GAM 392: Game Modification Workshop |
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Intro | Resources | Schedule | Assignments | Readings | Teams |
Assignments may change, with notice, to better accommodate the class dynamic. Unless otherwise noted all assignments are due before class on day they are due. |
1) Form Teams |
Form into a team of 1-5 students. Your team will last the entire quarter. You have a choice as to how you will form your teams. You can either:
Once formed your team cannot be changed after they're formed. You must work through any problems together as a team. If a teammate drops off the face of the earth you'll have to manage without them. |
2) Individual Brainstorms / Pitch to Team |
Browse IndieCade Winners and 10th anniversary winners here EACH STUDENT BRAINSTORMS 50 GAME IDEAS Every student must brainstorm at least 50 game ideas by themselves. When brainstorming by yourselves keep in mind that the final game will have to deliver ONE MINUTE of awesome gameplay. ONE MINUTE of incredible gameplay is superior to several minutes of good or average gameplay. Review the lecture from the first day of class if you need help or inspiration brainstorming ideas. EACH STUDENT RATES EACH OF THEIR 50 IDEAS USING THIS METRIC After each student brainstorms 50 ideas they must rate each idea in terms of how easy it is to make in terms of art, code, and audio (1 hardest - 5 easiest) as well as how innovative and appealing it is (1 least innovative - 5 most innovative). Game ideas that score 9-10 are great because they are easy to develop as well as innovative. Using this scoring process each student selects the top 2-3 ideas and pitches them to her or his team. EACH STUDENT PRIVATE PITCHES 2-3 IDEAS TO THEIR TEAMS In these pitches you present to your team outside of class include:
Each student should document all of their brainstorm and pitch materials and make them available to their team however they see fit, e.g. google docs. Details from other ideas can often help solve design/art questions/challenges later on in the development process. |
3) Build Your Team's Studio |
CREATE YOUR TEAM'S CHAT GROUP:
CHOOSE YOUR TEAM'S PRODUCER:
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4) As a Team, Pitch Your Game to the Class |
As a team, come up with a game idea that you'll develop over the course of the quarter. The games must be easy to develop in terms of art and gameplay, innovative in their gameplay, and use 1 or 2 buttons as their input to limit scope and maximize polish. The goal of your game is to win independent game festivals like IndieCade etc. The idea you pitch can be from your individual brainstorms or some new idea that you all come up with together. The purpose of the pitch is to establish a clear understanding of the kind of game your team wishes to make. Internally, this helps everyone on your team get on the same page. Externally, it helps us understand exactly what you're hoping to do and provide informed feedback. Any team that pitches a game that seems too complicated or not innovative will be rejected and you will have to present a new game idea next week. If you pitch twice you can still get an A if the second pitch is great. Pitch Format:Include all 6 of these in your Power Point presentation:
The entire pitch should be around three minutes long. Everyone on the team must speak and present at some point during the pitch. Chose someone from the team to take notes during feedback. Each team will receive several minutes of feedback from the class. How to Pitch Effectively: Thoroughly practice the pitch with your team outside of class before you present it in class. Your pitch should be lively throughout. Make your presentation image-heavy rather than text-heavy. Speak over a series of images rather than read screen after screen of bullet points. |
Teams revise ideas based on feedback and work on prototyping their core ideas as quickly as possible. ASK FOR HELP AND ADVICE FROM THE TUTORING LAB, CLASSMATES, UNITY FORUMS, ANYWHERE YOU CAN. If you cannot prototype the core gameplay in a week, or if you do prototype it but it is not fun (but frustrating, boring, confusing, etc.) you will have to revise your game idea and repitch. The goal in this prototype is to show that the core mechanic is fun and the game is within scope for this class. Program everything using throwaway code. Whatever you do DO NOT program systems, just handcraft everything and do it quick. The goal with this assignment is to get your game working at its most basic level and see if it is fun and within scope for the class. Publish your prototypes as a Unity web build so it is playable in browser and everyone can easily play it. Share link with class on Discord. Tutorial on creating Unity web builds: https://www.youtube.com/watch?v=JZqTHjjtQHM&feature=emb_title Artists should rapidly produce sketchy, rough art that approximates the look and feel of what you're going for. The art doesn't need to be integrated into the prototype (if that helps speed up development) at this time and can be shown separately. Try to create an approximate vision of the game to evoke the overall feel. If the sky in your final game will be purple then make your sky purple. If enemeies are going to be 2x the size of the player then make them approximately that size. Decide what the 2-3 most important sounds are for the prototpe, for example maybe it's "tapping punch button" and "enemy getting punched" in case the punch hits the target. Find sound placeholders online or make your own, for example here are some woosh sound effects for "tapping punch button" at www.sounddogs.com. Similar to the art, you do not have to integrate the sound effects into the prototype yet if you don't have time. |
6) Create/Maintain a Schedule - And update regularly |
Establish a production schedule for the quarter. Each item and task should have a begin and end date as well as who is responsible for it. Here is an example production schedule. Break each list item into its component steps. For example a 3D character would need 1) concept art; 2) 3D model; 3) UV; 4) texture; 5) rig; 6) walk animation; 7) run; 8) attack; 9) getting hurt; 10) dying, etc. If you have a score at the top of the screen that has to be arted as well. Be sure to include EVERTHING the game will need. Share your schedule with the teacher via email, even if it's just a link to a google spreadsheet. As your schedule changes in the future please share the revision with the teacher. |
7) Conduct Tissue Playtests and Write Report |
Find 5 people in your target demographic who are NOT IN THE CLASS and who are unfamiliar with your game idea. Print these out to guide you (PDF from Fullerton's Game Design Workshop) For more elaborate playtesting guides use these too! (From Salen, Fullerton, Schell) Test your latest working prototypes(s) with each of them. Coach them as little as possible to get honest feedback. It will be painful for you to shut up and watch them play if they are struggling, but it will be extremely insightful. Consult the lecture and the two readings on playtesting to not squander this opportunity to improve your game. Your game might still be in pieces, which is fine. For example, you might have several working prototypes of different sections of the game that will later be stitched together into a single level. Every play tester should play all of your latest protoypes. Write a one page report (150-200 words) describing what you learned and what you will change in the game. List at least 10 changes you will make to your game based on the playtests. I'm not grading this for eloquence but SPELL CHECK and use proper grammar. Each team should email the report to the teacher. |
8) Alpha Build Milestone, Video, Presentation |
ALPHA BUILDS:
VIDEO:
PRESENTATION:
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9) Conduct Final Playtests and Write Report |
Find 5 people in your target demographic who are not in the class who are unfamiliar with your game plan and idea. Print out these questions to help guide you (PDF from Fullerton's Game Design Workshop) For a much better but more elaborate guide Print these out (From Salen, Fullerton, Schell) Test your latest working builds(s) with each of them. Coach them as little as possible to get honest feedback. Consult the reading on playtesting to not squander this opportunity to make your improve game. Your game might still be in pieces, which is fine. For example, you might have several working builds of pieces of the game that will later be stitched together into a single game level. Have each play tester play each part of your game. Write a one page report (150-200 words) describing what you learned and what you will change in the game. Each team must email their report to the teacher. |
DEMO:
VIDEO:
PRESENTATION:
Either do a postmortem or a sales pitch but not both. Tell us at the start which you'll be doing.
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11) Complete Peer Reviews of Your Teammates |
Complete survey form, which you'll receive via email, to rate how the folks on your team were to work with. |