# Playmaker 101: Chapter 17 Game Design 筆記 Source: [Playmaker 101 The Complete Course](http://jonathan-oduffy.thinkific.com/courses/playmaker-101-the-complete-course) * * * ### 17.2 Picking Your First Game - Mechanics and experience over content. - Game doesn't have to be long - 5-10 minutes - A 5-10 of a story or game that connects/touches people is better than 8 hours of it being an OK game. ### 17.6 Set Milestones - Set goals and objectives for your games. - What do you want to learn from this game? - Puzzle mechanic, Al, Sound effects... ### 17.7 Set Deadlines - Set a deadline for your game no greater than 1 month. - Usually will take half again as long -6 weeks. - No great than 3 months on a game - Scope too big - Start loosing motivation/ambition ### 17.8 Schedule a Sticking with it - Set aside some time each day to work on your game. - At least 20 minutes a week to look at your game. - Artist practice drawing everyday. - Most professionals practice their skills/art from each day. ### 17.9 Experience is Important - Your game doesn't have to be polished to AAA level. - You are after the experience to making the game. - After one year you will have 8-12 games under you belt. - Then tackle bigger games or unique game concept you have in mind. ### 17.10 Minimum Viable Product - In your games look for what is necessary to make a work. - Movement and jumping - Rolling jumps and animation probably not - Unless there is the purpose of the game. - Remember K.I.S.S (Keep It Simple, Stupid) - Keep it simple silly (stupid) - Simple is hard to do. - Complexity is easy. ### 17.14 Portfolio - Most of companies are interested in what you have made. Not a report card. - More meaning to show the games you made - How you implemented it - The bugs - People feedback - Story and experience behind the game - how you came up with it and grown from making it. - Achievements, leveling up, accomplishments.