Table of Contents
Design Pillars
Design pillars are fundamental principles or key elements that guide the development of a game. They serve as the foundation for all decisions made during the game’s design and development, ensuring a cohesive vision. A pillar would be composed of a word, a concise phrase or a statement that encapsulate a core idea, emotion, or mechanic that the game should embody.
Number of Design Pillars
3 to 5 pillars are ideal to avoid dilution of focus or underdevelopment of important aspects.
Design Pillars Can Cover
- Gameplay Mechanics
- Narrative and Storytelling
- Art and Aesthetic
- Player Experience and Accessibility
- Emotion and Atmosphere
- Innovation or Unique Selling Point (USP)
- Replayability and Longevity
Exeample:
Subnautica’s Pillars:
Intoxicating Creation:
The overwhelming excitement of being able to build anything.
Thrill of the Unknown:
Excitement, dread and tension of exploring the unknown. No idea what dangers/rewards are down there.
Cascading Hysteria:
Uncontrollable outburst of emotion, fear, irrationality, laughter, weeping, etc. FTL style chain of “oh sh!t” dependencies, where a failure in one system can affect others, until you’re suddenly in trouble.
Questions to Find Your Pillars
- What core emotion or experience do we want the player to feel most often?
Example: Thrilling, intense, relaxing, immersive.
- What is the most important aspect of gameplay we want to emphasize?
Example: Strategy, combat, exploration, creativity.
- What makes our game stand out from others in the same genre?
Example: Innovative mechanics, unique art style, narrative focus.
- What is the primary goal of the player in the game?
Example: Survival, discovery, puzzle-solving, building.
- How do we want players to interact with the game world?
Example: Solving problems, experimenting, competing.
- What core feature or system drives the game’s progression?
Example: Combat mechanics, resource management, character development.
- What should players remember most after finishing the game?
Example: Story-rich, challenging, ewarding, visually striking.
- What kind of relationship do we want the player to have with the game’s world?
Example: Exploration-based, strategic planning, immersive narrative.