Look and Feel

 

The graphic environment and quality of your game will usually set the tone for the entire game. The look and feel will define the main premise and flow of the game.

 Players and Effects

  Gaming demographics
  Pop Culture - games as icons and cultural artifacts
  Fan Culture - game communities and their users
  Mass Culture - cultural dialog about games

 Experience of Gaming

  Social aspects
  Emotional aspects
  Cognitive aspects
  Psychological aspects
  Human/machine interaction

 Gameplay

  Goals
  Structure and Progression
  Degree of Difficulty
  Play mechanics
  Abstract design elements (feedback systems)
  Spatial design elements

 Sounds

Besides delivering information, sounds can connect with a person on an emotional level and invoke fear, excitement, surprise, sadness, or playfulness.

  Managing sound effects
  Creating sound effects
  Creating music loops

 Flash Examples 

 Sound Placed on Frames
Run the example file missiles.swf
Open the example file in Flash

 Sound Controlled with ActionScript
Run the example file ball.swf
Open the example file in Flash

 Sound With Collision
Run the example file billiard_ball.swf
Open the example file in Flash

 Volume Controlled Through Acceleration
Run the example file car.swf
Open the example file in Flash

 Game Review

FruitSmash - Puzzle where you click horizontal or vertically adjacent fruits to swap places to match up three pieces of identical fruit.

 Reading

  Understanding Comics: Chapter 5
  Flash mx Game Design Demystified: Chapters 11 and 12

 Design Project

Intro and Exit screens.

 Documentation Project

Describe look and feel.