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title: 'Playmaker 101: Chapter 17 Game Design 筆記'

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# 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)
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### 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.