From the course: Game Design Foundations: 1 Ideas, Core Loops, and Goals
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Defining features from a core
From the course: Game Design Foundations: 1 Ideas, Core Loops, and Goals
Defining features from a core
- [Instructor] We're going to talk about defining a game's feature set from its core. As a reminder, a core of a game is the one thing that game is about. The feature set is a list of the things you might see on the back of a game box or an ad for a game. A feature set contains the elements of a game's design that the team wants to achieve in its development. These features strengthen the core. If we use a car as an example and say that its core is to be a great family vehicle, the features almost suggest themselves. There are those features required for the core, like a car's engine or seats, but there's also features which will strengthen the core. Lots of seating, navigation, seat back entertainment, good mileage. Likewise, once one knows the core of a game, solid feature set almost makes itself. If we were going to make a platformer, like Mario, for instance, we would expect these to be our features. Jumping, enemies, power-ups, and, of course, rewards. But how do we go beyond…
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