Concept

Design intent

You might say: the experience we mean to make

Design intent states the target player’s experience and the design decisions meant to produce it before implementation details take over.

What it does
Gives observation a reference point for judging whether the system is working.
Ask
What experience and decision are we deliberately trying to create?

Parts

Sources

  1. Tracy Fullerton, Playcentric Design (ACM interactions, 2008), Playcentric Design, pp. 42–47: player-experience goals and prototypesCalled ‘playcentric’ design, it involves setting interesting player-experience goals, building a rough paper or digital prototype that attempts to achieve those goals, testing the prototype with players, evaluating the results and integrating feedback, and then doing it again.
  2. Robert Yang et al., The Level Design Book, Layout: define a player experience goal before drawing, then plan pacingbefore drawing a layout, define at least one player experience goal
  3. Celia Hodent, Developing UX Practices at Epic Games, slides 3, 6–7 and 44–45: intended experience, target audience and user-centered testingSo UX is all about making sure that your user is going to experience the game the way you, as a designer, intended.
  4. Steve Swink, Game Feel: The Secret Ingredient, Context; Polish; Rules: goals for intended feel and physical impressiondesign should include game feel. Game feel needs prototyping too
  5. Ian Schreiber, Game Design Concepts, Level 5: Mechanics and Dynamics, The Process of Design; Use of Feedback Loops; Homeplay predictionthe desired experience emerges from our rules.
  6. Tynan Sylvester, Decision-Based Gameplay Design, Decision Recognition, Evaluation, and DesignGame designers need to not only understand how decisions create a computer gaming experience, but also need to be able to create an experience that includes lots of unique, difficult decisions with strong feedback.

Use it on your project

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Paste it into a coding agent that has the teardown skills.

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