The Studio
The Game
Gameplay
Game Mechanics
Look and Feel
Storyline and Characters
Art
Technology
Audio
Gameplay vs Game Mechanics vs Game Design vs Playability
Psychological aspects
Fulfilment needs
Esteem needs
Social needs
Safety needs
Physiological needs
Game Mechanics
Fun
Challenge - Achievements - Rewards
Dopamine (Skinner Box)
Predict and drive user behaviour
Responsibility (Slots) WOW)
Achieve flow Zone
Lose track of time while playing a game
Challenge vs skills
Anxiety vs Boredom
Why do people play
To master the game
To destress
To have fun
To socialize
Player Motivations
Show off
Explore
Compete
Flirt
Chat
Help
Win
Disturb
Compare
Rate
Player Types
Killers 20 %
Achievers 40%
Socializers 80%
Explorers 50%
Progression to mastery
Novice
Problem Solver
Expert
Master
Visionary
Point System
Experience Points (XP, guide, up, expire)
Redeemable Points (fluctuation, earn and burn)
Skill points (attributes)
Karma points (behaviour)
References
https://www.slideshare.net/joanby/the-basics-of-game-design-how-to-design-a-video-game
https://www.vg247.com/2018/04/24/video-game-industry-jobs-explained/amp/