LVL UP 2×02 – Core Mechanics & Design Decisions
The game mechanics, a set of design decisions that will make our players spend the most memorable moments and in turn will be a labyrinth of intuition, observation and correction as video game designers. However, how many steps are we going to have to take to figure out what the best mechanics are for our game? What factors will influence our design decisions? To what extent can we say that our main mechanics are those we initially had in mind or are the result of a series of coincidences or causalities. How can we ensure that our design choices are in harmony with our production context? Why can some design choices prevail until the final product and others will never be experienced at the hands of our players? Without going any further, today’s episode is about a topic that should excite all game devs, core mechanics and design decisions, but as always from our podcast we are going to take into account multiple perspectives that we hope will help you better understand how to align your goals as a game designer with production goals. An episode that has a luxury guest, Kevin Sardá, responsible for works such as Nihilumbra (Beautifun Games), Rime or Gylt (Tequila Works) and currently The Knighwitch (Super Mega Team) The episode consists of several parts: – Context, background and current projects of Kevin Sardá
– Generating the idea in early phases
– Pre-production and game design ( Techniques and recommendations )
– Production and game design ( Day to day )
– Post-production ( To be taken into account the day after )
– Closing In this program participate: Kevi Sardá ( @thesharkrider ), Ignasi Rivero (@ignasi_rivero) , Katia Sumalla (@CaterinaSumalla) and Roger Montserrat (@rogermontserrat).
Tag:Podcast
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