ABSTRACT

This chapter provides a total of 11 tools for the third stage in game design: commitment. It’s focused on decision-making and communication. Many designers need to learn how to get other people of many different disciplines excited about their designs, and this chapter provides tools for the job. It goes into how to tell a story instead of just pitching a game, how to use repetition as a pitch training exercise, what design pillars, design facts, and one-pagers are and how they can be used, as well as reminders to set all the key metrics and make sure that you have checked the legality of everything you are including with your game. It’s a creative checklist of things the game designer will have to do before development moves forward. The chapter also reminds the reader that this commitment is intended to be real. When this process is complete, and the game design moves on from this chapter into Problem Solving, there should be no going back to exploration or ideation.