Design Philosophy

Design is the answer that defines the functionality and purpose of an interesting object, to the question as to what its usefulness is and why is it important to the one who is experiencing it.

Excitement, enjoyment, elation, and hope are examples of experiences we curate for all kinds of players. Whether someone is
deeply immersed in the most incredible story to unfold in an ever expansive world, or having an intense grip into their mouse while calculating every possible decision faster then their world class opponents in the highest realms of competition - we all want something meaningful from our time playing games.

Design should be explorative, inspiring, and thoughtful.
A designer has the opportunity to imagine big, take risks, and learn fast.

What Can a Game Be?
  • Games give players an opportunity to experience something remarkable that's beyond reality.
  • Players dive into a state of flow in which they are immersed into the game's world as they attempt to master it.
  • Gameplay provides agency by allowing opportunities to choose from an array of different actions in the attempt to obtain a desired outcome. 
  • Play can be fun or serious, emotional or strategic, explorative or directed, driven by learning from making interesting decisions.
  • A game is a space to have fun in where fond pastime memories can be created.

Game / System Design

Mastery over difficult choices.

Whatever the controller, players use physical interfaces to make intended choices for a virtual avatar that become interpreted by systems that then display the outcome on a screen.  

Game Theory
Providing multiple strategical choices  invites players to create mental decision trees based on the information they know, so that they can look forward and reason backward on in order to make informed choices to which strategy to choose against a intelligent opponent. 

Mechanics
Actions and consequences are bound by sets of rules, which can be as simple as the numeric probability in throwing dice or with complex maneuvers that require quick decisions against a flurry of attacks. The input and output of mechanics need to be reliable and understandable, which ensuing that they provide players the tools they need to succeed by the process of trial and error. 

Level / World Design

Discovery of new adventures.

Architecture, natural environments, futuristic structures, the unknown ... opportunities for players to explore unseen locations, experience new perspectives, and discover lost fables and secrets.

Layout
The form and function of a space and the objects in it communicates to players what their objective are and provide opportunities to take advantage of and discover ways around the barriers and obstacles to achieve their goals.

Encounters
The world is full of problems to solve,  characters to help, and battles to fight (and win). Progressing through experiences provides greater challenges and twists to mechanics that match the player's increased level of growth and skill.

Narrative Design

Solving of remarkable mysteries.

The world is built by series of cultural or natural events over time that that we call it's history. Sometimes a series of happenings congeal to create something remarkable, but to discover it takes mixture of both effort and luck.

Conflict

Solutions to opposing ideas or perspectives are solved when either party is proven wrong or is forced into submission, where words can be more devastating than a bullet. 

Agency
Everything in the world is in a constant movement or keeping still until provoked by force. Normal is only routine until something foreign disrupt it that could unveil a interesting and / or deadly truth. A player's interactions should have consequences, should be reflected by those affected who living in the changed world.


A Generalized Design Process:
    1. Write a design brief / paper map a thematic concept as to what the player could experience.
    2. Pitch the design to get different opinions and perspectives on what works or not.
    3. Gather feedback and incorporate the best ideas that reinforce the theme and keep clarity to the intended design.
    4. Prototype gameplay with multiple iterations, taking risks with massive changes.
    5. Playtest with players who are new to the content and gather detailed feedback on what works and not.
    6. Refine content with incorporated final art / animation assets.
    7. Complete design according to quality assurance checks with intent to ship.
    Under Construction
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    Level / World Design

    Beauty can be found everywhere we look, you simply have to open your mind up to letting it in. At Aperture, we specialize in finding methods to produce breathtaking results that are not only captivating to your audience, but generate revenue and traffic to your personal and or business needs.

    Game / System Design

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    Narrative Design

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