given a wrench it served nothing close to its actual purpose, all we ever did in a game with a wrench was smack people/things with it. Since this game is about engineering, you will get to actually use it for what it was designed for- wrenching; loosening nuts and unscrewing pipes. And this workflow continues.

 

 


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