# 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.