The Making of a Conceptual Design for a Balancing Tool
Balancing is usually done in the later phases of creating a game to make sure everything comes together to an enjoyable experience. Most of the time balancing is done with a series of playthroughs by the designers or by outsourced play testers and the imbalances found are corrected followed by more...
Main Author: | |
---|---|
Format: | Others |
Language: | English |
Published: |
Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik
2014
|
Subjects: | |
Online Access: | http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-27329 |
Summary: | Balancing is usually done in the later phases of creating a game to make sure everything comes together to an enjoyable experience. Most of the time balancing is done with a series of playthroughs by the designers or by outsourced play testers and the imbalances found are corrected followed by more playthroughs. This method occupies a lot of time and might therefore not find everything. In this study I use information gathered from interviews with experienced designers and designer texts along with features from methods frequently used for aiding the designers to make a conceptual design of a tool that is aimed towards simplifying the process of balancing and reducing the amount of work hours having to be spent on this phase. |
---|