Pillars
also known as: Design Pillars, Design Goals and Features
Classification
- #method #medium/text #process/planning #roles/designer #roles/manager #roles/writer #used-by/designer #used-by/artist #used-by/engineers #used-by/writer #used-by/tester #tools/digital #tools/non-digital
Intent
- Develop a game or level with a balance of fixed principles and variable decisions.
- Encourage an interplay between established principles and modifiable choices.
Problem
- How do you effectively design a game or level while determining which decisions to prioritize?
- How do you structure a comprehensive game design document?
Solution Approach
-
Organize your design decisions in four key categories:
- Pillars (Fixed Decisions):
- Fundamental, unchanging principles that serve as the core of your game design.
- Should guide all design and implementation decisions.
- Often, they are considered classical constraints or restrictions.
- Design Goals:
- Abstract objectives linked to each decision.
- Use various resources like images, references, and sound to convey your goals.
- Emphasize “showing is better than telling.”
- Features (Changeable Decisions):
- Align with design pillars and work toward achieving the design goals.
- Include specific details such as name, vision statement, technical description, interfaces, references, and risk assessment.
- Context:
- Considerations and factors that must be taken into account when making specific design decisions.
- Pillars (Fixed Decisions):
Application
Input
- A record of all design decisions.
- Ideally, an outline of your game design document.
Application
- Divide your decisions into the four categories:
-
Pillars: Fixed principles that define the fundamental aspects of your game. Ensure that these remain unchanged throughout production. - Consider using prose to explain these principles in a way that is accessible to all team members.
-
Design Goals: Abstract objectives tied to each decision. Use various media to illustrate your goals. - Remember that you’re trying to convey abstract ideas. - Features should be described later with these goals in mind.
-
Features: These should align with the design pillars and help achieve the design goals. Provide technical and descriptive details, including: - Name - Vision Statement (“As a player, I can… with…, to feel…”) - Technical Description (definition and description of technical decisions) - Interfaces (connections to other features, systems, etc.) - References (Examples, Mockups, Moodboards, sources of inspiration) - Risks (identify potential issues and propose alternatives if applicable).
-
Context: Collect other things you need to consider. They will define the context of your decisions regarding specific artifacts or more general decisions.
- For example, point out the uniqueness of your level and justify why it has to be in the game.
-
- You can enhance the definition of your overall level with this approach or specific aspects of the game.
Output
- An outline of the decisions, well-organized, categorized, and described in detail, typically in a Document or Textual form.
- Enhanced organization for the Game Design Document.
When to Use It
- Ideally, in the game development process before the production phase.
- Whenever there’s a need to refine your game design document, although decisions should ideally have been made beforehand.
Relevant Roles Using This Model
- #roles/designer Designer #used-by/designer
- Artist #used-by/artist
- Engineer #used-by/engineers
- Writer #used-by/writer
- Tester #used-by/tester
Relevancy in the Following Processes
- Game Development in the planning, designing and testing phase
- Combat Design when decisions impact the combat system.
- Gamespace Prototyping considers the decisions made
Applicability
- Effective for defining goals and fixed principles.
- Best suited for early design and decision-making stages.
- Facilitates decision-making, resource collection, and testing but does not directly implement the game.
- May impose theoretical constraints on the design process and can limit your creativity.
Pros and Cons
Pros:
- Provides clear goals and definitions, including technical aspects.
- Offers a reference point throughout development.
- Identifies and categorizes fixed decisions.
- Useful even without a formal game design document (e.g., Diablo 3’s seven design pillars).
Cons:
- Design Goals can be highly abstract and challenging to define.
- May restrict creative freedom, leading to a more theoretical design process.
Relation with Other Methods
- Defines the structure of the Game Design Document, which is essential for decision-making.
- May involve elements of Reference Collection and Mood Boards as references for features.
Examples
-
Diablo 3 Design Pillars (source: Pure Diablo):
- Approachable
- Powerful Heroes
- Highly customizable
- Great item game
- Endlessly replayable
- Strong setting
- Cooperative Multiplayer
-
The Last of Us Game Pillars (source: Game Developer):
- Crafting
- Story
- AI Partners
- Stealth
-
Axis-aligned Top-Down Camera Design Decision
- Pillars: Axis-aligned Top-Down Camera
- Goals: Sense of Verticality & Depth
- Features: Weather Effects, …
- Context: For this view to take full effect, the game world must have buildings with various heights. …
Relevant Tools
Relevant Literature
Andersen 2016 - How to Write a Game-changing Audio Design Document today
Diablo 3 - Seven Design Pillars
Design Pillars - The Core of your Game
...