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Game Dev Podcast - The RisingHigh Extended Tea Break - Game Development Advice for Game Developers - 012: Fun In Games - 5 Factors of Fun you’ll find in Every Game You’ll Play and Game Developers Need to Know

012: Fun In Games - 5 Factors of Fun you’ll find in Every Game You’ll Play and Game Developers Need to Know

04/24/18 • 34 min

Game Dev Podcast - The RisingHigh Extended Tea Break - Game Development Advice for Game Developers

Defining Fun is certainly and tricky one for sure. What is fun for me, could quite possibly not be particularly fun for you. So how do we define fun when it comes to Game Development and in our games?

Rather than thinking of the word "Fun" in the traditional sense, we should be thinking about our Games as being an experience, to which fun is an aspect.

For instance, let's say we have built a Horror themed game where there's spooky moments, creepy music and scare jumps a plenty. Whilst there may not be too many "fun" aspects, it's still completely enjoyable. When we boil everything down, each and every game we'll ever play will consist of training us in some aspect.

We'll learn mechanics and gameplay systems, master timing and "hand to eye" co-ordination. The achievement of completing levels can be motivating and engaging and have positive reinforcing side-effects.

These, and many more aspects, amount to certain levels of fun even if we don't really realise it. Use our list below to see how you can weave the 5 Factors of fun into your game.

Highlights, Quick Wins & Takeaways:

1. Overcoming Challenges and Problem solving

Challenge > Adversity / obstruction > Goal - Satisfaction

2. Leveling up / Progression

Achievements / Rewards

3. Interest and curiosity

4. Wonder and surprise

- The unknown is fun - ( check out Episode 7 - The Top 10 ways to add Surprise and Wonder to your games )

5. Balance / Pinch Points

View Us Online:
https://RisingHighAcademy.com

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Defining Fun is certainly and tricky one for sure. What is fun for me, could quite possibly not be particularly fun for you. So how do we define fun when it comes to Game Development and in our games?

Rather than thinking of the word "Fun" in the traditional sense, we should be thinking about our Games as being an experience, to which fun is an aspect.

For instance, let's say we have built a Horror themed game where there's spooky moments, creepy music and scare jumps a plenty. Whilst there may not be too many "fun" aspects, it's still completely enjoyable. When we boil everything down, each and every game we'll ever play will consist of training us in some aspect.

We'll learn mechanics and gameplay systems, master timing and "hand to eye" co-ordination. The achievement of completing levels can be motivating and engaging and have positive reinforcing side-effects.

These, and many more aspects, amount to certain levels of fun even if we don't really realise it. Use our list below to see how you can weave the 5 Factors of fun into your game.

Highlights, Quick Wins & Takeaways:

1. Overcoming Challenges and Problem solving

Challenge > Adversity / obstruction > Goal - Satisfaction

2. Leveling up / Progression

Achievements / Rewards

3. Interest and curiosity

4. Wonder and surprise

- The unknown is fun - ( check out Episode 7 - The Top 10 ways to add Surprise and Wonder to your games )

5. Balance / Pinch Points

View Us Online:
https://RisingHighAcademy.com

Support the show

Previous Episode

undefined - 011: Mood Boards - 5 Reasons why creating mood boards are an essential starting point for game development.

011: Mood Boards - 5 Reasons why creating mood boards are an essential starting point for game development.

Creating a Mood Board is an essential starting point when you're starting out on any new game / project.

What is a Mood Board?

Simply put, a Mood Board is a collection of images that you find inspirational, aspirational and aesthetically pleasing all collated into 1 central document that you can refer back to throughout your game development.

Using keywords or phrases into google images, other search engines are available, start to cherry pick images that you like the look of, like the colour of, like the shape or form of or give you some kind of enhanced emotion.

It could be the way the mist sits eerily over the grass tops, the shadows that a candle makes when it flickers, anything that you'd love to encapsulate in whatever type of game you're building.

Of course, that all sounds super fancy, but what about my "Snackable" / "Hyper Casual" mobile game I'm building?

Your Mood Boards can take any form you like. It could be inspiration for level design, UI / UX concepts, the colours of platforms. The important part is to start collecting reference points so you can always revert back to and not to lose ideas and feelings.

You shouldn't overthink this and gather everything and anything at this first stage, you can always discard some of the images later. It's all about creating that melting pot of inspiration.

Highlights, Quick Wins & Takeaways:

1. Helps you to set the right tone to reflect the mood of your game.

2. All your ideas into a visual form & gives you something tangible to look at.

3. Helps to visualise and potentially determine your games colour palette.

4. It helps you not lose interesting images your find.

5. Central point of reference for your games inspiration.

You can see an Example of One of Our Mood Boards over at:

http://www.RisingHighAcademy.com

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Next Episode

undefined - 013: Icon Design - 6 Golden Rules & Principles for Effective Game Icon Design that Every Game Developer Should Know.

013: Icon Design - 6 Golden Rules & Principles for Effective Game Icon Design that Every Game Developer Should Know.

Your icon is arguably one of your most important assets when it comes to your App Store presence. It is usually the first opportunity to impress potential customers and therefore makes it critical to your overall branding.

When speaking about icons, there is without a doubt some best practices that should not be ignored. Often when we think of icon design, less is usually more. However, the icons main purpose is to fully encompass and capture the very essence of your game.

Ideally, this should be achieved with as few elements and colours as possible. The best rule of thumb, and at the very core of great icon design, is that you should try and head for a single element that is clearly visible when viewed on the device itself.

From personal experience, and as you’ll begin to notice as you delve deeper into your research tasks, the vast majority of featured games in any given week, will all have an extremely strong and clearly defined icon.

Highlights, Quick Wins & Takeaways:

1. Try to use a single element and keep it simple

2. Choose a Limited Colour Palette that fits

3. The importance of scalability

4. Avoid using words

5. Avoid using Photo's

6. Get some feedback!

Full Show Notes and Resources:

https://RisingHighAcademy.com

Support the show

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