
The concept of video games — is a short pitch of what your game is interesting and good. Pitch with maps and your gameplay patterns. In first line we want to understand: • What is unique about your idea? What’s different from the 'nbsp; the rest? • How does it work? How’s the game going? • What does it look like? The concept of game — not just a set of texts, a a description of the interesting and in something unique.

Video game analysis
Like the c any development, we start with the search for reference: examples of similar games on genre, theme, or gameplay. Are you planning on making a shooter? Play a different joker. Interesting in a step-by-step strategic gameplay? We’re looking for a strategy. The problem is not it’s easy to find a game and play, a track your feelings from games, your experience.

Analyze how these games are interesting. Try to spell out what’s different from the 'nbsp; the others in 'nbsp; one or two sentences. That’s what you’re gonna have to do when you play your gameplay. Select actions: What does a player do in games? How does it work? Why is this how it’s done? Look for experience: a for that players love the game and what in action they so like? They like the call, the dive in the the dramatical story, testing their analytical abilities? What did you like? How did the gameplay develop? What’s the interesting gameplay cycle in once after every time a player passes? What’s changing the cycle in ? What keeps the player interested?

If you learn to identify this in the existing game projects, it will be easier for you to describe the specifics in your own.
What do we expect from the video game concept?
• short-formulated substance of your gameplay genre genre genre ~ what’s going to happen? • clearly described specific actions, descriptions of what the player’s target is playing? What’s he gonna do? What can opponents do/how does the location work? How does space work? How all this is connected in the system of examples! ♪ thought-out design of the game screen interface or the player’s decision cards ♪
Look at the directional students doing it. You’ll need 2-3-4 modules 1 course in Portfolio. The students create a concept of 2D-3D video games with interesting gameplay sticks and show the gameplay via the gameplay trailer. You don’t need a trailer. You need a trailer. You need a trailer. See how they map and show the game on slides.
2023-2024 2 modulea href=»https://portfolio.hse.ru/?filter=1_1_1_N_14_N_2022_1075_1_N_N_N" Target="_blank»>2022-2023 3 modulea href=»https://portfolio.hse.ru/?filter=1_1_14_N_2021_1072_1_1_N_N" Target="_blank»>2021-2022 4 module
1-course projects (1) https://portfolio.hse.ru/Project/178317 (2) https://portfolio.hse.ru/Project/158969# (3) https://portfolio.hse.ru/Project194233
1 course students projects (1) https://portfolio.hse.ru/Project 194946 (2) https://portfolio.hse.ru/Project 194988 (3) https://portfolio.hse.ru/Project194257
What kind of genre do you want?
Your game can be anything. You can come up with a game concept in VR, a cooking simulation, an adventure, or a visual novel. But!We’re gonna have to wait for the gameplay of originality and the gameplay of how the player plays. A means making a cooking simulation that’s not it’s like it’s different. And show exactly what it is.
The game stories.
Quests, adventories, visual novels, interactive movies in the quality of the project is possible, but have its complexities. To make it good:
1. Describe your story in 1-2 offers. C what’s going on? What’s intrigued? 2. All right, all right, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay. Synopsis: What does history look like, what it’s out of it represents itself. Make a chart of your work. Spoilers — your best friends, open up important secrets, let us understand how you plot. For us, — is an opportunity to understand how you present history.
3. Show examples of meaningful elections. Underline how history evolves from the decisions we make.
4. All right, all right, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay, okay. Let me read the interesting text from yours and yours and your games. With developed characters, interesting language, and characterists. Hook it up.
Good and original not so easy to write, as it seems. Study games, movies, books, comic books, practice telling stories about your story without water and most importantly, not make standard stories about lost brothers, maniacs, and depression. You can look at how to show the story in the short form, you can see the second-year students. Their task was to make text novels with a long branch not more than 2,500 sims. In the novels can be played, by each work has a reference to novella. 2023-20242022-2023
Examples of students working in 2 courses (1) https://portfolio.hse.ru/Project/195272 (2) https://portfolio.hse.ru/Project/195548
Typical errors in video game design
Mistake № 1 You’re trying to stuff in 12 AAAA-project. AAA-projects are stuffed into documentation is long in hundreds of pages, and it’s definitely not it’s reported for 2500 simuls. Choose small, focused projects. Look at how indi with a small budget makes juicy and original ideas for a couple of hours. More from conceptual project in small form (also made and in single!) not required.
Mistake № 2 You not described the video game specifically enough. Surface explanations not make us understand your idea even if the idea in was very original. Try to get out on the specific. Let us understand, in why the distinctive experience and the game’s pace, its the focus. Check that not say universal mechanics, by which can be picked up with a dozen refs.
Mistake № 3 Videogame not linked to the system. You told the set of actions, but not gave an idea of how they interacted with each other. Try to show how one comes from the other. B why the motivation of the player to do those or other actions.
Error № 4 No examples/examples look like pictures. B Videogame always has control, interface, system response. The interfaces tell us how your game works, that you’re you think it’s important in games and what information you’re giving. Try to think UI UX games. See references in similar games, study Game UI Database.
Mistake № 5 Got a standard gameplay. We we’ve seen a lot of model visual novels with yander girls, crutches about madness, and stalkers about maniacs. Look for interesting topics and actions from these topics. Not repeat what is already, and your project will get at least new.
== sync, corrected by elderman == @elder_man