1. Genre
    1. General Genre
      1. Action
        1. Speed and reflex oriented
        2. Hand-eye Coordination
        3. e.g. : Spiderman, Mario Bros, Assassin Creed, Avatar
      2. Adventure
        1. Interactive story about a character controlled by player
        2. Doesn't manage process nor oponent to be defeated
        3. e.g.:Legend of Zelda
      3. RPG
        1. Tactical, exploration, logistical, economical, puzzle, conceptual challenge
        2. Focus on character development and role playing
        3. More fantasy and strong storylines with NPC (Non Player Characters)
        4. e.g. :Final Fantasy, Persona, Tales of Graces
      4. Sport
        1. Imitating real sport games
        2. e.g. :Pro Evolution Soccer
      5. Vehicle Simulations
        1. Real life and imaginary vehicles
        2. Create the feeling of driving or flying real vehicles
        3. e.g. :Gran Turismo, Flight Simulator, Need for Speed
      6. Strategy
        1. Logic and resource planning oriented
        2. Forms
          1. Classical turn-based
          2. Real-time strategy
        3. e.g. :Warcraft, Age of Empires, Civilization
      7. Puzzle
        1. Problem solving skills
        2. e.g. :Bejeweled
      8. Construction & Management
        1. Build something within context of ongoing process
        2. Need good observation, planning, and contemplation
        3. e.g. :Sim City, Sim Theme Park, Football Manager
      9. Artificial Life
        1. Simulates life cycle or living things using AI
        2. e.g. :The Sims
    2. Point of View/Perspective
      1. Top Down
      2. Third Person
      3. First Person
      4. Flat/2D Sidescroll
      5. Isometric
      6. Text Based
  2. Dimensions of Game World
  3. Design
    1. Basic Elements
      1. Aesthetics
        1. How the game feels, smells, tastes
      2. Mechanics
        1. Most important elements that makes game a game
        2. Rules, goals, procedures in game
      3. Technology
        1. Interactions and materials that makes your game possible
      4. Story
        1. Sequence of events in the game (linear or branching)
    2. Qualities
      1. Have goals
      2. Have rules
      3. Have conflict
      4. Have internal value
      5. Entered willfully
      6. Can be won or lost
      7. Challenging
      8. Engaging
      9. Interactive
      10. Closed, formal system
    3. Game Design Documents Purpose
      1. Memory
        1. Record thousands of game design decisions
      2. Communication
        1. Communicating decisions with team
        2. More minds to fix bugs
    4. Game Design team roles
      1. Design
        1. Game design overview
        2. Detailed design document
        3. Story overview
      2. Engineering
        1. Technical design document
        2. Pipeline overview
        3. System limitations
        4. Art bible
        5. Concept art overview
      3. Management
        1. Game budget
        2. Project Schedule
      4. Writing
        1. Story bible
        2. Script
        3. Game tutorial and manual
      5. Players
        1. Game walkthrough
  4. Concept
    1. Choosing the genre
      1. Market driven
      2. Designer driven
      3. Art driven
      4. Technology driven
      5. License exploitation
    2. Type of game machine
      1. Handheld
      2. PC
      3. Console
      4. Mobile
      5. Others
    3. Target audience
      1. Core gamers
        1. Play a lot of games
        2. Don't like easy games
        3. Like challengin games
      2. Casual gamers
        1. Just for enjoyment
        2. Must be entertaining
  5. Creative and expressive play
    1. Self-defining
      1. Avatar
        1. Personality expression
          1. Choose avatar: choosing from pre-defined selection
          2. Customizing avatar: selecting interchangeable features
          3. Creating/constructing avatar: give freedom
        2. Represents player and alter ego
    2. Creative play
      1. Design
      2. Save
      3. Share
    3. Creative play categories
      1. Constrained
        1. Imposed by rules within artificial constraint
        2. Limited by an economy
        3. Creating to physical and aesthetics standards
      2. Freeform
        1. Sandbox
        2. Few or no limit of what to do
        3. No time and resources limit
    4. Storytelling
      1. Allow players to create own story and share
    5. Game modification
      1. Good business
        1. Players don't get bored of your game
        2. More mods = more people to buy
      2. Level editors
        1. Create or edit levels
      3. Bots
        1. Programmable AI opponents
  6. Game World
    1. Purpose
      1. Create and sustain player's interest
      2. Immersive and suspension of disbelief
      3. Importance of harmony
    2. Dimensions
      1. Physical
      2. Temporal
      3. Enviromental
    3. Categories
      1. Realistic
        1. Model the real world
      2. Abstract
        1. Little resemblance to real world; have arbitrary rules
    4. Realism
      1. How the game imitates reality: depending on the game context
  7. Character Development
    1. Goal: memorable
    2. Nature
      1. Mental → Phsyical
        1. Almost entirely physical because player do the decision
      2. Reality → Fantasy
        1. Entirely fantasy
      3. Complex → Simple
        1. Complexity of plot gradually diminishes from novel to games
    3. Visual appearances
      1. Art driven character design
        1. Physical
        2. Visual
      2. Story driven character design
        1. Intrigue and get player to like
        2. Changing and developing
    4. Audio design
      1. SFX and Music
        1. Themes
        2. Physcological expectations
        3. Sign of events
      2. Voice and language
        1. Vocabulary
        2. Grammar
        3. Accents