+++ Making of video to Pigeons The
Game (MHMK) +++
+++ Novel RUNES
OF MAGIC: Asiya released on 12th April 2011 +++
are more than just gameplay, at least when they have a story to
tell. In the realm of interactive story telling it is vital to create
an emotional experience for the player!
this demands more than just writing down 'cool' ideas. One has to
work them out and communicate them to the team. Design
documents aren't just bibles; they are planning devices,
description of tasks, they are those things, which need to be done.
Therefore I am teaching
a 'new role of the game designer as author
AND director' in my game
design courses at the MHMK, Munich.
also find me here...
Drawing from experience...
Having learned from my scientific research and
professionel achievements during my time in the games industry from
my point of view "games" aren't just games, but a media platform
of their own. Thus we can produce any content with a media form,
To create thrilling games one just can't rely
only onto the functionality of game-mechanics, one has to "compose"
the sensual elements - often considered as chaotical and therefore
ignored - to an emotional experience, to art.
Michael T. Bhatty was Lead Game Designer for
SACRED (2004) and created - among of other things - story, world,
cinematics and action gameplay of that AAA-title.
Therefore I understand (and teach) game design
as a mixture of concept-writing
(authorship), directing (the
team) and project management
(the logistics). Design documents aren't encyclopedias of cool ideas
but task orders for all the different members of a team commiting
to do the job.
The Lead Game
Designer or Game Director
is a Jack-of-all-Trades, doing an outline, trimming the vision and
keeping it together during development. Due to this, he is a person
in charge for the creative aspects, or else the vision might be
compromised or worse, corrupted.
For Brainsgame's Meine Tierklinik - Babys (Animal
Babies, 2008) Michael T. Bhatty wrote the design documents.
For narrative games just creating game-mechanics
doesn't creates fun at all. Thus it is vital to work on the "living
game", developed after a basic concept into something that can be
touched, interacted with and then be enhanced. This experimental
design is something that must be planned ahead to avoid exploding
development costs, but the controlled input of new ideas can improve
the quality of a product (or piece of art, whatever your point of
view might be).
Michael T. Bhatty was also Lead Games Designer for the midprice-title
Tortuga - Pirate's revenge, which later was released as AAA-title
Tortuga - Two Treasures. For theoriginal concept of Michael
T. Bhatty he created for new and thrilling type of gameplay
for seabattles using acontrolled experimental approach.
as an art-form I put a high emphasis on the "soft" or "chaotic"
elements of development like an intuitive interface-design or the
atmospheric context of all elements. Therefore I do not consider
the game-functionality as a superior thing, dictating and eventually
corrupting all other artistical needs (if it comes to the narrative
aspects!). It is my goal to design an interactive experience rather
than a game or toy, thus I try to establish connections between
elements, items and characters in an interactive environment. This
requieres a different approach to game design, as one has to cover
the aspects of architecture, geography, math and physics along with
all other parts that have an influence on a theme to be designed.
Michael T. Bhatty was Chief Executive Producer
at Phenomedia and also supervised as "directing designer"
the production of casual titles like TinCan, phenomedia's first
inhouse 3D-title in 2006.
To me Game Design is more than just writing concepts.
It means directing a game production as well. It is a functional
composition of the technological
and artistical elements,
be it story telling, interface design, atmospheric sound and music
design or art. Here I am using sound and music early during a development
to find the right mood or tune.
After all, lead game design means to
be interesting in everything, isn't it?
A Making of video to "PTG - Pigeons the
Game", created by my game design student's at the MHMK
University of Applied sciences, Munich in 2011.
are an art form and I am
proud to be a part of educating the next
generation to advance this form into new directions. Because
we can do a lot more that we are doing now in games!