WEBVTT 1 00:00:23.762 --> 00:00:28.252 Hello, this is Jaesung Park, the lecturer of understanding the game development process 2 00:00:28.599 --> 00:00:31.811 Before going into the lecture, I'll tell you a famous quote 3 00:00:31.811 --> 00:00:34.835 from Hideo Kojima, who is known for Metal Gear Solid 4 00:00:35.419 --> 00:00:40.344 Hideo Kojima said that game is one of the ways to make life more abundant 5 00:00:40.929 --> 00:00:45.962 Thus, you can tell through this what the role of a game designer is 6 00:00:46.180 --> 00:00:50.922 A game designer creates experiences for users 7 00:00:50.922 --> 00:00:55.533 and that experience has to make their life more full and abundant 8 00:00:56.279 --> 00:01:00.184 This basic role of a game designer is 9 00:01:00.184 --> 00:01:03.040 Something we will touch upon first before going into the lecture 10 00:01:04.228 --> 00:01:09.662 In this lecture, we will understand the importance of game development as a game designer 11 00:01:10.128 --> 00:01:13.533 and check the problems that game designers will face 12 00:01:13.959 --> 00:01:18.984 And we will acknowledge the overall production steps that a game planner needs to know 13 00:01:19.301 --> 00:01:23.218 and classify the abilities and qualities that the designer needs at each step 14 00:01:23.743 --> 00:01:27.854 Finally, we will acknowledge the importance of tests as a game designer 15 00:01:28.428 --> 00:01:32.022 and we will learn about many test methods 16 00:01:32.505 --> 00:01:36.356 The importance of game planning and major steps 17 00:01:36.875 --> 00:01:40.422 We will first learn about the importance of game planning 18 00:01:41.304 --> 00:01:45.898 The importance of game planning isn't all about the game itself 19 00:01:46.403 --> 00:01:49.247 but it also includes the role of the game designer 20 00:01:49.465 --> 00:01:51.755 What is the role of the game designer 21 00:01:51.755 --> 00:01:53.963 that makes their role important 22 00:01:54.408 --> 00:01:57.167 This will be the process of learning about that 23 00:01:57.959 --> 00:02:00.867 You all know about Song Jaekyung of Lineage 24 00:02:01.442 --> 00:02:04.164 And Sid Meier, who made Civilization 25 00:02:04.848 --> 00:02:07.815 Kojima Hideo who made Metal Gear Solid 26 00:02:08.330 --> 00:02:10.888 Miyamoto Shigeru who made Nintendo 27 00:02:11.561 --> 00:02:15.959 And Steve Jobs also started his career as a game designer 28 00:02:17.008 --> 00:02:22.446 Why did these leaders play a role as a game designer 29 00:02:22.931 --> 00:02:23.894 and performed so many jobs? 30 00:02:24.647 --> 00:02:27.690 They were people who wanted to create experience 31 00:02:28.027 --> 00:02:30.727 and in the process of creating experience 32 00:02:31.044 --> 00:02:32.905 they overcame many difficulties 33 00:02:33.588 --> 00:02:37.237 A game designer manifests a vision and maintains it 34 00:02:37.861 --> 00:02:41.311 They motivate their teammates 35 00:02:41.707 --> 00:02:46.046 and show their leadership skills in order for the motivation to reach the goal 36 00:02:46.818 --> 00:02:50.800 And in this process, when many teams collide with each other 37 00:02:51.503 --> 00:02:56.130 They need to make the proper decision and not be hindered by their own emotions 38 00:02:57.179 --> 00:03:00.896 Ultimately the person responsible for the user's experience 39 00:03:01.698 --> 00:03:03.452 That person is the game designer 40 00:03:04.343 --> 00:03:09.277 The role of a game designer isn't about the tasks at work 41 00:03:09.584 --> 00:03:14.791 Such as system planning, settings planning, or battle planning 42 00:03:15.207 --> 00:03:18.355 During the game production process 43 00:03:19.018 --> 00:03:21.663 They overall play a role in many steps 44 00:03:22.436 --> 00:03:24.915 This role isn't divided by tasks 45 00:03:24.915 --> 00:03:28.221 I divided them into these four roles 46 00:03:29.419 --> 00:03:33.203 Creation, Production, Test, Management 47 00:03:34.896 --> 00:03:39.125 Game designers play their roles in these four areas 48 00:03:39.799 --> 00:03:42.840 In these roles, they show their leadership skills 49 00:03:43.850 --> 00:03:47.307 First, a game designer is responsible for the start of a game 50 00:03:48.129 --> 00:03:51.090 And they're responsible for the end of a game 51 00:03:51.288 --> 00:03:53.332 These are the creation and test steps 52 00:03:53.847 --> 00:03:57.714 And they're also responsible for the process of game production 53 00:03:58.219 --> 00:04:00.020 That's the process of production 54 00:04:00.426 --> 00:04:02.157 And in order for the production to work well 55 00:04:02.494 --> 00:04:07.239 Their role is also performing management all the time 56 00:04:08.160 --> 00:04:11.042 As the production process continues 57 00:04:11.686 --> 00:04:14.996 A game designer faces many dilemmas 58 00:04:15.620 --> 00:04:17.920 It isn't just a few dilammas 59 00:04:18.168 --> 00:04:21.735 They may actually face tens and hundreds of dilemmas 60 00:04:22.359 --> 00:04:25.530 I'll introduce you to the five main ones 61 00:04:26.065 --> 00:04:28.555 If a game designer 62 00:04:28.555 --> 00:04:30.842 proceeds with their own great blueprint 63 00:04:31.050 --> 00:04:33.961 They find differences between 64 00:04:34.397 --> 00:04:35.906 what the user wants and what the teammates want 65 00:04:36.580 --> 00:04:40.596 and the difference between what's new and what's useful 66 00:04:41.309 --> 00:04:43.925 They need to satisfy the players 67 00:04:44.261 --> 00:04:48.887 but they also need to save money due to the company budget 68 00:04:49.699 --> 00:04:54.595 And the difference between seeking something new or following the verified success method 69 00:04:54.783 --> 00:04:57.928 The dilemma between innovation and tradition 70 00:04:58.779 --> 00:05:02.109 And if they determine that there's a long-term vision 71 00:05:02.376 --> 00:05:04.915 the short-term accomplishments may not be guaranteed 72 00:05:04.915 --> 00:05:06.527 That may also be the dilemma 73 00:05:07.329 --> 00:05:10.374 In these five dilemmas, a game designer 74 00:05:11.017 --> 00:05:14.687 finds the answer in order to approach the goal 75 00:05:15.113 --> 00:05:17.985 They carry the responsibility for that answer 76 00:05:18.450 --> 00:05:20.885 and play the role of carrying it out until the end 77 00:05:21.568 --> 00:05:24.830 The most difficult part for a game designer is this part 78 00:05:25.117 --> 00:05:28.686 The person who can perform this part well can lead the game to success 79 00:05:30.330 --> 00:05:34.154 Ultimately, the game designer is the one with responsibility 80 00:05:34.827 --> 00:05:37.492 and we can know that the game designer is important 81 00:05:38.879 --> 00:05:43.957 Next, we will learn about the major steps of game planning 82 00:05:45.640 --> 00:05:49.590 When a game planner participates in a game production as a game designer 83 00:05:50.283 --> 00:05:55.183 their job doesn't just pertain to the production perspective 84 00:05:55.589 --> 00:05:58.564 As mentioned earlier, a game planner 85 00:05:59.218 --> 00:06:00.958 from the start to the end of a game 86 00:06:01.146 --> 00:06:04.156 oversees the entire process 87 00:06:04.779 --> 00:06:06.555 They go through these processes 88 00:06:06.902 --> 00:06:12.430 They create ideas, decide the concept, propose the concept 89 00:06:13.559 --> 00:06:16.646 And if the proposed concept is chosen 90 00:06:17.062 --> 00:06:22.437 they make the prototype that creates the core mechanics inside 91 00:06:23.219 --> 00:06:25.771 When this prototype has been verified 92 00:06:26.335 --> 00:06:29.668 they go into production and work together 93 00:06:30.578 --> 00:06:34.584 Once the production has proceeded and the flow has been completed 94 00:06:35.060 --> 00:06:38.598 in order to make the completed flow successful as a businessman 95 00:06:39.113 --> 00:06:41.037 they collaborate with a business team 96 00:06:41.799 --> 00:06:45.490 And at each step 97 00:06:45.668 --> 00:06:48.994 they need to test out every time a production is completed 98 00:06:49.470 --> 00:06:52.672 When the game has finally been released 99 00:06:52.929 --> 00:06:55.170 they need to plan continuous updates 100 00:06:56.239 --> 00:07:00.655 Thus, a game designer, from the beginning and end of a game 101 00:07:00.991 --> 00:07:03.744 has various roles like these 102 00:07:04.298 --> 00:07:06.953 and they have to perform these various roles properly 103 00:07:07.399 --> 00:07:09.640 in order for the game to maintain its nature 104 00:07:10.650 --> 00:07:14.985 A game designer is in charge of the beginning and end of a game production 105 00:07:15.480 --> 00:07:17.993 The most important part is the beginning and the end 106 00:07:18.370 --> 00:07:23.119 So I'll touch upon the final test again later on 107 00:07:23.119 --> 00:07:27.398 Here, I'll explain a little more about the methodology 108 00:07:27.645 --> 00:07:30.539 about idea creation when it first begins 109 00:07:31.470 --> 00:07:33.247 It's a methodology called SCAMPER 110 00:07:33.525 --> 00:07:37.075 This SCAMPER methodology doesn't only pertain to games 111 00:07:37.441 --> 00:07:40.204 but also in all new businesses 112 00:07:40.659 --> 00:07:43.584 Actually, creation of ideas in games 113 00:07:44.455 --> 00:07:46.854 may have many various methods 114 00:07:47.399 --> 00:07:52.054 Therefore, ideas may be very intuitive 115 00:07:52.589 --> 00:07:55.413 or many people may gather for brainstorming 116 00:07:55.780 --> 00:07:57.170 There are many ways 117 00:07:57.626 --> 00:08:01.265 When the first-timers can't choose their direction 118 00:08:01.691 --> 00:08:04.383 it's good to choose one of the methodologies 119 00:08:04.809 --> 00:08:07.749 Especially when one is creating ideas on their own 120 00:08:08.085 --> 00:08:12.056 the SCAMPER methodology is a good method 121 00:08:12.640 --> 00:08:15.378 Each alphabet stands for a meaning 122 00:08:15.735 --> 00:08:23.680 Substitute, Combine, Adapt, Modify, Put to another use, Eliminate, Reverse 123 00:08:23.680 --> 00:08:25.208 These are the seven meanings 124 00:08:25.941 --> 00:08:28.160 The meanings are as is 125 00:08:28.160 --> 00:08:29.884 What can we substitute? 126 00:08:30.171 --> 00:08:32.191 What can we combine? 127 00:08:33.142 --> 00:08:35.608 Which idea can we adapt? 128 00:08:36.420 --> 00:08:39.463 How can we modify and expand upon the existing game components? 129 00:08:40.205 --> 00:08:44.129 And how can we put these to another use? 130 00:08:45.159 --> 00:08:48.187 What should we eliminate to improve this play? 131 00:08:48.801 --> 00:08:50.682 Or taking the existing methods 132 00:08:50.860 --> 00:08:54.215 and reversing them 180 degrees will bring what kind of results? 133 00:08:54.809 --> 00:08:58.080 If you try creating ideas with these seven standards 134 00:08:58.308 --> 00:09:00.750 when you can't set the direction at first 135 00:09:01.522 --> 00:09:03.252 these will be good methods 136 00:09:03.609 --> 00:09:05.246 Think of them as references 137 00:09:05.494 --> 00:09:09.637 Ultimately, developing one's own idea creation methods 138 00:09:10.062 --> 00:09:12.945 is the best way 139 00:09:13.187 --> 00:09:16.969 Tasks of a game designer and creative design strategies 140 00:09:17.425 --> 00:09:20.743 Next, I will tell you about the tasks 141 00:09:20.743 --> 00:09:22.661 that a game designer actually carries out 142 00:09:23.760 --> 00:09:25.500 The main job of a game designer 143 00:09:25.777 --> 00:09:29.684 is storytelling, designing the game mechanics, planning the UX or UI 144 00:09:30.129 --> 00:09:32.753 and there are additional various tasks 145 00:09:33.119 --> 00:09:36.634 Actually, as I've mentioned earlier, the tasks of a game designer 146 00:09:36.862 --> 00:09:38.675 varies greatly by company 147 00:09:39.219 --> 00:09:43.795 Some companies are smaller, with just a few people 148 00:09:44.092 --> 00:09:47.251 some companies have hundreds of people working on a single project 149 00:09:47.479 --> 00:09:48.988 So it's different for each company 150 00:09:49.443 --> 00:09:52.784 These are the tasks that apply to all companies 151 00:09:53.180 --> 00:09:57.635 Whether these tasks are carried out by one person or many people 152 00:09:58.279 --> 00:10:00.525 whether tens of people are working together or hundreds of people are working together 153 00:10:00.970 --> 00:10:02.003 varies by company 154 00:10:02.339 --> 00:10:06.233 So you have to understand this first 155 00:10:06.599 --> 00:10:09.160 You have to conceptually understand these parts 156 00:10:09.368 --> 00:10:10.856 and grasp everything 157 00:10:11.292 --> 00:10:15.256 then you will be able to work at any company 158 00:10:15.959 --> 00:10:18.932 I'll first tell you about storytelling 159 00:10:19.863 --> 00:10:23.331 Storytelling, in Korean companies 160 00:10:23.331 --> 00:10:25.787 they call it setting planning 161 00:10:26.658 --> 00:10:29.379 They establish a universe and design the structure of the story 162 00:10:29.696 --> 00:10:33.904 They create characters, write dialogues and narratives 163 00:10:34.399 --> 00:10:38.558 And this is a very important part of game constructing 164 00:10:39.657 --> 00:10:43.611 Set the conflict elements that the player needs to solve in the game 165 00:10:43.838 --> 00:10:46.242 and the reasons why they need to solve these elements 166 00:10:46.430 --> 00:10:50.459 Providing motivation is an important step of the storytelling process 167 00:10:50.974 --> 00:10:52.981 And in the case of adventure games 168 00:10:53.327 --> 00:10:55.715 interactive storytelling is very important 169 00:10:56.359 --> 00:11:00.675 The player is involved in organizing the story 170 00:11:00.942 --> 00:11:03.224 Depending on the choice of the involved player 171 00:11:03.511 --> 00:11:05.938 the story changes in various ways 172 00:11:05.938 --> 00:11:09.188 All the processes of these changes need to be planned 173 00:11:09.565 --> 00:11:12.452 Whether this determined story 174 00:11:13.393 --> 00:11:18.384 integrates other elements such as game play, art, and sounds 175 00:11:18.820 --> 00:11:20.656 has to be consistently checked as well 176 00:11:22.389 --> 00:11:25.375 Another thing I want to tell you here 177 00:11:25.593 --> 00:11:27.195 there's a part that may be a little confusing 178 00:11:27.690 --> 00:11:31.894 To tell you more about developing game characters 179 00:11:32.597 --> 00:11:36.361 in the case of character development, things like their personalities 180 00:11:36.737 --> 00:11:40.612 and adding meaning to their narratives 181 00:11:41.117 --> 00:11:43.877 correspond to character development and storytelling 182 00:11:44.461 --> 00:11:47.263 But in the part of character settings 183 00:11:47.530 --> 00:11:51.567 there are settings for the character's detailed statistics and numbers 184 00:11:52.141 --> 00:11:55.650 Those are a little different from storytelling 185 00:11:55.947 --> 00:12:00.662 These parts are elements of battle planning when being developed 186 00:12:00.999 --> 00:12:03.142 You should understand them as different parts 187 00:12:03.637 --> 00:12:07.291 Here, the narratives and personalities of the characters 188 00:12:07.440 --> 00:12:10.602 is what's being talked about 189 00:12:11.859 --> 00:12:15.494 Next, we will learn about designing the game mechanics 190 00:12:16.108 --> 00:12:18.294 In game mechanics design, there's rule design, 191 00:12:19.066 --> 00:12:21.731 developing the core play mechanisms, 192 00:12:21.870 --> 00:12:23.663 adjusting the balance, 193 00:12:24.149 --> 00:12:25.733 designing experience, 194 00:12:26.317 --> 00:12:30.801 this corresponds to adventure games but designing the ending, 195 00:12:31.078 --> 00:12:33.851 and consistently prototyping 196 00:12:34.119 --> 00:12:36.040 In the process of game mechanics designing 197 00:12:36.564 --> 00:12:38.760 these are the tasks of a game designer 198 00:12:39.384 --> 00:12:43.772 Rule planning is usually called system planning in companies 199 00:12:44.158 --> 00:12:46.123 It's about setting the basic rules 200 00:12:46.123 --> 00:12:50.404 The goals of the player who's playing the game 201 00:12:50.404 --> 00:12:53.426 the procedure methods, the winning conditions 202 00:12:53.585 --> 00:12:54.920 while proceeding with this game 203 00:12:54.920 --> 00:12:58.442 These are what correspond to the basic rule design 204 00:12:58.957 --> 00:13:03.201 For the game play mechanism development, when a player acts 205 00:13:03.785 --> 00:13:07.608 or how they encounter an event when they trigger it 206 00:13:08.360 --> 00:13:12.143 and the kinds of interactions between elements of the game 207 00:13:12.143 --> 00:13:15.985 These are called core mechanism developments 208 00:13:16.470 --> 00:13:20.348 For example, when the character travels, how will they travel 209 00:13:20.724 --> 00:13:25.461 For their skills and events in a battle system 210 00:13:25.461 --> 00:13:27.373 how will these occur? 211 00:13:27.650 --> 00:13:29.687 What kind of interactions will be there? 212 00:13:30.459 --> 00:13:33.006 Between two monsters, or between the boss and the monster 213 00:13:33.323 --> 00:13:35.212 How will they interact? 214 00:13:35.371 --> 00:13:39.880 These all correspond to game play mechanism development 215 00:13:40.058 --> 00:13:43.636 The tasks in this area are in large amounts 216 00:13:44.319 --> 00:13:46.394 There's also balance adjustment 217 00:13:46.394 --> 00:13:50.992 For balance adjustment, what you need to know is 218 00:13:51.438 --> 00:13:55.024 this is the basic premise that you need to keep in mind 219 00:13:55.291 --> 00:13:57.849 Easy to Learn, Hard to Master 220 00:13:58.226 --> 00:14:01.265 When users play this game 221 00:14:01.938 --> 00:14:04.325 it should be easy to learn 222 00:14:04.592 --> 00:14:07.752 but in order to master it, they need to try very hard 223 00:14:08.069 --> 00:14:10.968 This is the basic premise you should have when beginning the development 224 00:14:11.424 --> 00:14:15.851 Within this premise, build upon the styles that you want 225 00:14:16.267 --> 00:14:19.264 and that will create a decent game balance 226 00:14:19.750 --> 00:14:21.149 For experience design 227 00:14:22.456 --> 00:14:26.793 it's about designing the methods of interactions between the player and the game world 228 00:14:27.248 --> 00:14:29.865 When we're playing a game 229 00:14:30.884 --> 00:14:35.178 we open a door or go into a dungeon 230 00:14:35.633 --> 00:14:40.141 what kind of monster or boss we will encounter inside the dungeon 231 00:14:40.458 --> 00:14:42.238 These are the experiences that are designed 232 00:14:42.238 --> 00:14:48.165 The tone, the atmosphere, the difficulty level 233 00:14:48.165 --> 00:14:50.240 these also all correspond to experience design 234 00:14:51.329 --> 00:14:54.935 Now this is usually considered more for adventure games 235 00:14:54.935 --> 00:14:58.137 because these days, services are operated in long-term 236 00:14:58.137 --> 00:14:59.760 so many games have no endings 237 00:14:59.760 --> 00:15:03.302 But many internationally popular adventure games still 238 00:15:03.470 --> 00:15:07.320 have importance in the kinds of endings we will set 239 00:15:07.498 --> 00:15:10.873 The ending design is also important in the game mechanic design 240 00:15:11.199 --> 00:15:14.695 Designing the ways to reach the ending 241 00:15:14.923 --> 00:15:17.114 that's the ending design of 242 00:15:17.371 --> 00:15:19.142 game mechanic design 243 00:15:19.410 --> 00:15:22.869 In the tasks of a game planner, there's also UX and UI planning 244 00:15:23.522 --> 00:15:27.851 This part, for users as well as 245 00:15:28.069 --> 00:15:30.807 for developers working together in the company 246 00:15:31.263 --> 00:15:33.351 it's something that is visually observed 247 00:15:33.351 --> 00:15:37.061 So it's a part that involves many conflicting opinions 248 00:15:37.140 --> 00:15:40.359 Therefore, the game designer 249 00:15:40.359 --> 00:15:43.690 has to set the clear standard 250 00:15:44.056 --> 00:15:46.933 and carry out the standard with confidence 251 00:15:47.269 --> 00:15:49.620 Therefore, in UX and UI planning 252 00:15:50.026 --> 00:15:53.475 a game designer is essential 253 00:15:54.070 --> 00:15:57.320 There are many tasks of UX and UI planning 254 00:15:57.320 --> 00:16:02.442 The main ones are user research, Information Architecture design 255 00:16:02.689 --> 00:16:05.166 interface design, interaction design 256 00:16:05.681 --> 00:16:08.717 usability evaluation and improvement conduction, accessibility design 257 00:16:09.054 --> 00:16:12.563 and monitoring feedback and indicators 258 00:16:13.811 --> 00:16:17.304 The user interface is different for each person 259 00:16:17.304 --> 00:16:19.404 so the things that majority of people want 260 00:16:19.721 --> 00:16:21.153 needs to be acknowledged and designed 261 00:16:21.450 --> 00:16:23.716 So if there's a chance 262 00:16:23.825 --> 00:16:26.316 thoroughly perform market research and interviews 263 00:16:27.851 --> 00:16:31.392 Using the interview results, it should be implemented 264 00:16:31.630 --> 00:16:35.229 into one's own thoughts during the goal reaching process 265 00:16:35.229 --> 00:16:38.537 And the Information Architecture has to be designed 266 00:16:38.537 --> 00:16:40.452 Information Architecture is 267 00:16:41.264 --> 00:16:44.364 for the information that users have to observe during the game 268 00:16:44.651 --> 00:16:47.173 what arrangements will make the users 269 00:16:47.470 --> 00:16:49.098 understand the game more comfortably 270 00:16:49.098 --> 00:16:51.833 and experience it, is what's being designed 271 00:16:52.506 --> 00:16:55.237 For example, how will the skill information be presented 272 00:16:55.554 --> 00:16:59.686 and for the needed items and ingredients to upgrade the skills 273 00:17:00.250 --> 00:17:04.180 how will they go there from the skill information screen 274 00:17:04.180 --> 00:17:06.495 Designing these parts 275 00:17:06.732 --> 00:17:09.146 is called the Information Architecture design 276 00:17:09.819 --> 00:17:13.536 And designers have many difficulties 277 00:17:14.655 --> 00:17:18.699 in designing the UI on their own 278 00:17:18.699 --> 00:17:20.957 They don't know what the users will want 279 00:17:21.443 --> 00:17:23.272 and they don't have confidence in that 280 00:17:24.153 --> 00:17:29.780 For interface design, they create powerpoints or draw it out by hand 281 00:17:30.424 --> 00:17:35.120 and hand it over to the UI team, so they can complete the actual design 282 00:17:35.516 --> 00:17:37.257 to create the final result 283 00:17:39.099 --> 00:17:42.850 There are many other tasks of a game designer 284 00:17:43.276 --> 00:17:45.669 as mentioned earlier, a game designer 285 00:17:45.669 --> 00:17:47.992 plays the role of overseeing 286 00:17:48.318 --> 00:17:50.463 everything of a game, from the beginning to the end 287 00:17:50.750 --> 00:17:52.885 So they have many other roles 288 00:17:52.885 --> 00:17:56.435 But to tell you about a few important roles 289 00:17:57.030 --> 00:17:59.357 they participate in testing procedures and BM planning 290 00:18:00.070 --> 00:18:02.259 That will be it for now 291 00:18:02.457 --> 00:18:06.693 The person who holds onto the goal until the end 292 00:18:06.693 --> 00:18:10.310 is actually only the game designer 293 00:18:10.310 --> 00:18:15.129 The tester only tests out the designated categories 294 00:18:15.515 --> 00:18:19.010 they don't know the goals when they carry out the tests 295 00:18:19.159 --> 00:18:22.835 So if the game designer doesn't consistently check 296 00:18:22.835 --> 00:18:24.997 how the goal will be accomplished during the test 297 00:18:25.660 --> 00:18:29.363 the tests may not head towards the direction that the game is pursuing 298 00:18:29.601 --> 00:18:33.701 So during the testing procedure, the game designer has to consistently be involved 299 00:18:34.008 --> 00:18:37.384 and check whether the targeted direction is included in the game play 300 00:18:37.760 --> 00:18:42.592 whether the initially pursued direction of UI planning is included in the interface 301 00:18:42.830 --> 00:18:46.241 whether the usability is good, whether the balance is good 302 00:18:46.538 --> 00:18:51.702 and whether the game is actually entertaining to users 303 00:18:51.910 --> 00:18:53.422 These things, if a game designer 304 00:18:53.818 --> 00:18:57.290 doesn't consistently check with the tester and just leaves it to the tester 305 00:18:57.815 --> 00:19:00.973 it may negatively create a game that they didn't want 306 00:19:01.300 --> 00:19:03.981 They also need to participate in BM planning 307 00:19:04.367 --> 00:19:08.894 These days, there are many in-app games 308 00:19:09.379 --> 00:19:11.634 this in-app element, in the game procedure 309 00:19:11.634 --> 00:19:14.672 plays a very important part 310 00:19:14.900 --> 00:19:18.926 So if designing the business model is handed over to the business team 311 00:19:19.173 --> 00:19:22.663 the core gameability cannot be connected properly 312 00:19:22.931 --> 00:19:24.887 The core entertainment can't be properly linked 313 00:19:24.887 --> 00:19:27.942 so vague products are released 314 00:19:28.140 --> 00:19:32.123 Those products are neither entertaining nor utilized 315 00:19:32.123 --> 00:19:34.422 so they only provide dissatisfaction to the users 316 00:19:34.780 --> 00:19:37.805 So when you plan games 317 00:19:38.330 --> 00:19:39.743 participate in BM planning 318 00:19:40.169 --> 00:19:43.890 determine which items will provide entertainment to the users 319 00:19:43.890 --> 00:19:45.611 consistently communicate it to the business team 320 00:19:45.879 --> 00:19:49.499 So when the business team plans the game BM 321 00:19:50.132 --> 00:19:53.147 they will be able to implement the core entertainment 322 00:19:53.444 --> 00:19:56.228 That's why you should participate in designing 323 00:19:57.099 --> 00:20:01.074 Next, we will learn about creative game design strategies 324 00:20:02.995 --> 00:20:08.325 When I began this lecture, I told you a quote by Hideo Kojima 325 00:20:08.652 --> 00:20:11.274 Game is something that makes a user's experiences abundant 326 00:20:11.769 --> 00:20:13.737 In order to make the user's experience abundant 327 00:20:13.737 --> 00:20:16.893 it has to be different and new from the existing experiences 328 00:20:17.170 --> 00:20:20.091 the interesting things has to be delivered 329 00:20:20.468 --> 00:20:24.706 The most needed part of this deliverance is creativity 330 00:20:25.300 --> 00:20:28.335 Then what is creativity within a game? 331 00:20:28.335 --> 00:20:29.715 That's what we need to know 332 00:20:30.923 --> 00:20:34.752 As I mentioned earlier 333 00:20:34.752 --> 00:20:38.216 creativity can be emerged in many areas 334 00:20:38.295 --> 00:20:41.727 But we need to first think about the most basic things 335 00:20:42.390 --> 00:20:45.128 Game is about creating experience 336 00:20:45.524 --> 00:20:47.444 If an existing experience is created 337 00:20:47.681 --> 00:20:50.965 that won't make the user's experience more abundant 338 00:20:51.430 --> 00:20:54.279 So thinking about creating new experience 339 00:20:55.616 --> 00:21:00.841 and actually creating the experience is the role of a game designer 340 00:21:00.841 --> 00:21:04.545 This creativity is in the creation of experience 341 00:21:05.090 --> 00:21:08.794 This creativity makes the development be more than just a game 342 00:21:09.240 --> 00:21:11.587 but also as a social and artistic way of expressing 343 00:21:11.587 --> 00:21:12.964 That's the role it plays 344 00:21:13.380 --> 00:21:17.578 Creativity has more meaning than simply pursuing something new 345 00:21:17.884 --> 00:21:20.485 Creativity, through the game 346 00:21:20.713 --> 00:21:24.815 makes the player think and feel in ways they haven't experience before 347 00:21:25.310 --> 00:21:28.962 Thus new world, new rules, new abilities 348 00:21:29.695 --> 00:21:32.504 and they're living in a new society with these things 349 00:21:32.969 --> 00:21:36.030 That's what makes the player's experience more abundant 350 00:21:37.060 --> 00:21:39.634 When the creativity is properly manifested 351 00:21:39.634 --> 00:21:42.446 the potential power of the game is maximized 352 00:21:43.129 --> 00:21:46.838 It provides curiosity, fun, problem awareness 353 00:21:47.224 --> 00:21:51.725 and social awareness to the players 354 00:21:52.339 --> 00:21:54.468 When these are properly delivered 355 00:21:54.785 --> 00:21:58.367 the game has successful results 356 00:21:58.981 --> 00:22:02.661 and if these are developed consistently 357 00:22:02.829 --> 00:22:07.519 the game will last for a long time 358 00:22:08.410 --> 00:22:12.620 Creativity needs to be manifested in many experiences 359 00:22:12.927 --> 00:22:14.540 in order for the game to have life 360 00:22:14.877 --> 00:22:17.877 Think about this thoroughly 361 00:22:18.094 --> 00:22:20.295 before designing a game 362 00:22:20.859 --> 00:22:23.352 In the actual game production 363 00:22:23.570 --> 00:22:26.465 we'll check the elements that needs creativity 364 00:22:26.901 --> 00:22:30.813 In order for you to choose your direction more easily 365 00:22:30.981 --> 00:22:32.694 we'll talk about it together 366 00:22:33.863 --> 00:22:38.063 For every designer, the ways they make ideas 367 00:22:38.667 --> 00:22:41.953 and ways they think creatively are all different 368 00:22:42.250 --> 00:22:45.136 Some people take a random thought 369 00:22:46.017 --> 00:22:47.647 and think about it for a long time 370 00:22:47.904 --> 00:22:50.415 Some people many divide up the categories 371 00:22:50.653 --> 00:22:54.249 do research and analysis on each category 372 00:22:55.179 --> 00:22:59.717 use the combining method talked about earlier 373 00:22:59.944 --> 00:23:01.936 and form new creativity 374 00:23:02.441 --> 00:23:06.535 Ultimately, for a game designer to manifest their own strengths 375 00:23:06.991 --> 00:23:11.342 they need to find their own ways, that's the important part 376 00:23:11.500 --> 00:23:16.512 First, the elements that needs to be thought about when starting this process 377 00:23:17.225 --> 00:23:19.464 is what we will talk about 378 00:23:20.207 --> 00:23:22.148 Game, as I said earlier 379 00:23:22.148 --> 00:23:24.307 has many elements in the development process 380 00:23:24.307 --> 00:23:27.905 To divide up the elements a little bit 381 00:23:28.420 --> 00:23:31.681 the game mechanic may establish creativity 382 00:23:32.077 --> 00:23:34.983 and storytelling may also establish creativity 383 00:23:35.250 --> 00:23:38.777 And for storytelling and game mechanics 384 00:23:39.213 --> 00:23:45.214 even if existing elements are used and improved a little bit 385 00:23:46.145 --> 00:23:50.000 if the graphics and audio are special 386 00:23:50.159 --> 00:23:54.444 Creative elements can be conveyed to users 387 00:23:54.969 --> 00:23:58.686 Also, interactions between the user and the game 388 00:23:58.686 --> 00:24:01.265 can also be implemented in new ways 389 00:24:01.780 --> 00:24:05.210 And when users gather within a game 390 00:24:05.725 --> 00:24:07.700 and work together or battle 391 00:24:08.116 --> 00:24:12.363 or participate in a new challenge together 392 00:24:12.660 --> 00:24:15.028 in these processes as well 393 00:24:15.206 --> 00:24:19.009 new ways have to be continuously thought of and created 394 00:24:19.009 --> 00:24:21.917 In these areas, creativity 395 00:24:21.917 --> 00:24:24.202 can definitely be manifested 396 00:24:25.275 --> 00:24:29.186 Role of a game planner and the testing step 397 00:24:29.186 --> 00:24:33.514 Next, I will tell you about the role of a game planner 398 00:24:34.009 --> 00:24:38.595 The role of a game planner, unlike the job that I talked about earlier 399 00:24:39.278 --> 00:24:42.549 in the overall production process, each team 400 00:24:42.549 --> 00:24:44.872 or the people in charge of the production 401 00:24:45.605 --> 00:24:49.118 We'll talk about what kinds of things they need to work together with 402 00:24:49.920 --> 00:24:51.985 It's not about just what system planning is 403 00:24:52.183 --> 00:24:54.773 and what battle planning is, etc 404 00:24:55.159 --> 00:24:59.509 It's about when the game planner actually jumps into practice as a game planner 405 00:24:59.509 --> 00:25:01.463 In other words, when they play role as a game designer 406 00:25:01.900 --> 00:25:04.323 They're actually in the center 407 00:25:05.105 --> 00:25:07.954 to intervene and manage 408 00:25:09.410 --> 00:25:13.588 If one only thinks about their literal tasks in production 409 00:25:14.538 --> 00:25:17.212 they may not grasp well and be caught off guard 410 00:25:17.430 --> 00:25:22.117 So by each category of work 411 00:25:22.117 --> 00:25:23.963 we'll look into 412 00:25:24.616 --> 00:25:27.389 what the game planner does in general 413 00:25:28.418 --> 00:25:32.254 First, the game planner has to actively 414 00:25:32.670 --> 00:25:35.279 participate in endless iteration 415 00:25:35.279 --> 00:25:41.493 Iteration is related to the development methodology of Scrum 416 00:25:43.067 --> 00:25:47.004 It means they need to perform endless tests and verifications 417 00:25:47.549 --> 00:25:50.765 The game production team 418 00:25:51.161 --> 00:25:53.468 keeps trying to go towards a different direction 419 00:25:54.161 --> 00:25:56.833 from the targeted area 420 00:25:57.100 --> 00:26:00.265 The game designer can check this in between 421 00:26:00.760 --> 00:26:03.378 In order for their path to not stray off 422 00:26:03.378 --> 00:26:07.014 the role of a game designer is to hold onto the goal 423 00:26:07.440 --> 00:26:11.187 and the methodology for this is iteration 424 00:26:11.920 --> 00:26:15.290 The categories for game production 425 00:26:15.498 --> 00:26:18.313 are divided up in small parts 426 00:26:18.729 --> 00:26:23.540 Each category is completed and verified continuously in a short time 427 00:26:23.540 --> 00:26:25.602 Complete, verify, complete, verify 428 00:26:25.998 --> 00:26:27.753 Modify if it's in the wrong direction 429 00:26:28.001 --> 00:26:30.420 These processes have to be consistently carried out 430 00:26:30.420 --> 00:26:34.321 If these are carried out in large terms 431 00:26:34.321 --> 00:26:36.585 for months, as I have said earlier 432 00:26:36.981 --> 00:26:39.931 It may head towards a different direction from the initial goal of the game designer 433 00:26:39.931 --> 00:26:42.859 the results may stray off a lot 434 00:26:42.859 --> 00:26:44.653 and correcting this requires additional months 435 00:26:44.980 --> 00:26:46.933 Because of this situation 436 00:26:47.191 --> 00:26:50.100 the game designer, during this overall process of game production 437 00:26:50.100 --> 00:26:52.611 has to carry out a continuous iteration 438 00:26:52.809 --> 00:26:54.467 That's what you should know 439 00:26:55.180 --> 00:27:00.500 The part that a game planner collaborates the most 440 00:27:00.500 --> 00:27:03.986 is actually the programming part 441 00:27:04.580 --> 00:27:09.336 Programming, as I mentioned earlier, the game designer's game mechanics 442 00:27:09.950 --> 00:27:13.522 Especially game mechanics, system, battle, settings 443 00:27:13.750 --> 00:27:16.957 In order for these to be accurately manifested 444 00:27:17.680 --> 00:27:22.339 they need to create the data and hand it over to the programmers 445 00:27:22.339 --> 00:27:25.531 In the process of the game designer making and delivering this 446 00:27:25.630 --> 00:27:29.744 they need to grasp the ways that the programming team prefers 447 00:27:30.150 --> 00:27:32.833 they need to grasp the solutions that the programming team wants 448 00:27:33.100 --> 00:27:35.302 The data that matches the solution needs to processed 449 00:27:35.619 --> 00:27:38.273 All these things occur 450 00:27:38.540 --> 00:27:41.697 Through the process of working and communicating with the programming team 451 00:27:42.361 --> 00:27:44.753 carrying it out accurately and efficiently 452 00:27:45.030 --> 00:27:48.881 and continuing their hard work, is what the game designer needs to do 453 00:27:50.059 --> 00:27:54.973 Next, there are processes that the design team and the game designer needs to carry out 454 00:27:55.626 --> 00:28:00.987 They communicate the most, verify, and even argue 455 00:28:01.601 --> 00:28:07.532 During the argument, they need to convince and consolate 456 00:28:07.769 --> 00:28:09.322 These processes occur 457 00:28:09.490 --> 00:28:11.486 The area that this occurs the most is 458 00:28:11.486 --> 00:28:14.322 the collaboration with the design team 459 00:28:14.510 --> 00:28:19.182 The UI and UX may involve the most amount of arguments 460 00:28:19.311 --> 00:28:21.565 UI and UX, as I mentioned earlier 461 00:28:21.970 --> 00:28:25.862 the usability that the game designer accurately determined 462 00:28:26.030 --> 00:28:28.030 and the needs of the users 463 00:28:28.030 --> 00:28:31.750 these have to be drawn out themselves 464 00:28:31.750 --> 00:28:33.699 and be handed over to the design team 465 00:28:34.571 --> 00:28:37.083 in order for the design to accomplish the project's goal 466 00:28:37.351 --> 00:28:40.094 If it's just told through words 467 00:28:40.520 --> 00:28:45.697 or be handed over completely to the UI, UX team 468 00:28:46.400 --> 00:28:51.769 Most designers pursue towards 469 00:28:51.769 --> 00:28:53.645 ways that appears good 470 00:28:54.160 --> 00:28:55.964 So in terms of usabilitly 471 00:28:57.459 --> 00:29:00.694 experiences different from what they want to deliver to the players 472 00:29:01.100 --> 00:29:04.020 may be formed 473 00:29:04.020 --> 00:29:05.272 There's a high possibility 474 00:29:05.559 --> 00:29:08.750 So when working with designers 475 00:29:08.750 --> 00:29:12.894 the game designer creates a clear plan and hands it over to the UI, UX team 476 00:29:13.210 --> 00:29:15.179 and whether it's properly implemented 477 00:29:15.179 --> 00:29:17.652 as I continuously told you earlier 478 00:29:18.048 --> 00:29:20.202 need to be verified through iterations 479 00:29:20.350 --> 00:29:22.990 That's what you should know 480 00:29:24.020 --> 00:29:27.449 Next, they need to continuously work together with the sound team as well 481 00:29:28.370 --> 00:29:31.258 This is actually very closely related to 482 00:29:31.258 --> 00:29:33.779 the storytelling part mentioned earlier 483 00:29:33.779 --> 00:29:36.860 So the settings that have to be delivered in the game overall 484 00:29:36.860 --> 00:29:41.080 checking if the set sounds are properly implemented 485 00:29:41.080 --> 00:29:42.614 and confirming it in the final step 486 00:29:43.040 --> 00:29:45.640 These are things that no one does, other than the game designer 487 00:29:45.640 --> 00:29:51.569 So the game designer, in terms of the tone and experience that the game wants to deliver 488 00:29:52.421 --> 00:29:55.783 and the environment that the user needs to go through 489 00:29:55.971 --> 00:29:57.974 they need to grasp this completely 490 00:29:58.409 --> 00:30:00.327 The background music that suits each environment 491 00:30:00.941 --> 00:30:03.442 The effects that fit each usability 492 00:30:03.601 --> 00:30:06.774 In order for these to be implemented, they need to continuously check 493 00:30:07.101 --> 00:30:11.066 verify, and iterate 494 00:30:13.020 --> 00:30:16.065 Actually, a very important step is testing 495 00:30:16.540 --> 00:30:17.949 As I told you earlier 496 00:30:17.949 --> 00:30:22.272 the majority of the processes of production are tests 497 00:30:22.579 --> 00:30:24.234 To produce conveniently 498 00:30:24.669 --> 00:30:28.334 if the production itself was to be convenient 499 00:30:28.740 --> 00:30:34.291 we may say, let's just test it out at the very end of production 500 00:30:34.291 --> 00:30:36.236 and test for a few weeks 501 00:30:36.929 --> 00:30:38.934 But if it's carried out this way 502 00:30:39.260 --> 00:30:41.395 the game may not have bugs 503 00:30:42.649 --> 00:30:47.502 but the possibility that the game may accomplish the initial vision of the game designer 504 00:30:47.819 --> 00:30:51.242 is almost zero 505 00:30:52.321 --> 00:30:54.150 In the process of game production 506 00:30:54.150 --> 00:30:56.680 the game designer, with all the teams 507 00:30:57.750 --> 00:31:01.250 need to perform continuous iteration towards the goal 508 00:31:01.250 --> 00:31:04.554 and test it out in order to create a game that accomplishes the goal 509 00:31:05.020 --> 00:31:07.699 Using the results from continuous testing towards the goal 510 00:31:07.699 --> 00:31:11.515 a final, overall test needs to be performed 511 00:31:12.307 --> 00:31:16.413 Then a stable game that provides the wanted service 512 00:31:16.413 --> 00:31:18.787 will be created 513 00:31:19.619 --> 00:31:21.413 Next is the last section 514 00:31:21.809 --> 00:31:25.312 I'll tell you about the importance of the testing step and quality management 515 00:31:25.837 --> 00:31:27.401 As I told everyone 516 00:31:27.540 --> 00:31:33.135 a game designer is the person who is responsible for the beginning and end of a game 517 00:31:33.640 --> 00:31:37.015 The beginning of the game corresponds to idea creation 518 00:31:37.550 --> 00:31:41.017 and the end of a game corresponds to the test 519 00:31:42.166 --> 00:31:44.745 As I mentioned in the role process before 520 00:31:45.299 --> 00:31:47.449 if the test isn't performed properly 521 00:31:48.350 --> 00:31:54.766 it's difficult to create a game with the wanted goal and vision 522 00:31:55.390 --> 00:31:56.400 If this happens 523 00:31:56.400 --> 00:31:59.983 wishing for the success of the game 524 00:32:00.319 --> 00:32:03.837 is like wishing for luck 525 00:32:04.450 --> 00:32:07.113 Then for the test 526 00:32:07.113 --> 00:32:09.855 let's look into it step-by-step 527 00:32:10.340 --> 00:32:14.734 Tests have 6 main steps 528 00:32:15.169 --> 00:32:21.540 As I mentioned earlier, there's testing in the perspective of production 529 00:32:21.540 --> 00:32:25.413 iteration is something separate that has to be done continuously 530 00:32:25.859 --> 00:32:30.668 Apart from that, to tell you about the tests involved in the test schedule 531 00:32:31.400 --> 00:32:36.322 Function test, UI test, performance test 532 00:32:36.777 --> 00:32:41.233 compatibility test, beta test, stress test 533 00:32:41.540 --> 00:32:43.874 These 6 categories of tests 534 00:32:44.102 --> 00:32:46.505 are the essential ones 535 00:32:46.961 --> 00:32:49.432 In this testing process, if the game designer 536 00:32:49.432 --> 00:32:51.883 hands over the test to the tester 537 00:32:52.140 --> 00:32:56.699 and only checks the results and whether there's a bug 538 00:32:56.699 --> 00:32:57.733 If it's checked this way 539 00:32:58.070 --> 00:33:00.458 the game cannot reach the goal 540 00:33:01.289 --> 00:33:04.955 The categories for testing have to be listed to match the goals 541 00:33:05.460 --> 00:33:10.635 and whether the listed test results satisfy the goals 542 00:33:11.199 --> 00:33:13.471 needs to be checked, and if they don't satisfy 543 00:33:13.471 --> 00:33:15.545 they need to tell the production team so they can modify it 544 00:33:16.089 --> 00:33:20.094 They need to continuously be involved in communication in the middle 545 00:33:20.549 --> 00:33:24.202 for the game to go through successful processes 546 00:33:24.202 --> 00:33:26.064 and reach the goal 547 00:33:26.390 --> 00:33:29.099 The function test tests the play elements of the game 548 00:33:29.693 --> 00:33:34.788 in other words, the elements that implement the game mechanisms 549 00:33:35.500 --> 00:33:40.436 The UI test tests out whether the usability is properly implemented 550 00:33:41.030 --> 00:33:43.990 based on the play patterns of users 551 00:33:43.990 --> 00:33:46.833 This may go beyond the test team 552 00:33:46.833 --> 00:33:53.295 Recruiting users for the test may also be a good method 553 00:33:53.839 --> 00:33:57.183 Going beyond whether the basic functions are well-implemented 554 00:33:57.619 --> 00:33:59.709 and considering the platform that we're targeting 555 00:34:00.025 --> 00:34:05.451 we need to test out if these functions work well in those platforms 556 00:34:05.659 --> 00:34:08.273 It's especially important for mobile devices 557 00:34:08.600 --> 00:34:11.622 whether it works properly for each different device 558 00:34:11.810 --> 00:34:13.520 whether it works for each version 559 00:34:13.659 --> 00:34:16.684 all these tests are needed 560 00:34:17.159 --> 00:34:21.652 And generally, when this game is played by users 561 00:34:21.791 --> 00:34:23.099 whether there are no problems 562 00:34:23.099 --> 00:34:25.882 testing whether there are no problems in service 563 00:34:26.050 --> 00:34:32.110 is what beta test does, and when more users than we expect 564 00:34:32.110 --> 00:34:35.513 participate in the game and play 565 00:34:35.850 --> 00:34:38.899 whether there are no problems in the game's status 566 00:34:38.899 --> 00:34:40.237 testing this stress 567 00:34:40.237 --> 00:34:42.793 is also essential 568 00:34:43.120 --> 00:34:47.704 The important thing here is, if there's a problem at any test step 569 00:34:48.060 --> 00:34:49.459 in order to modify it 570 00:34:50.410 --> 00:34:54.264 the production or design team touches the game 571 00:34:54.541 --> 00:34:59.072 If they modify the game, it will definitely affect not only that part 572 00:34:59.359 --> 00:35:01.509 but also parts as well 573 00:35:01.856 --> 00:35:03.392 Recurrence test 574 00:35:03.609 --> 00:35:06.577 or testing out from the beginning again, needs to be performed 575 00:35:06.755 --> 00:35:09.142 in order to check that there are no problems in the test results 576 00:35:09.250 --> 00:35:12.904 If this is not done, there's a high possibility of problems arising 577 00:35:13.290 --> 00:35:16.721 so when you perform tests or readings 578 00:35:16.721 --> 00:35:19.953 it's essential to think about the importance of this recurrence test 579 00:35:20.201 --> 00:35:23.137 and perform the tests 580 00:35:24.018 --> 00:35:27.733 Last, we'll learn about the importance of quality management 581 00:35:28.367 --> 00:35:30.140 and wrap up the lecture 582 00:35:31.397 --> 00:35:35.808 A famous game designer, Miyamoto Shigeru, said this 583 00:35:36.540 --> 00:35:40.577 Delayed game can become a good game eventually 584 00:35:41.250 --> 00:35:44.256 but a bad game is just a bad game 585 00:35:44.910 --> 00:35:45.976 That's what he said 586 00:35:46.530 --> 00:35:49.639 What these words mean is 587 00:35:49.639 --> 00:35:53.394 understanding the importance of quality 588 00:35:53.860 --> 00:35:56.530 As I told you earlier 589 00:35:56.530 --> 00:35:58.563 when you make the game 590 00:35:58.969 --> 00:36:02.543 the test processes for checking the initial goal 591 00:36:02.790 --> 00:36:05.969 or the final 6 types of test processes 592 00:36:05.969 --> 00:36:07.288 if these are not done properly 593 00:36:08.139 --> 00:36:11.886 and the wanted results are not well-established 594 00:36:12.460 --> 00:36:13.999 making modifications during the testing processes 595 00:36:13.999 --> 00:36:15.952 may take up a long time 596 00:36:16.169 --> 00:36:19.713 But if these processes are not carried out properly 597 00:36:19.951 --> 00:36:21.553 as Miyamoto Shigeru said 598 00:36:21.909 --> 00:36:24.290 the game will be just boring 599 00:36:24.290 --> 00:36:29.213 The game will never work out according to the goal 600 00:36:29.500 --> 00:36:32.317 Quality management ultimately determines the success of the game 601 00:36:32.881 --> 00:36:35.076 The testing process has to be thoroughly carried out 602 00:36:35.660 --> 00:36:37.530 iteration has to be performed continuously 603 00:36:38.719 --> 00:36:41.827 And finally performing the essential testing processes 604 00:36:41.827 --> 00:36:43.623 at the end 605 00:36:43.929 --> 00:36:46.447 will eventually lead the game to success 606 00:36:47.169 --> 00:36:49.864 As I told you in the beginning 607 00:36:50.231 --> 00:36:53.583 a game is creating the user's experience 608 00:36:53.949 --> 00:36:56.823 and delivering the experience as wanted 609 00:36:57.139 --> 00:36:59.860 cannot be simply checked through 610 00:36:59.860 --> 00:37:02.258 bugs or functions 611 00:37:03.050 --> 00:37:05.686 Whether the picture that the game designer wanted 612 00:37:05.686 --> 00:37:08.102 is properly implemented 613 00:37:08.369 --> 00:37:10.003 is something that only the game designer knows 614 00:37:10.329 --> 00:37:13.340 The game designer has to endlessly iterate 615 00:37:13.340 --> 00:37:16.404 and check whether they're properly implemented 616 00:37:16.899 --> 00:37:20.015 in order for the quality to be well-made 617 00:37:20.441 --> 00:37:22.664 In the process of designing games 618 00:37:23.040 --> 00:37:24.543 there are many hard parts 619 00:37:24.830 --> 00:37:28.275 There are also many difficulties in the actual work 620 00:37:28.730 --> 00:37:30.683 That's the reason why 621 00:37:31.030 --> 00:37:33.414 a game designer plays an important role 622 00:37:33.810 --> 00:37:35.540 The person who can perform the difficult tasks 623 00:37:35.540 --> 00:37:37.229 can become a game designer 624 00:37:38.160 --> 00:37:40.651 Rather than just pretending to be a game designer 625 00:37:40.651 --> 00:37:42.939 you will become an actual game designer 626 00:37:42.939 --> 00:37:44.562 That's what you should know 627 00:37:44.849 --> 00:37:47.983 The most difficult part is quality management 628 00:37:48.171 --> 00:37:51.124 Continuous quality management is very important 629 00:37:51.124 --> 00:37:53.134 as something you should know once again 630 00:37:53.510 --> 00:37:56.481 I'll end the lecture here 631 00:37:57.670 --> 00:38:00.181 Importance of game planning and major steps Game designer Performs core roles in all areas, the creation, production, tests, and management Need to solve various dilemmas in the role-performing process 632 00:38:00.181 --> 00:38:02.753 Major steps of game planning Idea creation, concept determination, prototype production, business collaboration, test, update planning Tasks of a game designer and creative design strategies Tasks of a game designer 633 00:38:02.753 --> 00:38:04.957 Storytelling, game mechanic design, UX UI planning, test Manages the entire team through the Scrum method Creative game design strategy Game mechanics, storytelling, visual and audio design, interaction 634 00:38:04.957 --> 00:38:08.707 Role of a game planner and the testing step Role of a game planner Provides the programming data, design management, and sound concept setting, leading the test Performs important roles in all processes of game production 635 00:38:08.707 --> 00:38:12.452 6 steps of testing Function, UI, performance, compatibility, beta, stress tests After all modifications, a recurrence test has to be performed