Author Archives: David Mullich

How Much Math (And Everything Else) Do You Need To Know To Make Video Games?

MathAn elementary school teacher in New York recently asked me to write a letter answering the following questions from a 9-year-old-student named Matthew:

What math do you use in video games and how do you use it? What do you have to do to become a video game designer? Do you need to be in a special college or high school?

Here is my reply:

Dear Matthew:

Thank you for sending me your very interesting questions about video game design.

There are several ways to become a video game designer. You can go to a school that teaches video game design, like the one where I teach. However, many game designers I know have majored in other subjects in college –English, history, film, philosophy, science, art, music, or computer science, which was my major. You see, you need to know a little bit about all of these subjects to become a good video game designer.

It also helps to play a lot of different games of many different types. As you play them, stop to think about why their game designer’s decide to put in the rules and challenges that they did. Why did they make these choices, and would you make different ones?

Now, to actually get a job as a video game designer, you need to actually make some games on your own. You can make board games using pen, paper, and dice, or you can download some free game making software such as Scratch of GameMaker. A good game designer doesn’t just like playing games; he or she must also like making games.

Even once you have designed a few games on your own, it can be very difficult to become a game designer as your very first job in the game industry. You may have to start as a game tester, an assistant producer, or a marketing intern. This will give you opportunities to meet other people in the game industry, and find out when new game designer jobs are opening.

Once you get a job as a game designer, then you can start making games professionally. You are right that all games start as an idea. However, that game idea may not come from you. Instead, that idea may come from your boss, a co-worker, or a client that you are working for. Anyone can come up with great game ideas. That’s the easy part!

It’s the game designer’s job to take that idea and turn it into a complete game design. That means coming up with the game rules, the player’s goals, resources the player has to collect to help him or her meet those goals, the obstacles that make meeting those goals difficult, and the different ways the game can end. It also means coming up with the game story, including all the character, dialog, and environments (or levels) that the player travels through. The game designer needs to write this all down so that the rest of the game development team (the programmers and artists) knows what they need to make. The game designer writes the game design as a Game Design Document, which for some large games can be hundreds of pages long!

A game designer needs to be very good at writing, a little good at drawing (for sketching out how games screens and levels should look), and also a little good at math. This is because math is the language that computers (including the ones in game consoles and smart phones) speak. Everything in a game needs to be represented as numbers and mathematical equations.

The very first game I made was a Star Trek game in which the player was the captain of the Starship Enterprise and had to travel around the galaxy destroying enemy Klingon ships. I represented the ship’s position as two numbers – the X and Y position on a graph. I also represented the ship’s energy, shield strength, phaser strength, speed, and arsenal of photon torpedoes as numbers. To figure out how far away an enemy ship was from me, I used a formula I learned in Algebra for determining the distance between two points on a graph. I also came up with a mathematical formula for determining how much weaker my phasers became, the farther away my target was.

Now, because I wanted the player to be surprised by the enemy’s actions, I used random numbers to help decided what the enemy ships would do. I would have the computer generate a random number (equivalent to rolling dice) and then use a table to decide what the ship would do based on that number. A game designer creates lots of charts and tables when making a game, and also needs to understand probability and statistics to have the computer make surprising but realistic choices.

Everyone on the development team uses math – including the artists, who need to understand geometry and proportion. The programmers use math in writing the computer code that allows the computer to understand the game rules, while the game producers uses math to figure out the schedule and budget. Math is used everywhere in game development, but it really isn’t that hard, especially when you get to apply it to something fun like making a game.

Now, once the game you’ve designed is programmed, the game designer needs to test that game out with actual players to make sure that it is fun. If players find some part of the game to be confusing or frustrating, the game designer needs to figure out what the problem is, fix it, and then test the fixed game to see if any more changes to be made.

Being a game designer is like being the host of a party. You plan out what food you are going to serve, what music you are going to play, and what decorations to put up. Then you invite your guests in and make sure they are having a good time. The game designer’s job is to create fun experiences for others to have.

I hope this answers your questions. If you have more, just tell your teacher, and I will be happy to answer them for you.

 

 

How I Used Gamification To Teach Students To Give An Elevator Pitch

Elevator PitchIt is not enough for a game designer to merely have an idea for a game to develop. Unless the game idea is one that the designer can create and publish on his or her own, then the designer needs to convince other people of the idea’s value. He or shed needs to be able to pursuade the rest of the development team that the idea is worth developing, and if it is not an indie game, pursuade a publisher or client that the idea is worth funding.

One common way to “sell” an idea to other people is by presenting an elevator pitch. An elevator pitch is a short summary used to quickly and simply define a product and its value.  The name “elevator pitch” reflects the idea that it should be possible to deliver the summary in the time span of an elevator ride, or approximately thirty seconds to two minutes. The term itself comes from the scenario of accidentally meeting someone important in an elevator.  If the conversation inside the elevator in those few seconds is interesting and value adding, then the conversation will continue after the elevator ride or end in the exchange of business cards or a scheduled meeting.

While the elevator pitch should be short and succinct, it should convey the following information about the game idea:

  • Title: You should give your game a title, even if it is a temporary one, so that people don’t simply refer to it as “your idea.”
  • Genre: Stating the game’s genre conveys a lot how the gameplay will be balanced between action, strategy, conflict and exploration.
  • Target Player: If the game is targeted for a specific level of player expertise (casual vs. hardcore) or demographic (e.g, children, history buffs), then that should be stated in the pitch. However, if your game is just targeted at everyone who enjoys playing that genre, then you can omit describing the target player in your elevator pitch.
  • Core Mechanics: You should describe exactly what players will be doing to try to achieve the game’s overall goal.
    The core mechanics should be described in player actions and the purpose for the actions (for example, “jump to cross dangerous chasms” or “fulfill quests to improve character abilities”).
  • Play Value: Explain exactly how the game will entertain the player. You need to be more specific than simply saying that it’s “fun” or “cool”.
  • Competition: Compare your game to an existing, successful game with which the audience is familiar so that they have a greater grasp of what your game will be like. However, you can omit calling out a particular game if your idea is similar to many games in its genre
  • Unique Differentiation: It is very important to describe how your idea will be different from other existing games by describing its unique core mechanics, features, setting or story.

This information is then conveyed in the elevator pitch in a structure like this:

Game Title is a game genre for target player. It features core game mechanics that bring play value. Unlike Competition, this game unique differentiation.

Of course, you want to present this information in an entertaining and compelling way that gets the listener excited about the idea. Here’s an example of an elevator pitch that one of our Los Angeles Film School students wrote, with the key pieces of information appearing in boldface.

Somehow it always falls to Mustachio[1] to rally his friends for their many adventures. Run and jump [2] through a side-scrolling platform[3] world made of and inhabited by blocks. With mustaches. A world full of action, puzzles and arbitrary danger[4] that Mustachio faces boldly with his mustache-fueled power to make block duplicates of himself. What? Cloning AND mustaches[5]?! You betcha!

[1] Title
[2] Core mechanics
[3] Genre
[4] Play value
[5] Unique differentiation

Although an elevator pitch seems like a simple concept, I was surprised when I first started teaching game design about the difficulty students had in writing one. While they could list out the information about their game ideas the elevator pitch needed to contain, they typically had problems putting the information into the structure of an elevator pitch and presenting it in an entertaining way. Even more surprising to me was that some students could say something entertaining about their idea but without conveying the essential information about how their game would work of what made it different from other games.

This is not just a problem for our college students. One of the requirements of the Boy Scout Game Design Merit Badge is to write a vision statement, which is very similar to an elevator pitch, and I’ve found as a game design merit badge counsellor that it is the requirement that gives scouts the most trouble. My working hypothesis is that identifying the information needed is a left-brained task while conveying them in an entertaining way is a right-brained task, and few people are adept at using both sides of their brain on the same tasks.

However, I think I found a solution to the problem. This term I had my students do their elevator pitches not in the classroom, but in an actual elevator. I brought the class to the ninth floor of the Los Angeles Film School building, and I had each one board the elevator with several other students, who I said were Activision executives who happened to be riding down with you at your hotel to go to the annual Game Developers Conference. Once everyone boarded, I had the students recite their elevator pitches, and if the other students liked what they heard by the time the elevator reached the lobby, the students were to give the presenter their “business cards.” Each student had only four business cards to give out, so they had to decide whether the presenter was really worthy of giving up their business card for. I gave extra credit to the student who received the most business cards after everyone had a chance to pitch.

This gamification of the assignment worked like a charm, and the students gave the best pitches I’ve heard in the past year that I’ve been teaching at the school.