When I was working at Backbone, our creative director wanted everyone to present different ideas and concepts. Â Things that would push our game design knowledge while improving our public speaking. Â While going through some archives, I came across a presentation I had done. Â There are slides and the accompanying speech. Â I think the concepts still apply today.
From the end of the speech.
Key take aways
- Make sure you have designed your game for all levels of engagement. Â If you skew to heavily in one area, you will find your game is more niche than desired.
- Keeping all levels of engagement in mind ensures you have a product that caters to a wider audience. Â This should be a goal for all designers.
- Keep your concepts simple, your controls tight and easy to use, and make it easy for player to find and share a deeper knowledge of the game.