Game Design & Gamification


What if you would need a good game?

Theme Parks, Enterprises, Strategy…

Theme Parks, Enterprises, Strategy…

Theme Parks, Enterprises, Strategy…

Theme Parks, Enterprises, Strategy…

RPG, MMORPG, FPS, RTS…

RPG, MMORPG, FPS, RTS…

RPG, MMORPG, FPS, RTS…

RPG, MMORPG, FPS, RTS…

Arcade, Story, Economy…

Arcade, Story, Economy…

Arcade, Story, Economy…

Arcade, Story, Economy…

Real Life, SciFi, Heroic Fantasy…

Real Life, SciFi, Heroic Fantasy…

Real Life, SciFi, Heroic Fantasy…

Real Life, SciFi, Heroic Fantasy…


All existing systems can be transformed and adapted into games.

Gamification is an extremely effective way to offer an interactive immersion in a given universe, to give another filter of vision of a process or to pose the stakes, the environment and the solutions of a problem.

By offering a ludic filter to stakeholders that allows them to act upon -and within- the environment and to be involved in the proposed objectives, we obtain a much more active participation. Then, we solicit the imagination and potential innovations in a much more intense way than the ones proceeding from a classic brainstorming or work session.

Having an extensive knowledge of many game formats (Video Game, Boardgame, Wargame, Roleplaying, LARP, Escape game, etc.) I can design a gamification adapted to any paradigm – beginner, insider or expert level.

This playful creation can be applied as a tool – to serve interactions within a company.

Or it can be applied as an effective contribution to an already existing game on any scale – ranging from the large scenography of a Theme Park to the private, individual Board Game. There, I can intervene on the invention or the coherence of the rules, the design, the scoring, the testing or the gameplay.

As Director of Innovation Management Consulting at EY, I had the pleasure of working with Jean-Dominique on a call for tenders from the French Ministry of the Armed Forces regarding the creation of a Red Team.
 
I was able to appreciate his creative, innovative and reactive spirit in areas as varied as Disruptive Scripting, Strategic Thinking, Innovation Brainstorming or his proactivity during Game Design sessions.
 
In addition, as a talented illustrator, Jean-Dominique made a large number of drawings in situ during our restitution with the army officials in order to give a live account of the various concepts presented, as well as of the speakers and experts participating in the event… and this, always with a spirit full of humor and great conviviality. A very pleasant work experience and an excellent memory!

Luc Declerck – Managing Director – Board of Cyberwww.boardofcyber.io – Former Innovation Management Consulting Director – Ernst & Young – www.ey.com



What is Game Design?

Inventing Rules and Systems

Inventing Rules and Systems

Inventing Rules and Systems

Inventing Rules and Systems

Creating Assets or Tokens

Creating Assets or Tokens

Creating Assets or Tokens

Creating Assets or Tokens

Designing UX/UI

Designing UX/UI

Designing UX/UI

Designing UX/UI

Assuring Testing and Playability

Assuring Testing and Playability

Assuring Testing and Playability

Assuring Testing and Playability


Game Design encompasses the 3 necessary axis for the creation of a Game, which are : The Game Mechanics (the container), the Gameplay (the content) and the Player Experience (the benefit of the player).

Game Mechanics bring together all the rules and the structuring framework -in the broadest sense of the term-  in which the game takes place. Personally, when I design a game, I also think very soon of its graphic design ; as the sensory experience the player will have when confronted with the rules will influence them and vice versa.

Gameplay represents “playability” and how the player interacts with Game Mechanics ; whether it is a turn-based Boardgame or a shooting video game in subjective view, this notion defines the fluidity and ease the player will have to master and influence the game world he is partaking of.

The Player Experience covers a very wide range of “rewards” resulting from the Gameplay interaction with the Game mechanics:

It can be Emotional (fun, feeling of power, construction, “wow” effect) -typically the benefit of Boardgame type or Video Game). It can be Reflexive (gain of knowledge, strategic practice, simulation) -typically the benefit of Gamification for companies or armies . Or it can be a combination of these two benefits.

Personally, I assert that even a reflexive game must be fun and immersive – alluring even! Because the narrative unfolding of a game associated with the emotional involvement of the players will allow a better quality of learning and experience.

Each game has its own design and each design has its own story.

As Product Manager at Equinoxe, I had the pleasure of working again with Jean-Dominique on a major project to create an interactive Video Games Platform in Browser Access.
 
Jean-Dominique was able to intervene at several stages of the Game process: Co-foundation of the Game Design, Storytelling of the scenario, Concept Art of the characters, creation of web advertisement assets, creation of 2D assets and their animation under Flash/Adobe Animate, rules and scoring planning as well as the creation of Level Designs.
 
As Project Manager, he succeeded in bringing together teams of developers, illustrators, writers and art directors efficiently and in a very human way. He was really very versatile, investing himself at 200% in each stage of the Project! And we were constantly talking about the editorial line of the concept and the creation of new types of games, both having the same gaming culture for a very long time. We were very complementary.
 
He was able to be creative, disruptive and iterative throughout the length of this Project and our Brainstorming and Game Design sessions were always enjoyable and humorous.
 
I absolutely recommend Jean-Dominique and his creativity for everything related to the genesis of Games and their Universes!

Cyril Moindrot – E-commerce Director – Digital Keys – www.digitalkeys.fr – Former Project Manager at Equinoxe



What is Level Design?

Building up Challenges

Building up Challenges

Building up Challenges

Building up Challenges

Designing cohesive Environments

Designing cohesive Environments

Designing cohesive Environments

Designing cohesive Environments

Implementing Triggers and Game Mechanics

Implementing Triggers and Game Mechanics

Implementing Triggers and Game Mechanics

Implementing Triggers and Game Mechanics


Level Design is a fundamental discipline that is part of Game Design and contributes to Gameplay ; it is practiced in video games but can also extend to certain Boardgames.

Its principle is to create a certain number of maps or levels inside the game which meet the requirements of Game Design and propose a variety of stages which constitute a narrative frame, a progression diagram or an alternative of environments and challenges depending on the type of game played.

When I create a level for a specific game – Video Game or Boardgame – I use my scriptwriting and art director skills to add narrative and artistic value to the level design ; because it is not simply a question of creating a playful challenge but also of conceiving a strong emotional and visual experience that can be remembered while satisfying the requirements of narrative logic and Game Mechanics.

It is very important to know the tools of Level Design and the Game Mechanics. Most of the challenges offered to the player will have to test his ability to understand and master them in a progressive and hierarchical way ; consequently, that will give him a deserved sense of accomplishment. In addition, the design processes will not be the same if you use a map editor specific to the game (Video Game) or if the level must be designed autonomously (Boardgame).

It is always necessary to work in close collaboration with the developers, the artistic directors and/or the scenarists in order to know the extreme limits of the game to be able to design a satisfactory and coherent gradation of challenges.

I contacted Jean-Dominique following our meeting at the Hackathon, an event organized by the French Air and Space Force where I had already been very impressed by his creativity, his versatility and his dynamism.

I had a Heroic-Fantasy Theme Park project in the Grenoble area and I was looking for someone well versed in the Game but also in the Visualization and Artistic Creation of the ideas I had in mind for my project…and Jean-Dominique went beyond my expectations!

In a few days, he not only fully integrated and transcribed my visions and my hopes, but also advised me on the setting and the smooth running of the park! He also managed to sublimate my concept by bringing new key elements of interest and by designing a draft of Game Play and Level Design to -in a way- mix the techniques of Online Video Games with those of Live Action Role Playing to generate a whole new concept of interactive park!

He was then inspired by the photos that I had collected on the site that I had chosen to integrate by digital drawing examples of challenges, settings architecture, economic functionality of the park, events management and factions design to enable me to present all of the attractive elements to the potential investors that I was going to canvass. This allowed me to consider my Project in a whole new light, even more exciting!

An excellent experience of Consulting and Game Design creation as much as in visual concretization applied to reality… and this, always with humor and availability!

Quentin Bobinski – Creative Innovation Specialist and Collective Intelligence Facilitator – Cap ou pas Cap? – www.cap-ou-pas-cap.fr