GAM 392: Game Modification Workshop
Intro Resources Schedule Assignments Readings Teams

Schedule may change, with notice, to better accommodate the class dynamic.

Week 1: Introductions and Getting Started

Week of April 1st

Introduction to Course

Lecture 1: Intro to Course (PPTX, PDF)

Innovative minimal input games:

  1. Sashimi Slammers (made prior year in this class)
  2. Pop N Pals (made prior year in this class)
  3. Patient Rituals by Andre Blythe
  4. Incredipede or How to be a Tree
  5. Punch the Custard by George Buckenham
  6. Realistic Kissing Simulator by Jimmy Andrews and Loren Schmidt
  7. Hit Me by Kaho Abe
  8. Get on Top by Bennett Foddy
  9. Soccer Physics by Otto-Ville Ojala
  10. Super Hexagon by Terry Cavanagh
  11. Gamma IV by Cactus
  12. Pancake by Philipp Stollenmayer
  13. Line Wobbler by Robin Baumgarten
  14. The Impossible Game
  15. Morning Makeup Madness
  16. Un Pas Fragile (student game gets free trip to GDC including pass, hotel, and flight, plus you receive a lot of employment opportunities)
  17. Frog Climbers
  18. Lots of games on itcho.io are minimal

Browse IndieCade Winners and award categories here

IGF Finalists and ALT CTRL

Due by end of day today: Form Your Teams for the Quarter

Due asap: Read The Game Begins with an Idea

Due after you do Reading: Brainstorm Ideas Individually and Pitch to Team (outside of class)

Due next class: Build Your Team's Game Studio

Due next class: As a team, prepare and practice your Game Pitches

Week 2: Brainstorms and Pitches
Week of April 8th

Teams Pitch Their Game to the Class and get Feedback.

Due asap: Read: The Game Improves through Iteration

Due next class: Simple Fun Prototypes. What makes your idea amazing and playable? Show off your creativity making toy that's intrinsically fun to play. Iterate a lot on the toy to develop its potential.

Due in class in TWO WEEKS: Establish Team Schedules

Week 3: Simple Fun Prototypes
Week of April 15th

Teams update class on what iterations and progress has been made on their simple fun prototypes. Class plays online Unity web builds of simple fun prototypes, art and audio progress, and give feedback

Teams and students workshop either with class or professor solutions to any development challenges the project faces or how to capitalize on emerging opportunities.

Due next class: Establish Team Schedules

Week 4: Continued Iteration on Prototypes and Art
Week of April 22nd

Class discussion of reading.

In class playtests and critiques of revised Simple Fun Prototypes.

Lecture 5: Playtesting

Workday. Instructor meets with groups

Due asap:

Read Playtesting Guide (PDF from Fullerton's Game Design Workshop)

Read more elaborate guide Playtesting Guide (From Salen, Fullerton, Schell)

Week 5: Playtests. Eliciting Brutal Honesty
Week of April 29th

Class discussion on playtesting readings

Students play each other's games and provide Feedback.

Workday.

Lecture 4: What do players really want?

Due next class: Each team completes 5 tissue tests. Each Team provides a One Page Report describing 10 improvements they'll make based on the playtests.

Week 6: Iterate to Create Flowing Gameplay
Week of May 6th

Class Discussion on Reading.

Studios team up and discuss problems and brainstorm solutions for each other.

Prepare alpha builds for playtests and presentations next class.

Due asap: Read XEO Design Handout

Due next class: Alpha Build including 1 minute video of gameplay uploaded to YouTube or Vimeo.

Week 7: Alpha Milestone - Game Has 30 Awesome Seconds
Week of May 13th

In class playtests and critiques of Alpha Builds. Games should be festival worthy and very polished. Teams show 1 minute videos and briefly discuss state of development and plans.

Week 8: Iterate Like Mad. Strive for CLARITY, PUNCH, & FLOW
Week of May 20th

Implement changes and adjust development schedule based on critical feedback on Alpha Milestones. Teams meet with instructor to help guide these changes where necessary.

Lecture 6: Experience Loops

Then a workday to prepare for Final Game Milestone and playtesting in class next week.

Due next class: Have latest working builds ready for playtesting in class. Shoot for one full minute of compelling game experience.

Week 9: Games Have One Minute of Awesome Gameplay
Week of May 27th
Students Playtest each other's games all class. If playtests are in-person (no quarantine) rotate who tends the game so each teammate has time to walk around and try out other groups' game.

Class Discussion on what students learned in last class's playtests.

Workday to prepare for final playtesting sessions outside of class.

Due next class: Final Playtests and Reports

Week 10: Last Round of Playtesting. Focus now on Polish!
Week of June 3rd

Workday to polish games based on final playtesting sessions.

Teams meet with professor to discuss priorities.

Teams work and crunch to polish games for Final Game Milestones.

Lecture 8: Final Games and Demo Day

Cut out any weak or confusing element. Make sure new players can easily play your games.

Due next class at Final Exam: Final Game Milestone, Demo, Video, Presentation.

Week 11: Final Game Playtest (Final Exam)
Week of June 10th

In class playtests and final critiques. Games should be festival worthy and polished.

Due today: Final Game Milestone, Video, Presentation.

Due today: Peer Reviews of your Teammates.

 

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