Game Design lessons from designing Football, Tactics & Glory
summary
Design process shows concrete moves: quick dirty prototypes prove fun or fail, one mechanic trims match length from 40–60 minutes to ~10 minutes while keeping depth, two iterations per new mechanic become the pipeline, team of six spends three years, release sells well on Steam with coverage from Rock Paper Shotgun, Polygon and Destructoid. UI solution uses an exaggerated perspective UI so the whole pitch is readable without cinematic cutaways, economy switches to a spend-on-demand model, and onboarding is stupidly simple start to avoid early frustration.
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chapters (10)
- 0:00Introduction
- 3:12Vision shapes game design
- 7:59Prototyping unique mechanics
- 11:52Simple game start
- 15:06Displaying full field in turn-based football
- 20:25Redefining football manager genre standards
- 23:59Feature cost vs value
- 27:54Handling ideas and feedback
- 35:43Resolving disputes and final choices
- 40:55Q&A
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32mDesigning with Heart and Head
19mHow premium games can succeed
58mCurrent challenges for game developers
25mCreating enticing sports games with short and fast play time
46mWhy You Should Not Underestimate First User Experience and How to Improve It.
41mDesigning from the Heart
22mGame design tactics
39mBringing your concept to life
