L O A D I N G
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SERVICE SUMMARY

CLASSES:

FULL-DAY

Marie offers curated full-day classes for both foundational and advanced game design topics, aimed at specific design areas. She also offers game jams, where she guides the team through coming up with their own game pitches and presenting them for the team. Below are Marie’s pre-curated full-day programs, each crafted with a specific theme in mind. Most contain a mix of talks and exercises for optimal learning. Marie also offers to tailor a program to suit your needs. Get in touch to tell Marie more about your situation and goals and she can suggest a relevant program of sessions.

GENERAL GAME DESIGN

Sessions that go into the very building blocks and methods of game design, useful for all teams irrespective of game type. Sessions can be swapped freely to make your own custom schedule.

Game Vision

Full-day workshop on game design theory, taken one step further with Marie’s experiences from AAA studios

What characterizes a good design pillar? Should they overlap, or stand out, or complement one another? How can they be used to inform the rest of your design? What elements bind them together to explain the full direction of the game?


Takeaway: Clear design direction

In this session, we walk through what Creative Briefs are, and how they can be used at early stages of design to align and connect your game across all design aspects – from narrative to progression to gameplay.

 

Takeaway: More aligned design across team

EXERCISE:
Write your Creative Briefs

In this talk, Marie walks through the concept of design hierarchy, and how it can be used to structure your vision to ensure your that the core aspects of your game gets to thrive and harmonize with one another, and make the game feel coherent.

 

Takeaway: More concise & coherent design

EXERCISE:
Structure your features

Creative Processes

Full-day workshop with short sessions that share best practices to strengthen your team’s creative processes.

Experience goals help align your teams around a common reference on what each feature should feel like interacting with. They also serve as an interface and agreement between creative leadership and designers. 



 

Takeaway: Rich, fun gameplay, a passionate team that goes that extra mile and happy stakeholders.

In this workshop, Marie presents examples and advice on how to write design docs so they are clear, concise and inspirational. The participants then to gets to try their learnings on messy fictional documents, and gets peer feedback on their changes.

 

Takeaway: Write better design docs

When should you prototype, how should you prototype? Should you prototype in several layers? What answers can it give? In this session we discuss the concepts fail-fast and fail-right and discuss which way of prototyping works best when.

 

Takeaway: Quick and solid design decisions

EXERCISE:
Make your own board game

Community & Users

Full-day workshop centered around building your community. Ends with a workshop on Steam pages

Personas is a concept the industry has used for years, but what are they? How do they ‘work’? When are they useful, and how should they not be used? This session tells how to use them in the best way to make informed choices in your design, and ensure it caters to many players.

 

Takeaway: A more rounded game experience

What does a pro player need to be able to rise to the top in your game? What tools does coaches require, and how do you ensure orgs can get enough exposure? This session goes into the features you need to ensure your game can grow a thriving esports community.

 

Takeaway: Making your game community-ready

Workshop that discusses how Steam Pages can be used as a tool for alignment, to faster understand where your game vision is heading and to make your game stand out more. We walk through the history of Steam Pages and best practices, and then make our own mocked-up pages using a template.

Takeaway: Alignment & sharper USP’s

EXERCISE:
Make your own Steam Page

GAMEPLAY CLASSES

Sessions with specific and deep knowledge in gameplay

Core Gameplay

Full-day workshop on the basic building blocks of core gameplay. Ends by

The core gameplay of everything you
have played can be deconstructed into a few reoccurring mechanics and patterns.
What are they, what do they challenge the player on and how can they be layered
combine to create deep and varied second-to-second gameplay?

Takeaway: More varied core gameplay

EXERCISE:
Model core gameplay

This session explores
what gameplay depth is, from both mechanical and tactical aspects, and finds the master formula that defines it. It then walk through one of Marie’s famous models and gives examples on how you can build depth in your games that
challenges players and makes the experience easy to learn but hard to master.

Takeaway: More gameplay depth

What are the decisions that the
player takes second-to-second, minute-to-minute and hour-to-hour in your game?
What are the tools that the players at their disposal to take said actions? How
overloaded, or
understimulated, is the player, in terms of both mechanics and tactics?

Takeaway: Balanced player stimulus

Multiplayer design

Unique full-day workshop on multiplayer design, going from the game mechanics all the way to how to serve a community

Which common playstyles does
different players have, and how to they harmonize with different combat
archetypes, and different combat roles a player can assume? This session dives
into how you can make your gameplay flexible to allow for several playstyles.

Takeaway: More enjoyable gameplay

EXERCISE:
Design your combat roles

Session focused on how your game can serve players to help them understand what’s happening in the game, promote them to follow the same decision logic and be able to coordinate their strategy.

 

Takeaway: Better teamplay

Session where we look at different ways to build and strengthen the social glue between players that both makes them want to excel, play together as well as keep coming back to the game.

 

Takeaway: Better retention

GAME AI CLASSES

Sessions with specific and deep knowledge in specific game features

Game AI (NPCs)

Full-day workshop on AI, focused on individual NPCS with rich immersion and complex behaviours

Session teaching some of my secrets in AI – a system developed that makes AI respond to player actions in immersive and realistic ways depending on both the nature and strength of the  actions, the personality of said AI and its relationships with other surrounding AI.

 

Takeaway: More realistic AI actions

Player immersion rests upon the whole package of what they experience whilst ingame,  – the narrative, sound, VFX, animation and so on. This session walks through my Mood System – a model that seamlessly improves the appearance and expression of an AI, in parallell to it taking actions.

 

Takeaway: More realistic AI expressions

Having been the feature owner and responsible designer for all boss fights on an AAA game, Marie dives into and share some of her design secrets on how she approaches their design and work with devteams to create fun, intriguing and challenging boss fights that are satisfying to beat.

 

Takeaway: Better boss design & process

EXERCISE:
Make your own boss fight

AI Simulation Systems

Full-day lecture on AI, going
Marie’s most advanced AI systems and
difficulty scaling. No exercises.

This talk unveils under-the hood knowledge of AAA combat systems. We will walk through the ‘Overmind’ – the AI Director that oversees every combat encounter. We will also discuss design principles and values to keep the right balance of autonomy, integrity and readability, and ensures your combat is both immersive, challenging and fun.


Takeaway: Make your own basic AI Director

Session teaching some of my secrets in AI – a system developed that makes AI respond to player actions in immersive and realistic ways depending on both the nature and strength of the  actions, the personality of said AI and its relationships with other surrounding AI.

 

Takeaway: More realistic AI actions

Marie will share the architecture behind her own AI Director that expanded into an ‘Adventure Director’, an advanced spawning and objective system that oversaw all of combat in co-op games. The Director spawns the right type of NPC, at the right time and place, to ensure players have ebbs and flows in combat and keep facing a tough yet beatable challenge.

 

Takeaway: Make your own advanced AI spawn system

Session focused on balancing difficulty to match player choice, expectation and skill. Marie will present her toolbox of tricks to cut players some slack when facing tough game situations. The session both goes into when to use UX & hints, as to balance tactical challenges, and to tweak the actual difficulty itself for tough mechanical challenges.

 

Takeaway: Balance your difficulty

MORE DETAILS

Executive Summary

Marie has an Executive Summary that describes her sessions more in detail along with key sample slides. Click the link below to read it.

TESTIMONIALS

"Great experience"

"It was a great experience having Marie over for a game design bootcamp. She took the team through several creative exercises that challenged the status quo of our game vision and triggered interesting thoughts. She showed great flexibility by jumping into any topic we needed and even did several of her talks at our request. We really appreciated and respected how she could help us on so many fronts.

The biggest help for us was definitely her extensive AI knowledge, where she shared her best practices from past AAA games she worked on. She went into several advanced topics. It was especially great to hear her thought process when creating the behaviors of enemies, and how she user tier lists when designing enemies. Her hands-on combat experience was very valuable to us, and we learned a lot from her.

After a week of bootcamp, our team is now well set to tackle our coming milestones, but her expertise could really be helpful again in the future. “
Game team
Supercell

"Creativity was booming"

"We got Marie over for her two-day workshop in game design, where the participants got to come up with game ideas, refine them and present them at different stages. They learnt a great deal, both about how to properly design games, but also about teamwork and how to align on ideas. Creativity was booming, at the same time as they had a clear guiding structure on how to keep refining and expand on their concepts. Her curriculum was set up in a great way to allow for step-by-step learning.

We found Marie easy to work with. She was responsive, flexible and tailored her program and content to our wishes. She also took the time to walk around and help everyone in their thinking, making sure no one was stuck, and even went above and beyond by spending some time playing and giving feedback on a game in development. All in all, we loved working with her and definitely want to bring her in again!"
Joselito Sanchez
Norway University of Applied Science

"Nuggets of gold"

"Marie came over to our office and hosted lectures over two days that both had some nuggets of gold but also reinforced the fundamentals. She let us customize the program to focus on areas of our choice to benefit us the most where we are currently at in our development.

Our biggest takeaways were from the Experience Goals and Core Gameplay Challenges lectures that gave us the theory behind building engaging and varied gameplay, as well as communicating the design to your team. Thanks for the visit Marie!"
William Karlsson
Sharkmob

"Incredibly insightful"

"Last year, I had the absolute pleasure of attending Marie Mejerwall's Masterclass in Boss Fight Design. Over the course of seven weeks, Marie shared some incredibly insightful boss design knowledge and practices that she attained in her 15+ years of industry experience. Especially her direct and individualized feedback during the course helped me a lot to refine my design skills!

Keep an eye [...] if you want to join her next masterclass, I most definitely recommend it!"
Tristan Hantschel
Good Evil GmbH

"Fantastic"

"This training course is fantastic! Marie covers all the important elements of designing and realising Boss battles in a super clear way. As well as gaining valuable knowledge its been incredibly helpful in getting all roles across our feature team aligned on what's needed to create amazing boss fights - Highly Recommend!"
Anna Marsh
Dambuster

"Very comprehensive"

"Recently, I participated in Marie Mejerwall's webinar on designing core challenges (Building Blocks of Gameplay). A great piece of knowledge delivered in a very comprehensive, creative and professional way.

The webinar was a total blast. I do recommend Marie's workshops to everyone who wants to improve their design skills.“
Maria Borys-Piątkowska portrait photo
Marysieńka Królowa
Flying Wild Hog

SERVICES OFFERED

Schools & indie studios

This service includes:​
  • A full day of classes
  • Tailored or pre-curated​
  • Online or in-person
  • For up to 30 people

€1200

(excl VAT & travel)

Incubators & funded studios​

This service includes:​
  • A full day of classes
  • Tailored or pre-curated​
  • Online or in-person
  • For up to 30 people

€2000

(excl VAT & travel)